2201: Game Time is Precious

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As I get older and — when I’m working, at least — find myself with less time on my hands to devote to gaming, I’ve found myself having to make tough decisions about what I do and don’t play. Having taken a step back from my beloved Final Fantasy XIV and found myself surprised at how little push I’m feeling to go back, even if a new content patch were to drop tomorrow, I find myself feeling disinclined to check out things that are very obviously timesinks and nothing else.

This doesn’t mean I’m not interested in long games; on the contrary, the games I tend to gravitate towards tend to be Japanese role-playing games that are often in excess of 100 hours in length, and I don’t begrudge them being that long, particularly as I’ve come to enjoy the pursuit of Platinum trophies in many cases.

No; I’m referring more to games that either artificially constrain your progress, or which don’t feel like they have a real point to existing beyond being something to do with your hands if you have nothing better to do.

MMOs certainly fall into this category, but these at least have a skill-driven aspect that makes them satisfying: the best gear in the world won’t let you clear Alexander Savage in Final Fantasy XIV if your skills aren’t up to the job.

No, I’m largely referring to mobile games here: a phenomenon that I’ve been becoming increasingly aware of in recent years, and which was painfully obvious when I took a casual browse through the Google Play store earlier today and found nothing whatsoever that I wanted to download and play on my phone, for various reasons.

By far the most common type of mobile game we get these days is based on the “gacha” principle, whereby at regular intervals or by spending in-game currency, you have the opportunity to “draw” new “cards” (I put that in inverted commas because sometimes they’re units, characters, weapons or whatever) and add them to your collection. You can then form a “hand” of these “cards” and use them in whatever the game’s core mechanic is — usually some form of combat. Between fights, you can generally use additional, unneeded or weak cards to power up your main cards, allowing you to take on stronger and stronger challenges as you go.

A lot of these games are well-presented and initially appear to be reasonably fun. But there’s so little depth to them that I find them ultimately unsatisfying — particularly when, as with something like previous favourite Brave Frontier, the mobile game that I’ve spent the most time with, they become extremely time-consuming to play for very little feeling of reward.

When I play a game, I like to feel like I’m achieving something, at least partly through my own knowledge and skills. I like the feeling of progressing against a difficult encounter, beating a difficult dungeon, clearing a complicated quest. And while many of these mobile games do pay lipservice to a feeling of progression through any combination of advancing through a linear world map, levelling up your character or levelling up your characters, I never, ever feel like they’re rewarding anything other than persistence — and, in some cases, a willingness to pony up cash to guarantee the best possible draws.

These games pale in their unappealingness when compared to the new sensation that is “idle games”, though, the appeal of which utterly eludes me. My wife Andie has been “playing” Clicker Heroes recently, and I don’t understand why; I tried Sakura Clicker a while back, and despite me clearly being its target audience, found it utterly tedious and pointless.

For the uninitiated, an idle game is one that you start playing and then don’t have to do anything with, outside of occasional upgrades and suchlike. In Clicker Heroes, for example, killing monsters earns gold, which allows you to hire heroes, who automatically deal damage to monsters, allowing you to just leave them to it while you go off and have a big poo or something; you can also upgrade your heroes in various ways, largely by throwing more money at them. The sole appeal element of these games appears to be making numbers as big as possible — which, as an RPG fan, I do totally understand the appeal of — but the trouble is, I personally don’t feel any sense of accomplishment from making those numbers get bigger, because I know that I haven’t really “earned” any of those rewards through anything other than remembering to check in on it every so often. I’m sure there is some sort of appeal factor that I’m missing somewhere along the line, since I know numerous people who spend a hell of a lot of time playing Clicker Heroes and its ilk, but… well, I just don’t get it, and not through lack of trying. Sorry!

To return to my original point, the feeling that my gaming time is precious has only grown over the last few months in particular, and so every time I find myself tempted to download a new mobile game, or try out another clicker game to see if I can understand why so many people are seemingly addicted to them, I hit a new mental checkpoint in my head that reminds me how many unplayed games stretching back to the PS1 era I have on my shelves, and suggests that I should probably work my way through those rather than wasting my time on something that has no real sense of closure or completion.

