2018: How to Win at Omega Quintet

0019_001I finally finished getting the Platinum trophy in Omega Quintet this evening, and feel I’ve had a thoroughly satisfying time with that delightful game. It remained fun for all of the 170 hours I played it for — excluding the Order Break-happy bosses in the DLC dungeons, which can fuck right off — and I’m pleased that Compile Heart has got off to a running start in the PS4 era.

One thing I noticed, though, is that there aren’t many guides out there for Omega Quintet. GameFAQs doesn’t even have an FAQ page for it, though the discussion boards are quite active. As such, it’s fairly likely that there are people out there who want some hints and tips about how to get good, particularly as in its later hours (and particularly post-game) Omega Quintet can get quite challenging.

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Here are some helpful tips, then. These all assume that you have progressed at least far enough in the game to have the full party of five.

  • Arrange your party either in a straight line formation, an “M” or a “W” shape. Whoever is in the middle slot (I recommend someone like Otoha or Kanadeko, since they have high Stamina) should have Takt paired up with them. The reason for this is that this means Takt can cover the maximum number of party members with Group Defense if the party is hit by an area-effect attack.
  • Speaking of Takt’s defense abilities, always use them. Not only do they reduce damage, they also cause status ailments to be resisted by all party members being hit by the attack, even if you accidentally hit Pair Defense instead of Group Defense on an area-effect attack. Neither Pair nor Group Defense will block stat drains, however.
  • In the early game, stick with the girls’ default weapons — spear for Kyouka, fists for Kanadeko, hammer for Otoha, gun for Nene and fans for Aria. In Disc Analysis concentrate on unlocking and upgrading the relevant weapon skills; you can always branch out later.
  • Also in the early game, consider specialising each girl. Kyouka’s high Vitality (speed) makes her ideal as a “buffer” since she usually goes first in the turn order, so equip her with skills like Scorch Choir, Chorale, Bastion and Charge to allow her to buff up the entire party’s stats. Aria, meanwhile, makes a good healer due to her high Divinity, while Nene makes a good “mage” with her high Knowledge stat. Otoha and Kanadeko are your de facto physical attackers, so concentrate on getting their weapon skills up to scratch as soon as possible, then choose elemental skills that complement and support the others.
  • Go for big bonuses when you can. You earn bigger bonuses the bigger the number of hits in a single combo (i.e. before an enemy gets a turn), the more enemies you defeat simultaneously (on a single turn; doesn’t have to be in a single action), the more HP you Overkill an enemy by, the more Links you get (more on those in a sec), the higher your Voltage is (more on that in a sec, too) and the more Requests you complete if you trigger Live Concert Mode.
  • Links are your way to earning lots of experience, EP (money) and Approval (which unlocks quests). Pay attention to the type of attack the interface says a skill “links” to, and use them in this order whenever possible. The more links you chain without a break, the bigger your bonus at the end of a fight.

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  • Links also help with earning Voltage, but the most reliable means of bumping up the Voltage meter is to get lots of critical hits. To do this, use area-effect attacks and reduce the enemy stats as much as possible. If the damage numbers that pop up when you hit something are red, that’s a critical hit and will earn you Voltage. Note that only physical (Mic) skills will critical; E Skills will not, so even though some E Skills hit lots of times over a wide area, they’re not good for earning Voltage. They are, however, good for earning bonus actions through the hit count.
  • Consider Chain Skills when picking discs to set on each girl. Some are more useful than others. By far the most useful of all is Cosmic Fan, which you obtain late in the game. This requires four different girls to cast Cremation, Legato, Aubade Crush and Absolution. It hits for a bunch of times, but its main benefit is that it reduces all the stats of everything it hits — and it covers a wide area. If you have the slots for it, give all five girls Cremation, Legato, Aubade Crush and Absolution, because this way you can case Cosmic Fan five times in succession if turn order lines up correctly and you use Harmonics.
  • Speaking of Harmonics, use it whenever you can, but don’t waste it. Manipulate the turn order by using abilities or items with low wait times, and don’t forget to use Takt’s Pursuit to knock enemies back in the turn order. Ideally, you want each Harmonics to have all five girls ready for action, preferably to hurl out some Cosmic Fans and debuff the enemy into oblivion.
  • Order Break is the most annoying thing in this game, and it’s not immediately apparent what triggers it if you’re not paying attention. The specific conditions vary according to the party of enemies you’re fighting — certain enemy lineups in the post-game will even cause an immediate Order Break at the start of a battle, even if you got a Surprise Attack in on them. The most common conditions for triggering Order Break are reducing an enemy below 50% of its HP, Guard Breaking an enemy and defeating an enemy. Consequently, you want to try and avoid meeting any of these conditions until you’re in a situation where you can unleash the Harmonics combo from hell to obliterate everything in a single turn.