With that in mind, I’m heading back into the world of Hyperdimension Neptunia Re;Birth2; gotta get through that before V-II arrives on the 12th!

1945: Mobile Free-to-Play: Another Tale of East vs. West

Brave Frontier has some lovely and distinctive artwork; screenshots in this post are all from it.
Brave Frontier has some lovely and distinctive artwork; screenshots in this post are all from it.

I’ve been highly resistant to mobile free-to-play games for some time now, a fact I primarily attribute to the extremely well-paid but soul-crushing period I spent reviewing them for the industry-facing sites Inside Mobile Apps and Inside Social Games, both of which have subsequently been folded into AdWeek’s SocialTimes blog.

I describe this period as “soul-crushing” not because I disliked the work or the people I worked for — on the contrary, it was an enjoyable opportunity to work with some fun people — but because it was just so utterly disheartening, as a fan of “games as art”, to see the cynical money-machine games being churned out by the boatload, with no-one truly having the confidence to innovate, instead simply reskinning established systems with a different theme and hoping no-one would notice.

Amid the dross churned out by companies like Zynga, King and their ilk, there were the occasional little gems, though, and they almost always hailed from our Eastern cousins in Korea, Japan and other nearby regions. Eastern mobile game development was by no means infallible, of course — titles which grew to inexplicable popularity, such as Rage of Bahamut, were often just as vapid as their Western counterparts — but on the whole, when a genuinely good free-to-play mobile game hit the app stores, it was, more often than not (and with a few notable exceptions) of Eastern origin.

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This feisty lady is the pride of my party at present.

Fast forward to today and I find myself enjoying not one, not two, but three separate free-to-play mobile games, and there’s a fourth that I had some fun with but have left alone for a while now. All of these games are, once again, of Eastern origin; meanwhile, offerings from established Western big hitters like Zynga, King, Nimblebit, Gameloft and EA all fail to hold my attention because they’re still relying on the same old crap they were a few years back when I was reviewing them.

So what’s the difference with these Eastern-developed games? Well, primarily it’s the amount of effort that appears to have been put into them — and the fact that they’re fun.

Brave Frontier, which I’ve talked about in a few previous entries, for example, is an enjoyable battle-centric RPG in which you assemble a party of collectible heroes, power them up and send them on quests — either story-free “Vortex” quests which are themed each day of the week and allow you to acquire specific items more easily, or a lengthy, story-driven campaign that, while cliched, has actually proven to be surprisingly compelling so far.

Puzzle and Dragons, meanwhile, takes the Puzzle Quest formula of combining casual colour-matching puzzle gameplay with Pokemon-esque collection and levelling mechanics, creating an engaging, enjoyable game that blends the best bits of RPGs and puzzlers.

Love Live! School Idol Festival, on the other hand, not only serves as wonderful fanservice for the anime show itself — which I’m currently in the middle of watching, and am enjoying a great deal — but is also a really fun rhythm action game.

Finally, I don’t play much of Valkyrie Crusade any more, but it made enough of an impact on me to want to write about it in a bit more detail over on MoeGamer.

Screenshot_2015-05-18-22-07-52Interestingly, all four of these games are based on the same basic system — something which I criticised Western-developed free-to-play mobile games for above — but manage to distinguish themselves from one another by the additional elements they stack on top of this basic structure. Western free-to-play games, conversely, tend to adopt one system and stick with it, without adding anything in particular to the formula.

There are a few common systems in use in Western mobile free-to-play games.

There’s the “citybuilder” genre, which superficially resembles simulation classics like SimCity and Transport Tycoon, but actually requires no strategic thought or knowledge of human geography. Instead, these games effectively act as a simple toy set in which you wait for timers to expire, then tap on buildings to get money out of them, which you then subsequently invest in more buildings so you end up with more timers to wait to expire and then tap on. Paying up in these games can skip timers — which are often ridiculously lengthy — and allow you to get more currency without having to actually “grind” to acquire it. Examples of this type of game include Nimblebit’s Tiny Tower, EA’s The Simpsons: Tapped Out and numerous attempts to stomp SimCity into the ground, Fox’s Family Guy: The Quest for Stuff and Gameloft’s My Little Pony. Farming games such as SuperCell’s Hay Day and Zynga’s own FarmVille are also pretty much the same as citybuilders, too, except they involve building up a small farm instead of a whole city. Mechanically, however, they’re exactly the same.

There’s the “casual puzzler” genre, which generally rips off PopCap’s Bejeweled by challenging you to swap coloured gems/sweets/fruits/farm animals around to make lines of three or more like-coloured gems/sweets/fruits/farm animals, at which point they disappear and more take their place. These generally involve a linear sequence of levels, and paid options in the games generally take the form of additional “lives” to continue playing after failing a level several times — lives otherwise regenerate over a long period of real time — and, in many cases, power-ups to make the game significantly easier, to a game-breaking degree in some cases.

Then there’s the “midcore strategy” game, which, in the same way as the “citybuilder” genre bears only a superficial resemblance to the original SimCity, bears only the most cursory of resemblances to actual strategy games. Midcore strategy games generally involve building a base through a similar means to a citybuilding game — yes, that means more timers to tap on, this time to get resources — and recruiting units, which also take varying periods of real time to build. There’s usually a competitive element to them, though, where you can take your recruited units to another player’s base and throw them at it in the hope that they might be able to do some damage. While these sequences tend to resemble classic real-time strategy games such as Command & Conquer and StarCraft, the lack of input you generally have means that coming up with a “strategy” is next to impossible, so it becomes more a matter of a numbers game: how many powerful units can you afford to throw at your foes? Payment options in these games are generally similar to citybuilders — speed up timers, buy currency, acquire exclusive units and buildings to give yourself an advantage over other players.

There are other types of Western-developed mobile free-to-play games, but these three types are by far the most widespread. The thing they all have in common is that the paid options deliberately break the game; they’re effectively paid cheats. The most egregious example of this is the ability to simply buy in-game currency rather than having to earn it: it effectively removes any need for the player to develop any sort of “money-making engine”, which has been a core part of simulation and strategy games involving resource management since the early days. But “power-ups” such as those seen in King’s games are almost as bad; in some cases, these power-ups even allow you to completely skip a level, meaning you’re effectively paying not to play the game. (Powerups like this are inevitably paired with unreasonable difficulty spikes or nigh-unbeatable levels, forcing many players into a position where they feel they have to pay up if they want to continue playing.)

The three Eastern games I mentioned above, as I noted previously, are all ostensibly based on the same system, known as gacha. This is a system based on those capsule toy machines that you see in supermarkets, and which are rather popular in places like Japan. Essentially, using either a currency earned in-game or one that you purchase with real money, you can “draw” something to add to your collection — a playable character in Brave Frontier’s case; a monster to add to your party in Puzzle & Dragons’ case; a card depicting one of the Love Live! cast in the case of School Idol Festival. Generally speaking, the things you draw using the “hard” currency — the one you can pay for — are better than the ones you acquire using the currency you earn in-game (which usually takes the form of a “social currency”, earned through interacting with other players in a rather limited manner). This may sound game-breaking in the same way as buying a power-up in Candy Crush Saga or buying currency in CityVille, but there’s a key difference: you still have to do something with the things you acquire by paying, and they’re not an immediate “win” button. Sometimes you’re not even able to use them right away.

Take Brave Frontier as an example. While it may be tempting to simply throw money at the game in an attempt to recruit an entire party of five- and six-star heroes, this simply won’t work early in the game due to the “cost” limit placed on your party, which increases as you level up your player. Not only that, but these five- and six-star heroes still start at level 1, so you’ll still need to actually play the game in order to level them up and get them fighting at their maximum potential; otherwise, they simply look cool.

Notably, these games generally also allow you to acquire the “hard” currency at a slow rate and enjoy a trickle-feed of these high-quality heroes/monsters/adorable wannabe idols. And, in fact, this makes acquiring one feel more meaningful and more of an event; it actually makes it feel less like the game is trying to force you to spend money, and instead inviting you to do so if you’d like to enjoy more of the same. I don’t mind admitting that I tossed a fiver at Brave Frontier during a special “you might get one of these special heroes!” event the other day because I’ve been enjoying playing it; I certainly haven’t, at any point, felt like I need to spend money on it to enjoy it, however; my current party (which is pretty kick-ass, I have to say) has been assembled entirely for free.