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  • Speaking of the Harmonics combo from hell, here’s how to kill pretty much everything in the late game with ease:
    • Level up all five girls’ hammer or fan skills to at least proficiency level 7. The quickest way to do this is on the lower levels of the Training Facility dungeon, which are also good for earning a lot of experience. Hammers are recommended in preference to fans, but it will depend what equipment you have available.
    • Learn Takt’s Special Fanfare skill if you have the skill points for it, and assign this to Level 2 Live Concert. Special Fanfare significantly increases damage from Special Skills, so it’s important for finishing battles quickly.
    • Make sure all five girls have all four Cosmic Fan spells. (Cremation, Legato, Aubade Crush and Absolution).
    • If you’ve kept developing Nene as a mage-like character (Knowledge-focused equipment), also give her Flame Typhoon and Raging Vortex.
    • Give all the girls Earth Assault.
    • Make sure all the girls have the main area-effect skills for the weapon whose proficiency you’ve levelled. Important ones are Ultimate Crush and Howling Earth for hammer, Light Crescent and Herd of Artemis for fan. If you have the skill points to spare, upgrade these and the Cosmic Fan spells as much as you can.
    • Fight a weak enemy somewhere and end the fight with Voltage level 5. Note that if you return to the Office, your Voltage will be reset, so if the tough enemy you want to kill is out in the world, you’ll need to defeat a weak enemy in a world dungeon (Verdant Greenbelt is a good bet), while if you’re in the Training Facility, you’ll need to defeat a weak enemy on an early floor, then move directly to the floor the fight you’re struggling with is on without returning to the Office first.
    • Surprise Attack the enemy you want to beat if possible. This should see all five girls’ turns lined up at the start of the battle. If there’s a gap in the turn order, escape if possible and either reduce the Vitality of the speediest characters by removing Vitality-boosting equipment, or boost the vitality of the slowest characters (Nene is usually the problem here) with amps or equipment.
    • If you’re fighting a boss or quest mob, Surprise Attacks may not be possible. In this case, you’ll need to manipulate the turn order using Takt’s Pursuit and defending. Try to line up all five girls without triggering Order Break, so take care you don’t do too much damage to the enemies in the process.
    • Assuming you got the turn order lined up (preferably with a Surprise Attack) immediately trigger Harmonics and cast two Cosmic Fans. Do not cast Cosmic Fan through the Chain Skill menu, however; cast each individual component one at a time on the same target, which should be somewhere in the middle of the enemy party. The reason for this is that Cosmic Fan’s Chain Skill menu option does not input the commands in the right order to maximise your Link bonus. The order you should choose is: (Girl 1) Cremation, (Girl 2) Legato, (Girl 3) Aubade Crush, (Girl 4) Absolution, (Girl 4 again) Cremation, (Girl 5) Legato, (Girl 1), Aubade Crush, (Girl 2) Absolution. After this, Defend with everyone. This will have several important effects: it will lower the enemy’s stats enough to let you get critical hits more easily, it will boost everyone’s action count to at least 6 or 7, possibly the maximum of 8, it shouldn’t do enough damage to trigger Order Break, and the Vitality debuffs it applies will hopefully allow you to get another immediate turn with all five girls lined up.
    • If you do get this second turn — which most of the time you should, assuming you don’t trigger Order Break — trigger a Level 2 Live Concert Mode (which should have Special Fanfare attached to it if you have it) and then immediately trigger Harmonics again.
    • Now follow this sequence, which assumes everyone is equipped with a hammer. Make sure all the E Skills target the same enemy in the middle of the formation in order to trigger Cosmic Fan:
      Kyouka: Cremation
      Otoha: Legato
      Kanadeko: Aubade Crush
      Aria: Absolution, Cremation
      Nene: Legato
      Kyouka: Aubade Crush
      Otoha: Absolution, Cremation
      Kanadeko: Legato
      Aria: Aubade Crush
      Nene: Absolution, Cremation
      Kyouka: Legato
      Otoha: Aubade Crush
      Kanadeko: Absolution, Cremation
      Aria: Legato
      Nene: Aubade Crush
      Kyouka: Absolution
      Nene: Flame Typhoon, Raging Vortex, Earth Assault (for extra Link bonuses and to increase the hit count)
      All other girls in succession: Earth Assault (to bump up the hit count)
      If you’re at Voltage level 2 or higher: Aria: Solitary Rhapsody (otherwise ignore this step)
      All other girls in succession except Otoha: Ultimate Crush, Howling Earth, if enough action points left use Break Prototype on the strongest enemy to maximise hit count.
      Otoha: Ultimate Crush, Howling Earth, if enough action points drop in a Break Prototype on the strongest enemy, then finish with Shrine of Hope on an enemy that has Guard Break (which will probably be all of them after that mauling, but prioritise moth- or plant-type trash enemies, since these have the weakest Magnetic Fields) and which also allows the area of effect to hit everything. (Shrine of Hope gets significantly more powerful the higher the hit count is, hence the overblown combo leading up to it.)
    • Everything will probably be dead after that. If you left a boss-level enemy standing but killed all the trash, you’ll probably suffer an Order Break, so defend through it as much as possible and cleanse any debuffs or stat reductions as soon as you can afterwards. From here try to keep the boss debuffed with a combination of Cosmic Fan in Harmonics when possible, and Aria’s Solitary Rhapsody and appropriate E Skill. It’s also a good idea to Paralyze and Seal the boss using water and earth skills respectively, and any skills that have SP Break are useful too; if you can actually make the boss run out of SP, it will only use basic attacks on you, which can still hit hard without stat debuffs, but which won’t inflict ailments on your party.