The big contrast between Eastern and Western philosophy with these games, then, appears to be the attitude towards getting the player to pay up. Western games, in my experience, are fond of creating what is rather horrendously called “fun pain”, which can be alleviated by paying up; in other words, inconveniencing the player in an otherwise fun experience to such a degree that they reach for the credit card just to shut the game up. Eastern games, meanwhile, appear to provide paid items as an optional extra that is, under no circumstances, required to have an enjoyable experience with the game.

The other thing that’s interesting is that Eastern games appear to be more open to the idea of combining different gameplay types together — Puzzle & Dragons, for example, combines an interesting twist on match-3 puzzlers with RPG and gacha mechanics, while Valkyrie Crusade features gacha, turn-based RPG combat, deckbuilding and optimisation, and even citybuilding, the difference in its use of the latter aspect being that while you’re waiting for your wait timers you have other things to do rather than twiddling your thumbs or reaching for the credit card.

There are exceptions to both of these rules, of course; there are great Western free-to-play mobile games just as there are horrible, shitty, exploitative Eastern free-to-play mobile games. But on the whole, in my experience, it would appear to be the Eastern-developed games that have the right idea — creating a fun experience and hoping at least a few people will be happy to pay up in gratitude for a fun experience — while the Western free-to-play mobile market, more concerned with making a quick buck, seems to be floundering somewhat.

1935: Brave Frontier: Pete’s Completely Unofficial and Possibly Inaccurate FAQ

I like writing guides, as I’ve discussed before, so instead of making some “hilarious” walkthrough of my tedious daily routine as I’ve done in the past, I thought I’d write something actually useful to someone: a guide on what I’ve learned about the game Brave Frontier, which I’ve talked a little about recently, and which isn’t entirely forthcoming with all the information you might need to get the most out of it during play. Without further ado, then.

What is this game?

Brave Frontier is a free-to-play mobile RPG from Alim and Gumi. It’s available for both iOS and Android devices. There’s a linear story to follow, but it’s mostly a game about collecting and upgrading “units” — various heroic characters and monsters whom you can recruit into your team, level up and evolve into more advanced forms of themselves.

Do I have to pay to play?

Brave Frontier has an energy system that depletes as you take your party on quests, with later quests or those with larger, more significant rewards costing more energy to take on. If you have insufficient remaining energy to take on a quest, you can either use a “gem” to restore it completely to its maximum level, or wait for it to regenerate at the rate of roughly one point per three minutes. As you level up, you’ll gradually gain more maximum energy; one point every few levels, and a more significant jump every five levels.

Gems are also used for “rare summons” — immediately acquiring units of higher rarity levels — and restoring the separate, much shorter energy bar for the player-vs-player Arena mode.

Depending on how casually you play, you’ll probably find there is no need to pay for gems — especially in the early levels, when you level up quite quickly and your energy bar is fully restored on each level-up.

How do I get gems?

You can pay for them, but you also get one free every so often; specifically, for completing an entire area in the main story campaign, sometimes as a daily login bonus reward if you play for several days in succession, sometimes as a “Brave Points” bonus for earning points by completing daily objectives.

How do I get units?

There are three ways of acquiring new units:

1) Receiving them as a drop from a quest. With the exception of daily and special event dungeons, these are usually very low rarity units.

2) Acquiring them through “Honor Points”. You receive honor points when you borrow another player’s character to fill the sixth slot in your party, with 5 points awarded if they’re a stranger and 10 points if they’re on your friends list. You’ll also receive honor points when other people borrow your character to use in their party in the same way. 100 honor points equates to one “free” summon, but again, these tend to be quite low rarity for the most part. It’s usually best to save up your honor points until there’s a special promotion on promising specific units you wouldn’t normally be able to get through these means; the game will make you aware of this when it’s available.

3) Acquiring them using gems. 5 gems equates to one “rare” summon, which will net you a unit of three-star (“Rare”) or higher rarity. These units will probably form the backbone of your party, but note their “cost” value; when building your party, the total cost of all the units you use cannot exceed your current cost cap. Cost cap increases with your player level alongside your maximum energy.

How do I make units better?

There are three things you need to do to improve a unit: level it up, level up its Brave Burst, and evolve it.

Levelling it up requires you to “fuse” it with other units. Each unit fused to the base unit gives you a particular amount of experience based on what it is, with slightly more experience being given if its elemental type matches that of the base unit. More valuable, rarer units are worth more experience. The most experience can be acquired from units that drop in the “Metal Parade” dungeon in the Vortex Gate; keys to unlock this are issued in the Administration Office in Imperial Capital Randall every weekday except Wednesday, so be sure to go and pick them up as often as possible. Note that when you unlock it, the Metal Parade only stays open for an hour, so only unlock it when you have enough energy to make the most of it!

Levelling up a unit’s Brave Burst — its unique special move — relies a little more on randomness than standard levelling. A unit has ten levels of Brave Burst, with some more powerful and rarer units able to acquire a Super and Ultimate Brave Burst after this. To level up a Brave Burst, perform fusion, and look for material units that say “BB UP?” or “BB UP!” on them. “BB UP?” units give a small chance of levelling up the base unit’s Brave Burst when fused, while “BB UP!” units will guarantee an increase in Brave Burst. Generally speaking, units that are appropriate to use for levelling up a Brave Burst can be identified by the type of Brave Burst they use. Healer units require other healers to level up their Brave Burst, for example, while attacking units require other units with offensive Brave Bursts.

Evolving a unit is the process you perform when a unit reaches its level cap. The level cap is determined by the number of stars the unit has, or its rarity. Three-star units have a level cap of 40, for example, while five-star units can be levelled to 80. Note that there’s a “Zel” (currency) cost every time you perform fusion, and this gets more expensive the higher level a unit is. There’s also a Zel fee to pay at evolution time.

To evolve a unit, you must collect the required additional units. These are usually found in the Tuesday daily dungeons in the Vortex Gate. For lower-rarity units, you’ll need Nymphs; as you progress through the tiers, you’ll need Spirits, Idols, Totems, Pots and Mecha Gods. Initially you won’t know exactly what evolution materials are required for a unit, but once you’ve encountered or acquired the units in question once, they’ll be revealed for your reference. Refer to the Brave Frontier Wiki to find the specific units you need if you get stuck.

Keep an eye out for special units such as Frogs — these provide significant, one-off bonuses when fused without requiring a level-up. Some increase attack power, some defense, some recovery power, some HP. Some even open up a second slot for equipping Spheres.

How should I build my party?

It depends how much effort you want to put in. I use a single standard setup for everything I do; it has a mix of different elemental types, a healer unit, a unit who can boost the acquisition of Brave Burst crystals during battle and a unit that can boost attack power. This is good for most situations.

The main quest is split into dungeons that tend to be centred around a single elemental type, so if you want to optimise your party you may wish to build a full party of each elemental type, then choose the appropriate complementary element to the enemies you’re facing. Remember, elemental weaknesses are a one-way circle for the most part: fire beats earth beats lightning beats water beats fire (and so on). Dark and light have a reciprocal relationship, meanwhile; they both beat each other.

Special events and daily dungeons are often more challenging than the main quest, so you’ll want to bring along your best units for these. For the Metal Parade, you’ll want to bring units that hit a lot of times, since the most damage you can do to a Metal unit with a single hit is 1 point.

Pay attention to the unit you choose as Leader, too. Not only do you get the benefit of their Leader skill, which is usually a passive buff of some description, this will also be the unit you loan to other players. In other words, you want your Leader unit to be as attractive as possible (stats-wise or, if you’re feeling shallow, the prettiest girl) to encourage people to use it and provide you with Honor Points.

Note that different instances of the same unit can have different “types”, so be sure to pick one that you’ll find the most effective. “Lord” type units are balanced. “Anima” type units gain more HP than usual when levelling up. “Breaker” type units gain more attack power than usual. “Guardian” type units gain more defense power than usual. “Oracle” type units gain more recovery power than usual.

How do I fight?