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The last bit in particular, although complicated and requiring some preparation, will make the difference between fights that drag on for half an hour and fights that are over in two turns. If you’re stupid enough to go for the Platinum trophy like I did, you’ll need to master it for efficient Approval Rating farming in the post-game!

Well, now I’ve written 2,000 words that have probably baffled most regular readers of this blog — sorry! — I hope, if you stumbled across this blog while Googling things about Omega Quintet, that my tips have proven at least a little helpful, and I hope you continue to enjoy this great game!

2017: Quest for the Crown

0018_001It’s weird to see a new King’s Quest game on sale. I haven’t tried it myself yet — I’m probably going to — but the early buzz surrounding it is very positive indeed, even sans involvement from series creators Roberta and Ken Williams.

For those not quite as old and jaded a gamer as me, King’s Quest was one of the very first graphical adventure games. I hesitate to call it a “point and click” adventure, because although it supported mouse control, you actually had to type things in to a text parser in order to actually do anything. As the series progressed, it gradually and noticeably improved; by the fifth installment, it had made the full transition to a more conventional point-and-click interface as well as offering a “talkie” CD-ROM version; the seventh installment abandoned traditional pixel art in favour of some distinctly Disney-esque animation, and the eighth… well, most people don’t talk about that one.

For me, King’s Quest as a whole is an important series to me. It represents one of the earliest game series I played, and also some of the earliest games I actually played to completion. They also represent an early form of using the video games medium as a means of telling a story — albeit a very simple one in the case of the first couple of games; from the third game onwards it started to get quite ambitious — as well as a wonderfully vivid realisation of the world of fairy tales.

Back in the days when King’s Quest first appeared, it wasn’t at all unusual for games to take heavy inspiration from existing works of art. Numerous games made use of famous classical tunes for their “themes”, for example, and others drew liberally from popular mythology for inspiration. The original King’s Quest games were no exception, as they saw you running into everyone from Rumplestiltskin to the Big Bad Wolf — and, in many cases, dying horribly at the hands of fairy tale monsters.

Despite the fact that it drew heavily on popular mythology, though, King’s Quest had a feel and an atmosphere all of its own. Like the best fairy tales, it presented a world that appeared colourful, happy and vibrant on the surface, but which was mean, horrible and out to get you underneath. The King’s Quest games were notorious for having a wide variety of means for the protagonists to die throughout them, ranging from being eaten by a giant to tripping over your wizard master’s cat while being too far up the stairs, and subsequently breaking your neck when you hit the ground. So frequent (and frustrating) were the death scenes in King’s Quest and other adventures from the same stable Sierra that main rival LucasArts made a specific marketing point of the fact that it was impossible to die or get stuck in most of their games — with the Indiana Jones games being the only real exceptions, and even there it was pretty difficult to die.

But as frustrating and irritating and, at times, downright illogical as the old-school King’s Quest games could be, they represent one of my formative experiences. They’re something that helped me understand a medium that, as you’ll know, is very important to me. They’re something I shared with my family, since many of us used to play them together and try to solve them. And they’re something that I will always have fond memories of.

It’s for this reason that I’m really happy to see King’s Quest making a comeback — and, moreover, to see that it’s being received very well so far. I’m excited to give it a try for myself very soon, and I look forward to seeing how the subsequent episodes develop over the course of the series.

2016: What an Achievement

0017_001I was chatting with my friends earlier this evening about the matter of achievements and trophies in games. As long-term readers will know, my opinions on these metagame awards that were introduced with the last generation of games consoles have gone back and forth somewhat, but on the whole I feel I’m starting to come down on the side of liking them.

The reason for this is simple: after nearly 10 years of them being A Thing in gaming, a lot of developers are getting the hang of how to use them effectively — and the reasons for using them.

There are, in fact, several reasons for the existence of achievements. From a developer perspective, they provide feedback on just how much people are playing games and what they’re doing. This is why so many games have a “started the game” achievement — look at the rarity statistics on PSN and you’ll see that there are a surprising number of people who have booted a game up for long enough to add the trophy list to their profile, but not actually started to play it. I couldn’t even begin to contemplate what the reasons for doing this might be, but it happens; as an example, the wonderful shoot ’em up Astebreed gives you a trophy for completing the interactive prologue sequence — something you have to do before you can even access the game’s main menu — and yet only 91% of players have accomplished this, suggesting either that 9% of players simply turned the game off for some reason or other during the prologue, or were unable to complete it. And I’m not sure that last option is even possible.

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From a player perspective, a well-designed trophy list provides a metagame to layer on top of the existing game structure. They can provide challenges for players to complete and encourage them to explore a game in full rather than simply making a beeline for the credits — and, again, those rarity statistics suggest that relatively few people who pick up any game, regardless of length and quality, make it to the end, which is kind of sad — or suggest new ways to play.

A good example from recent memory that I’m still engaged with is Compile Heart’s PS4 RPG Omega Quintet. I have gone for the Platinum trophy in most of Compile Heart’s games to date (largely the Neptunia games) because I have a keen awareness of how the developers probably use them for statistics, as mentioned above. I see attaining a Platinum trophy — which for those unfamiliar with PSN is the trophy you acquire when you have achieved all of the other trophies in a game — as a mark of support for the developer; a sign that someone out there cared enough about a game to play it to absolute death. (Omega Quintet’s Platinum trophy, incidentally, has a 1.1% rarity rating, which is not altogether surprising as going by my own experiences it’s something of a beast to attain.)

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And in Omega Quintet’s case, that Platinum trophy really is a sign that you have explored everything the game has to offer, because it’s a good trophy list that runs the gamut from “deal 1 million points of damage in a single combination attack” (something that gets significantly easier the further in the game you go) via “complete all the quests” (something which you can miss in a single playthrough if you’re not fastidious about cleaning up quests before advancing the story) and “see the True Ending on Advanced difficulty” (having figured out the conditions to do so, of course — hint: get Aria and Otoha’s affection levels to 4 to guarantee this) to “defeat Double X” (a superboss who sits at the bottom level of the optional Training Facility dungeon and provides one of the stiffest challenges the entire game has to offer)

The interesting thing about Omega Quintet’s trophy list is that by the time I finished my second playthrough (during which I achieved the True Ending on Advanced difficulty) I had only accomplished about 50% of the available trophies. Deciding early on that I wanted to go for the Platinum, I jumped into the post-game (the ability to keep playing the game after you’ve beaten the final boss and seen the end of the story) to explore what these additional challenges might be.

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Nearly 50 hours of gameplay later, I’m still playing, though the end is finally in sight. In those 50 hours, I’ve beaten the 13-floor Training Facility dungeon, pretty much mastered the game’s combat system — the extreme difficulty of the Training Facility encounters, including Double X, demands that you know what you are doing, otherwise you will get your ass kicked, even if you grind all the way up to the level cap of 999 — maxed out the affection values for all my party members, mastered all the weapon proficiencies with Kyouka and have come pretty close with a couple of the others, completed all the sidequests and recovered all the hidden archives. This latter one is particularly interesting, as the archives reveal an absolute ton of story context that isn’t made explicit in the main narrative, largely because it’s not directly relevant to the main cast’s personal stories, but instead provides some interesting background lore and worldbuilding context. You stumble across some of these as you simply explore the main game, but quite a few of them are hidden in post-game content.

In other words, without the trophies to give me a nudge in the direction of this additional content, I might not have gone looking for it. One might argue that the game not necessarily signposting this sort of thing is a problem, but if the trophy system is there — and it’s compulsory to use on both Xbox and PlayStation  — it may as well be used to push people on to explore things further. Combine that with PSN’s “rarity” feature and there’s a really nice sense of… well, achievement when you know that you’re one of the 1.1% who has seen everything Omega Quintet has to offer.

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(Just two more trophies left to go: kill 10,000 enemies and get 1 billion approval rating points. I sense that the challenging DLC dungeons and bosses — including the fearsome Banana Demon pictured above — will be my main means of achieving this!)

2015: Ziggurat Vertigo

0016_001One of the best — or worst, depending on your perspective — things about PlayStation Plus is that there are regular deals on a wide variety of games, seemingly almost at random. During these sale periods, games drop to Steam sale-tier prices (i.e. £2-3 for a typical indie game) and consequently make trying some new things out a rather more appealing prospect than it might be under other circumstances.

So it was that I came across a PS4 game called Ziggurat the other day. I didn’t know much about it, but it sounded like it might be fun, so I grabbed it for £3 and gave it a shot. Turns out it is a lot of fun — and nothing to do with a not-particularly-good iOS game by the same name that I played a while back. (Thankfully.)

bannerZiggurat is the latest in the interminable line of “roguelites” out there; that offshoot of the roguelike genre that keeps the “permadeath” and “procedurally generated” parts and ditches the heavy-duty stat crunching and turn-based exploration in favour of something a bit more immediate, accessible and, in many cases, action-packed. Sometimes it works better than others; procedural generation is something that is very impressive on paper, but in practice it can often lead to levels that are chaotic messes with no real sense of “design” about them, just some tiles splattered around the map at random. This sort of thing is fine in an ASCII roguelike, but less fine in a game with actual visuals.

Thankfully, Ziggurat eschews the totally random approach and instead constructs its levels in a modular manner, somewhat similar to how board games like Advanced Heroquest and Descent construct their dungeons. Rooms are linked together by corridors to make an enclosed map; you start in one place, have to find a “portal key” somewhere in the level, then take it to the boss room, fight the boss and continue to the next level. It’s a simple, tried but true structure and fits well in the context of the game.

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There is a sort of plot to Ziggurat, but it’s of the “back of a napkin” tier from old-school arcadey games from the 8- and 16-bit era. You’re some sort of wizard, and every so often the opportunity arises to fight your way through the eponymous Ziggurat to become a super-awesome elite wizard. It’s more likely that you will die, though, which is okay, because the “sacrifices” of unworthy novices pay tribute to the old gods, or something like that. It doesn’t really matter.

What you do need to know is that Ziggurat is pretty much a spiritual successor to Heretic and Hexen, two games that came out back in the golden age of 2.5D sprite-based first-person shooters. Heretic and Hexen were noteworthy in that they were first-person shooters that opted for a fantasy setting rather than the (then) more common space marine situation. (Military shooters were still somewhat niche interest at this point, and multiplayer was something that was only really played by people who had IPX networks at their workplace.) Despite the fantasy setting, though, neither Heretic nor Hexen were role-playing games; they were action games through and through, with most of the weaponry on offer having clear analogues in more conventional modern and futuristic weaponry.