Fighting is a simple case of tapping the unit’s status bar to cause it to attack; there’s no need to wait for one unit to finish its turn before triggering another one, either. In fact, if more than one unit hits something at the same time, a “Spark” is triggered, increasing the amount of damage by a significant amount.

After all your units have taken a turn, you’ll receive Brave Crystals (BC) and Heart Crystals (HC). The former are randomly distributed throughout your party and increase their Brave Burst gauge. The latter are likewise randomly distributed and restore hit points. After this is done, the enemy gets a turn. Note than many enemies — particularly bosses — have more than one action per turn, some of which can hit your whole party at once.

You can use items to turn the tide of battle; remember to acquire these from the Town before you leave, and use them before triggering any attacks, since you can only use them at the start of your turn.

Use Brave Bursts wisely. Although you get a bonus to the amount of BC and HC dropped if you “overkill” an enemy, there’s little sense in unloading everyone’s BB on a single fairy. If you can dispatch a group with normal attacks, do so and save your BB for larger groups or bosses. Also make sure you familiarise yourself with your units’ Brave Bursts before you get into battle; not all of them are offensive in nature!

How do I level up quickly?

Remember you level up separately from your units. Benefits of levelling yourself up include a higher energy cap, a higher “cost” cap (allowing you to include more, rarer units in your party) and a full restoration of your energy bar and arena orbs.

You get experience for every “Quest” you complete, whether it’s in the main quest or the Vortex Gate. Vortex Gate quests are usually worth more experience than you’d usually get for that amount of energy spent in the main quest, but they’re often tougher — and you get nothing if your party is defeated before you beat the boss.

The fastest way to gain experience is with the weekly Karma dungeon on Mondays. Not only does this drop absolutely tons of Karma, a currency used for upgrading the Town and unlocking more effective equipment and consumable items, but also provides a significant amount of player experience. There are three “levels” of this dungeon; start at the bottom and work your way up. You will require some seriously powerful units to be able to defeat the boss at the end of the level 3 dungeon, so don’t jump in there unless you’re absolutely prepared.

How do I get more money?

Two ways. Firstly, there’s a weekly dungeon at the weekend that drops a lot of Zel. Secondly, every Wednesday you can pick up a Jewel Key from the administration office in Imperial Capital Randall. This can be used to unlock the Jewel Parade, which works in the same way as the Metal Parade: it stays open for an hour, after which you’ll need another key to get back in, so only open it up when you have the energy to use.

Jewel Parade drops Jewel-type units, which are completely useless for anything other than selling, so take full advantage of this. Acquire as many as you can before the Parade closes, then sell them off for vast profit.

How do I win in the Arena?

You don’t have direct control of your units in the Arena, so all you can do is make sure you send your best possible units for the job: it’s a good idea to have a healer unit of some description, as this can turn the tide of a battle in your favour. It’s also a very good idea to take units with powerful Brave Bursts that can attack the entire enemy party at once, and any units that can provide buffs or increases to BC drop rates are useful, too; generally speaking, whoever gets to Brave Burst first will usually be the victor so if you can push yourself into a position where that’s more likely to be you, you’ll be golden.

What do I do in the Town?

Three things: acquire raw materials, upgrade the town’s facilities, and buy/craft things. The Synthesis shop sells consumable items such as health potions and temporary buffs; remember to “equip” these to your hotbar before entering a difficult quest, as they will make a huge difference. The Sphere shop, meanwhile, allows you to create equippable items that either add special effects to your attacks or increase stats and resistances. Don’t neglect these; they can make an otherwise seemingly weak character into a valuable member of your party.

Should I play this game? It sounds stupid.

It is kind of stupid and ultimately fairly pointless — but if you’re someone who enjoys collecting things, making them fight other things and making on-screen numbers gradually get bigger over time, you’ll probably have at least a bit of fun with it. It has some lovely art and great music, too.

Can I add you as a friend?

Sure. Type in my ID — the easy-to-remember 9630492642 — and we’ll both get happy nice things to share.

Where can I find out more?

The Brave Frontier Wiki is a terrifyingly comprehensive resource of information for this game.