Ziggurat follows this pattern nicely. You start with a basic magic wand that is a rough analogue to the peashooter pistol that was the default weapon in games like Doom and its ilk. As you progress, you’ll acquire spellbooks (shotguns), magic staves (machine guns) and alchemical weapons (rocket/grenade launchers). Each of these weapons requires a different colour mana (ammo type) to power, with the exception of the pistol… sorry, wand, which recharges its mana over time if you stop firing.

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The interesting addition to the Heretic/Hexen formula — and something that Hexen II touched on — is a progression system. As you defeat enemies, they drop “knowledge crystals” which provide experience points. Filling your experience bar causes you to level up and be able to pick from cards that depict “perks” of various descriptions. These are randomly drawn each game and range from immediate benefit (heal life, regain mana) to ongoing buffs (recover health when you enter a new room, increase the amount of mana you can hold for a particular weapon) to temporary buffs (magic wand does double damage in your next combat). Once you’ve picked one, on subsequent level ups you generally get the option to buff up a perk you’ve already taken or add a new one to your collection. There are even some perks that allow you to choose from a wider selection of perks on subsequent level ups, so there’s a fair bit of variety.

Structurally, Ziggurat isn’t quite as freeform as Heretic and Hexen. Rather than fighting your way through a linear-ish level, you freely explore the level, uncovering rooms one at a time. Rooms will generally be either a “special” room of some description — perhaps with traps, treasure or the portal key — or a standard room with a swarm of enemies to defeat. If you encounter enemies, you’re deemed to have started “a battle” and are locked in the room until you defeat all of them. There’s a decent mix of enemies, ranging from carrots that charge at you screaming to ghostly maidens that fling some description of otherworldly shit at you. Like the classic first-person shooters of yore, different weapons are more or less practical against different enemy types, though a generous auto-aim facility makes aiming and shooting with the controller less of a chore than it is in some games.

A pleasantly old-school throwback in Ziggurat’s overall structure is the fact that you have a score, though you don’t find out what it is until the end of a level or the end of your game. You score points for all sorts of things, ranging from collecting items to clearing rooms — and, obviously, the longer you survive, the higher your score will be. There’s even an “Endless” mode to challenge for those who are gluttons for punishment — though I’m yet to make it past the second level on normal mode!

Ziggurat is a lot of fun, then, and if you’re looking for something relatively quick and throwaway to play — and you miss the ’90s era of first-person shooters — then you could do far worse than give it a shot, if you’ll pardon the pun.

2014: Making Connections

0015_001Although I’m not pretending to have any real understanding of social interactions in general — in fact, as I often mention, I go through life feeling like I really do’t know what to do in a lot of “everyday” social situations — I find the way little communities and cliques develop to be fascinating, both to observe from the outside, and to be a part of from within.

I have a few examples in mind. First, and most prominent, is Twitter. I’ve drifted from group to group a bit since I originally joined Twitter a number of years back. Originally, my use of Twitter was primarily to have a means of talking to my online friends with whom I used to interact on 1up.com. After “The Great Exodus”, when 1up’s specialised forums were mashed together into a NeoGAF-style monstrosity of just “Games” and “Not Games”, a significant proportion of the community left the site’s forums, and many of them found themselves on Twitter. Over time, people changed, moved and became involved in different things. Some gave up on Twitter altogether; others started using it for professional purposes; others still “rebranded” themselves.

I fell somewhat into the latter category. After suffering a fairly serious instance of doxxing and harassment back in 2013 — see, it’s not just women it happens to, contrary to what the media would have you believe — I left Twitter, initially intending not to return, but after realising what a pile of crap Facebook is for actually interacting with people in a meaningful manner, I returned. After realising that the interminable social justice yelling on Twitter was setting off my depression and anxiety, I left again. This time when I came back (they always come back) I decided to “reinvent” myself a bit, and follow fewer of the people I felt I “should” be following, and instead focused on people who posted things I found interesting or enjoyable to interact with. Consequently, these days I find myself on the fringes of “anitwitter”, a subculture on the social network that discusses, posts screencaps and generally enthuses about anime and games. I, as you might expect, fit right in.

Elsewhere on the Internet, the Discord server I mentioned the other day (which, dear reader, you’re still welcome to come and join) has been developing slowly but surely, but it’s our Final Fantasy XIV Free Company server that is perhaps the more interesting example. Taking cues from the in-game friend who introduced me to Discord in the first place, I added an “NSFW” (Not Safe for Work) channel to the server. It immediately became the most active channel in the place, though initially people weren’t quite sure what to post in there, i.e. whether or not it was okay to post filth. (It was, though someone stumbled accidentally into it and complained a bit at being confronted with a wall of hentai, so we’ve since made it invite-only — community management at work!)