1931: Further Tales from the Frontier

Screenshot_2015-05-03-20-39-48I’m quite surprised that a free-to-play mobile game has managed to maintain my attention for over two weeks now: you may recall a short while back when I talked about Brave Frontier, and I’m still playing it today.

I think the reason it’s “working” for me is that I’m not attempting to make it the focus of my gaming life or anything, but it’s something enjoyable to do during brief moments of downtime — sitting on the bog, waiting for pasta water to boil, being unable to get to sleep, that sort of thing. It also helps that it’s a fairly solid game at its core, too; it’s not the deepest game in the world, but it has enough substance to keep it interesting in short bursts.

What I find curious about it is that it’s essentially Pokemon with all the fat trimmed off, and yet while Pokemon didn’t hold my attention at all across the three installments I’ve tried — Red, Gold and Y — Brave Frontier has managed to keep me interested, and I think it’s because of all the stuff that’s been trimmed out from the Pokemon formula.

Pokemon, to me, always feels like it’s not sure what it quite wants to be. It has the structure of a traditional RPG, but then the collectible, tradable and upgradeable aspect of a trading card game. It is arguably more widely renowned for its competitive metagame than anything significant it brings to the storytelling table, though it has managed to spawn a number of anime series and movies since it first burst onto the scene. The “JRPG” side of it and the “collectible monster battling” stuff always seem to be somewhat at odds with one another, and I think that’s what’s caused me to lose interest in them partway through every time I’ve tried.

Brave Frontier, meanwhile, focuses on the collectible battling side of things almost exclusively. There’s no exploration, no wandering around caves, just battles of various descriptions and, between those battles, upgrading your units to be more powerful, stronger and capable of taking on tougher opponents. It’s satisfying to build up a team that works together, whether you’ve been trying to go for a specific angle (all the same elemental type, for example, or perhaps a strongly defensive group that can survive against hard-hitting enemies) or whether you’ve been working with the hand you’ve been dealt, as I have been.

And the game presents you with interesting, meaningful choices to make every time you boot it up. I still dislike the use of “energy” bars in free-to-play games throttling your play sessions, but as I noted in my previous post about Brave Frontier, this game makes use of it as an interesting “risk/reward” mechanic by presenting you with the option to effectively “gamble” your potential play time against the possible rewards available.

You can spent small amounts of energy working your way through the “Quest” mode, which is a linear sequence of battles of gradually (very gradually) increasing difficulty tied together with a surprisingly not-that-bad, if cliche-tastic storyline. In doing so, you’ll acquire a selection of not-very-good units (that can be used as “fusion fodder” to upgrade various aspects of your actually-good units) along with the game’s currencies, and you’ll also get a decent amount of experience.

Screenshot_2015-05-04-20-25-02Conversely, the daily dungeons that pop up throughout the week each cost significantly more energy to participate in but offer their own unique special characteristics and greater, more predictable rewards — the Monday dungeon, for example, offers significantly greater amounts of experience points than usual, providing you with the ability to level up your “Summoner” character quite quickly, in turn increasing your energy stock and the amount of “Cost” points you’re allowed to spend on building your party; other dungeons throughout the week offer units that are required to “evolve” level-capped units to their next tier, large amounts of gold coins or various other rewards. Part of the thing that makes the game interesting is that you have to discover the value of each of these dungeons for yourself; it may not be immediately clear why you’d want to hunt down elemental idols, for example, but once you figure it out you’ll know that you need to check in on that particular day to get your hands on some.

There’s a certain amount of random-number generation (RNG) at work, of course, but as any MMO player will tell you, that’s sort of part of the fun in a perverse, masochistic sort of way: imagine how much more satisfying it is to acquire something you’ve been trying to hunt down for over a week rather than having it handed to you on a plate. It’s frustrating and annoying at times, sure — I’m currently in the aforementioned situation as I attempt to track down the last “Evolution unit” I need to upgrade my party member Selena into her next tier of power — but, as manipulative as it is, it keeps you coming back for another try.