What’s interesting about the NSFW channel is that the usual boundaries of “politeness” that are up when interacting with other people online in real time — in my experience, anyway; I tend not to hang around with the sort of people who hurl insults and abuse at one another — are nowhere to be seen. I don’t mean that people are rude to one another; quite the opposite, in fact. The NSFW channel is a place where everyone can be open and honest about the things that they like, and where no-one judges one another for the things they talk about and post. (Or, if they do, they keep that to themselves.) It’s pretty refreshing and liberating, actually, and makes it abundantly clear that there should probably be more places for people — particularly, it has to be said, men — to be able to talk about things like sex, fetishes and all that sort of thing without fear of judgement or anything like that. I shan’t go into any further details than that, but suffice to say we’re all having a jolly old time in there.

Anyway, yeah. Online communities. Just as interesting as real communities, I think you’ll agree…

2013: Starchaser

0014_001Interesting indie game time? Interesting indie game time.

I’m a big fan of the doujin (independently-developed) games that Playism brings to the West. Japanese indie games have a very distinctive character about them; they’re rarely the most technically impressive games in the world (though there are exceptions, like wonderfully gorgeous shoot ’em up Astebreed) but it’s rare to find one that doesn’t feel like it’s been infused with heart, soul and love. The doujin culture in Japan breeds people who are passionate and enthusiastic about their work; these aren’t people who are making games to prove a point, these are people who are making games because they love making games.

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One of Playism’s most recent releases is a peculiar little platformer called Starchaser: Priestess of the Night Sky. This is the work of a doujin circle called Nonlinear, and the designer’s philosophy behind the game is an interesting one: he wanted to make a 3D game where the concept of 3D actually mattered. He has a point; there’s a lot of games out there that are presented in 3D, but which actually only practically play in two dimensions at once. Even renowned games like Super Mario 3D Land/World tend to only have the player worrying about two dimensions at a time for the most part; it’s rare you have to worry about the width, length and height of an environment at the same time in a Mario game, and that format works well for its accessible, family-friendly formula.

Starchaser, then, takes a slightly different approach to 3D platforming. Unfolding through a series of levels on both the inside and outside faces of a series of cubes, you control a young girl as she learns to commune with the stars by navigating through several perilous labyrinths of these cubes. The game starts very simple, but it’s not long before it introduces one of its core mechanics: gravity floors. These checkerboard cubes have their own gravitational pull, so if you’re airborne (through jumping, falling or walking off the side of something) you’ll be sucked towards the nearest one if you’re within its zone of influence. This may well be at a completely different angle to where you were standing a moment ago; Starchaser’s levels unfold making full use of all three dimensions, and you’ll have to look around in every direction carefully to negotiate a pathway towards your destination, making quick-witted use of the gravity mechanic and more conventional platform skills in order to survive.

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It’s actually a really delightful game to play. It reminds me somewhat of PS1-era puzzlers like Kula World, Kurushi Final and the like. At least part of this is due to its somewhat… functional presentation (it won’t run in 1920×1080, and it won’t exceed 30 frames per second) but even with its (apparently deliberate) technical limitations, it’s a joy to play, once you get used to the peculiar control scheme. It’s a very distinctive, original take on the 3D platformer, and a great game to dip in and out of when you fancy banging your brain against some fiendish environmental puzzles and enjoyable boss fights.

Starchaser is available now either direct from Playism or on Steam — buy on Playism and you get a Steam key for free.

2012: Tentacle Bento

0013_001It occurs to me that I haven’t yet written about Tentacle Bento, a card game I picked up at PAX but have only recently had the opportunity to try for the first time.

Tentacle Bento is a fairly simple game whose concept made the Outrage Brigade piss their collective pants a while back, which these days, to be honest, is enough to make me want to check anything out. Essentially, it’s an anime-inspired (all right, hentai-inspired) game in which you and your friends take on the role of ill-defined tentacle monsters of some description, and your task is to sneak into the all-girls’ school Takoashi University and “capture” as many nubile young ladies as you possibly can before the end of term.

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Lewd premise aside, Tentacle Bento is actually a pretty fun game. It’s largely based around playing sets of cards — known as “captures” in the game — in order to score points at the end. In order to play a capture, you have to play a location, a capture event and a character at the same time. Playing a location, capture event and character of two or more different suits is a “sloppy capture” and allows you to get something on the table, but only lets you capture one girl at a time. Playing a complete capture of the same suit, however, is a “noble capture” and allows you to capture up to three girls at the same time. It also allows you to add extra girls of the same suit to a capture from your hand once you’ve put it on the table, up to a maximum of three girls per capture.

Alongside the basic location, capture event and character cards are a few special types of cards. All-Star cards can only be captured through a noble capture — and, moreover, can be the only girl in that capture. They have specific special effects once they’re played; normally a noble capture has a special “mayhem” effect (ranging from changing the direction of play to passing cards around the table) according to the suit it was, but All-Stars override and replace this effect.

Special character cards, meanwhile, have (usually negative) effects to play on other players. Some prevent players from playing certain types of captures, others need to be dismissed via meeting a particular condition, and some can be passed around. Several of them complement and interact with one another nicely, making for some enjoyable moment-to-moment strategy.

Finally, Event cards occur immediately when someone draws them on their turn. These have immediate — and often game-changing — effects. They also act as the game’s timer — once the fourth Event card comes up, the game is over, and players score points according to the captures they have on the table, and lose points for the girls and All-Stars they still have in their hand.

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It’s a pretty simple game to get to grips with, and there’s a fair amount of randomness involved — particularly with the events — so it’s not especially deep, all told, but it is a whole lot of fun, primarily for the impromptu mini-narratives that the capture combinations inspire. Once capture might see three girls having a wardrobe malfunction in the headmaster’s office; another might see a lone girl attempting to have a cuddle party by herself on the school racetrack; another still might see two girls having a pillow fight in the nurse’s office.

Despite the morally questionable premise — if you know what tentacle monsters typically get up to, you know what I mean — the game is designed with good humour and wit. The cards all incorporate entertaining little snippets of flavour text, many of which are genuinely amusing both to people who recognise anime tropes and normies alike.

All in all, it’s very much a filler game rather than something you’d take particularly seriously, but I like it a whole lot and am looking forward to giving it another shot at some point in the near future. I was surprised how much my regular gaming group — most of whom aren’t particularly involved in anime culture — took to the game, so hopefully it will hit the table again soon.

2011: Let’s Talk!

0012_001A little while ago, I wrote about chat app Discord and how I thought it was a jolly fine piece of software that had all but replaced Skype and various other solutions for, among other things, in-game voice chat.

Besides high-quality voice chat, Discord is also pretty great for creating text chat servers with custom channels (each of which can have their own permissions set if you so desire) and various other bits and pieces here and there. The app is clearly largely designed with the Final Fantasy XIV community in mind, given its built-in commands to search sites like XIVDB and Gamerescape, but it’s also a flexible, lightweight, easy-to-use and cross-platform chat app that is super-easy to get signed up for and really easy to use.

So I’d like to invite you along to come and chat! I created a server named after my other website MoeGamer, along with a bunch of channels. The server is primarily intended for people to talk about Japanese video games, anime, manga and the like, but there are a selection of other channels for people to talk about what they might be interested in. I’ve had a few people sign up over the course of the day, but not really much participation as yet; understandable, really, since no-one wants to be the first person to say something!

A request, then, dear reader. If you’d like to have a chat with me and hopefully some other like-minded individuals, please do two things for me.

Firstly, join the server here. (You can use Discord via the Web, but I recommend downloading the standalone app for the best and most flexible experience.)

Secondly, participate! Jump into a channel you like the sound of — the invite link I’ve provided will take you to a “welcome” channel that gives you a summary of what all the other channels are all about — and start talking. Even if no-one seems to be saying much to begin with, people who join the server and channels will see the conversation history when they come along for the first time, so if there are some comments, thoughts and even pictures for people to respond to when they sign up, new members will be more inclined to start participating themselves.

I’d love to build this server into a nice little community where we can chat, share stories, share pics and share our thoughts on all things anime, gaming, manga and whatnot. Discord is a great means of doing just that, and I’d love to see more people making use of it and supporting the great work the developers are doing — it’s currently only in alpha, and is already a really well put together piece of software. And who knows? You might even make a few new friends or discover a few new interests in the process.

See you there!

2010: Monster, Monster, Mon, Mon, Mon, Mon, Monster

0011_001One of the highlights of the current anime season for me right now is Monster Musume: Everyday Life with Monster Girls (typically shortened, as appears to be the custom nowadays, to MonMusu).

MonMusu is a show that I wasn’t sure about when I first heard the concept. I enjoy a harem-type show, I enjoy fanservice and I enjoy slice-of-life, so all the ingredients were there to interest me, but one thing made me hesitate a little: the “monster girls”1 part.

Don’t worry, I’m not going to go back on the thousand and one rants I’ve made on the subject and brand it “creepy” or anything, but the idea of monster girls is an aspect of anime that I simply don’t have much experience with. Typically, I’ve found the harem/fanservice/slice-of-life shows that I’ve enjoyed the most in the past to have characters that I either find relatable or so overflowing with moe that it’s impossible not to fall in love with them. And, I assumed, part of this would be dependent on me finding them physically attractive.

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Papi’s introduction in the original manga.

The reason why I was hesitant about the idea of monster girls is that they’re a peculiar, striking phenomenon — at least as they’re depicted in anime. The girls of MonMusu are all relatively typical, pretty anime girl tropes of various descriptions “up top” — Miia is a ditzy, adoring “childhood friend” type, Papi is a loli, Centorea is a haughty, aloof, “presidential” type with huge knockers — but below the belt they’re… well, monsters. Miia is a lamia, Papi is a harpy, Centorea is a centaur.

If you, like me, have no experience with the concept of monster girls, this is initially jarring. Miia, the first to be introduced, is a delightfully adorable (if somewhat clingy) character… and then you look down and she has several meters of giant, thick, scaly snake tail. Papi acts like a little kid despite being a lot older than she looks… but she has wings instead of arms and bird legs. Centorea… well, her arse is a horse. This takes some getting used to — with no small amount of thinking “i-is it all right to find them kind of hot…?” along the way — and I wouldn’t be surprised if there are people out there who fall at this first hurdle.