Oh, and I’ve reached a stage now where my party is winning in the player-vs-player “Arena” significantly more than it loses now, which is satisfying to see. But then the game took me down a peg or two by throwing a boss at me that absolutely obliterated my entire party within a few turns. Time to get busy with the Fusion, I guess…

1915: Brave New Frontier

I’ve been out of the mobile gaming, umm, game for a while now because my stint working for the now-apparently-defunct Inside Network opened my eyes to the revolting realities of mobile free-to-play games and how people in suits and sneakers genuinely thought that games where you tap on something every two hours and then have to spend money were somehow innovative.

I’ve made no secret of my general distaste for this business model, but having left it alone for a little while, I’ve felt more able to come back and look at some of these games with a slightly less jaded pair of eyes. I looked at one called Valkyrie Crusade over on MoeGamer a while back a year or so ago and was surprised to find myself having a reasonably good time — though at the time of writing, I haven’t touched it for a few months now.

More recently, someone I follow on Twitter had been posting some screenshots and enthusiastic noises about a game called Brave Frontier (iOS, Android), so I decided to download it and give it a shot. It has an appealing, colourful art style with a combination of pixel art sprites and super-deformed chibi-esque character art, and promised to have a little more in the way of “gameplay” than many similar titles, most of which revolve largely around collecting “cards” and then tapping a “Continue” button repeatedly until you run out of energy or patience.

Brave Frontier isn’t massively different from this formula, but the simple addition of a bit of interactivity to the formula immediately makes it a more interesting, enjoyable game that is ideal for dipping into for a few minutes at a time while you’re on the toilet or waiting for public transport.

Here’s how it works. You’re given an initial few units, one of which is reasonably good and the rest of which are a bit shit, but fill out the slots in your party reasonably. You can take these through “quests”, which are sequences of a few battles in a row, culminating in a boss fight. Battles are very simple: you tap on a party member to cause them to attack, and if you time your taps correctly so that multiple units hit at the same time, you cause a “Spark” which deals additional damage. Units also have elemental types that have a significant impact on both attack and defence power.

When all your units have attacked, you get to grab all the goodies that fell out of the enemies while you were clobbering them. These include the game’s various currencies, health points and Brave Burst points, the latter of which fills a gauge and allows a unit to perform its unique special move. Health points and Brave Burst points are assigned randomly so you can’t guarantee a particular unit will be able to perform their Brave Burst on command, but you can force an enemy to drop more of these shards by ordering your party to focus their attacks on a single enemy, cause an “Overkill” and obtain additional rewards. This, of course, leaves them open to attack from the remaining enemies.

You repeat this process through a series of battles, with your units not automatically healing or recharging between. You fight a boss — most of which so far haven’t been significantly tougher than the main enemies — and then you get rewards, which include materials and additional units.

Outside of quests, you can “fuse” units together to level them up — they don’t gain experience simply through battle like in a regular RPG. Fusing “metal” units of the same element as a unit provides a significant bonus to the XP they receive, and when you get a unit to its level cap (which varies according to the unit’s rarity) you can “evolve” it into a more powerful incarnation by using materials. You can also use materials to craft useful items and equipment for your units, and one of the game’s currencies to upgrade the village you call home base — this provides you with resources every so often, and also has a bunch of facilities you can unlock over time, providing you access to more and more items and equipment as you upgrade it.

The game makes use of the free-to-play model’s beloved “energy” system, which means you’re only allowed to play a certain amount before you either have to pay up or wait for it to restore. Now, I’m not a huge fan of this system, but so far in Brave Frontier it’s been fairly unobtrusive, with energy consumption pretty much matching up with the average length of a play session. In other words, by the time you’ve run out of energy, you’ll probably want to go and play or do something else anyway. Interestingly, there are a bunch of “dungeons” that you can take on that require significantly more energy to enter than normal quest battles; the rewards for these are significantly greater, however, as is the overall challenge level. This means that you can choose how you spend your energy rather than it being a “flat rate” — do you blow 50 points at once for the chance to get your hands on some rare, useful, powerful goodies, or do you make steady progress through the main story to unlock access to new areas and acquire “gems” which can be used to recruit the more powerful, more rare units?

I don’t know how long I’ll stick with the game, but it’s enjoyable enough at present, and the art style is lovely. If you happen to be playing, feel free to add me as a friend using ID 9630492642.