But it may not surprise you to find out that this reaction is, I feel, entirely intended, and in fact a core aspect of MonMusu as a whole. The overall concept for the show concerns “non-human” individuals such as the aforementioned (and a few others who will be introduced in later episodes) engaging in cultural exchange with human society, primarily through homestay visits such as those foreign students sometimes do in the real world. The show’s protagonist, as harem shows tend to go, finds himself with a house gradually filling up with chaotic monster girls, and having to come to terms both with their ignorance about aspects of human society and his own feelings towards them.

monmusuuuProtagonist Kurusu is a remarkably tolerant individual who takes most things in his stride — and he proves himself early on to be a dependable, reliable sort of person who stands up to people he feels are “wronging” those that he cares about. The main concept of MonMusu is, of course, a thinly-veiled racism allegory, and Kurusu represents an idealised interpretation of what a truly tolerant, inclusive sort of person should strive to be. He doesn’t treat the monster girls any differently to how he would treat human girls; he doesn’t refer to them as “monster girls”; he’s patient and he explains things to them when they don’t understand — which is pretty often, as you might expect. But he’s not perfect, either; he’s a young man who has no experience with women (and even admits outright that he’s a virgin in an early episode) and consequently has hormones going pretty crazy in his body — particularly as the girls engage in provocative behaviour or fight over his affections. He’s a good protagonist for this type of show, in other words — and mirrors the journey the audience goes on as they overcome the initial hurdle of trying not to judge the monster girls by their “monstrous” aspects and instead see them as just people.

There’s a lot to like about MonMusu so far — and, like most anime shows I’ve watched that initially seem to be fairly throwaway, dumb fun on the surface, there’s a lot more going on than there might appear to be at first glance. I’m really interested to see how it develops, and I’m no longer concerning myself with whether or not I’ll have developed some sort of snake fetish or the like by the end of the season!


1 Monster Girl: Girl inspired by mythological creatures; a mermaid would be a popular, recognisable example. Instances in MonMusu range from lamia (snake-tailed woman) to centaur (human head and upper body, horse legs and lower body) and some sort of scary spider lady thing.

2009: Into the Nexus

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Up until a few days ago, I thought I hated MOBAs1. Turns out I just hated Dota 2.

Actually, let me qualify that. I hate playing Dota 2, but I don’t hate it. It’s one of those games that, like Dark Souls or any fighting game released after the original Street Fighter II on Super NES, I feel like I’m doomed to never be any good at, and consequently have reached a point of acceptance where I feel I can and should respect it from afar, but not even attempt to get into it. And that’s fine by me.

Let me qualify that further by saying that I feel there are way too many MOBAs on the market these days, as many developers appear to be seeing it as the new2 fad to latch onto in the (usually vain) hope that they will attract a large, world-beating multiplayer community.

With all that in mind, well, Blizzard’s Heroes of the Storm is really good.

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Heroes of the Storm is a MOBA that brings together a series of characters from Blizzard’s various games from over the years — primarily Warcraft, StarCraft3 and Diablo, with a guest appearance from The Lost Vikings — and throws them into battle against one another in the usual 5v5, destroy-the-other-team’s-base-before-they-destroy-yours MOBA gameplay.

Heroes of the Storm has a few little twists on the formula, though. For starters, individual players on your team don’t level up independently of one another; you have a collective pool of experience that you share, so you all level up at the same time. You still need to do your part to make sure your team levels up faster than your opponents, particularly in the early stages of a match, but there’s less feeling “left behind” than there is in stuff like Dota and League of Legends, in my experience anyway.

Tied in with this is the fact that a lot of the stupid arbitrary maybe-skill-maybe-luck-based bullshit that Dota includes — “Last Hit”4 being the one that always wound me up the most — is conspicuously absent from Heroes of the Storm, and it’s much more fun as a result. It means you can focus on the overall team strategy rather than micromanaging your character to such a degree that it can become very distracting — if you’re a newcomer, anyway; I’m sure veteran Dota players can Last Hit pretty much at will.

Then there’s the fact that there’s more than one map, and each map has its own little quirks. Some have two lanes to attack down, some have three. Some have objectives you need to defend to gain a temporary advantage, some have special enemies you need to defeat. Some have collectible items to unleash powerful attacks, and one even has an entirely separate “dungeon” map for you to descend into when the time is right. The objectives and the rewards you get from them don’t necessarily make or break a whole battle, but they can make things swing one way or the other — and even provide a means for a struggling team to make a spectacular comeback, rather than being stomped into the ground.

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All of this is wrapped up in matches that generally don’t take any longer than twenty minutes to play, as compared to the 30-90 minute slugfests that games of Dota can easily become. It’s simple to understand, accessible and actually enjoyable to me, even as a newcomer and someone who is not generally very good at strategy games.

I haven’t yet dared play a game against human opponents, but I feel much more inclined to give it a shot in this than in the notoriously elitist and short-tempered communities that play a lot of Dota and League of Legends. If you, like me, have been skeptical about MOBAs but like the idea of them, give Heroes of the Storm a shot. It is free, after all.


1 MOBA: Multiplayer Online Battle Arena, a team-based game where two teams compete for dominance of a map by attempting to destroy the other team’s “core” by infiltrating their base.

2 Well, not that new any more, I guess.

3 The way they’re capitalised differently has bugged me for years now.

4 Last Hit: a mechanic whereby you only get experience points for a kill if you were the last person to deal damage to it. Satisfying to veterans, the most fucking annoying thing in the world for newbies.