2348: I Beat Ys Seven

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I beat Ys Seven tonight. That leaves just one more Ys game to play through before I’ve beaten every one of the currently available games in the series, making me eminently ready for Ys VIII, whenever that makes its way West, because it almost certainly (hopefully) will.

Ys Seven is an interesting change after the three games built on the Ys VI engine — Ys VI, Oath in Felghana and Ys Origin. I kind of miss some of the defining aspects of those three games — most notably the platforming elements, which are completely absent from Seven — but Seven very much does its own thing and takes ownership of it, creating an experience that is satisfying in its own right, even if it’s a slightly jarring change of pace initially.

The first thing to note about Ys Seven is that it’s at least twice the length of previous Ys games. This still puts it at well under the average length of a typical JRPG these days — it took me 24 hours to beat on Normal — but makes it feel significantly longer than the previous titles. This isn’t a bad thing, though; along with the greater length comes greater scope: Ys Seven’s narrative feels more ambitious and, for want of a better word, epic than its predecessors; while past Ys games felt very much like you were taking care of business in a small, localised area, Ys Seven does a good job of making you feel like the fate of a whole country is at stake. There’s a sprawling overworld to explore, and several villages, each with their own unique aesthetic.

This rather more sprawling scale comes at a slight cost: while past Ys games’ small geographical area meant that pretty much every character in the game had a name and a story to tell, Ys Seven’s NPCs, for the most part, feel quite a bit more generic. This is partly due to the fact that none of them have names, instead being called things like “Obliging Maid” and suchlike — with the curious exception of questgivers, who all have very Western names like “Kevin Lassiter” — but I suppose it does help keep the focus on the main cast, which, in keeping with the rest of the experience, is significantly bigger than previous Ys games.

Even your party is bigger. Adol is no longer alone, bringing up to two companions in tow this time, and there’s a reason for this: enemies now have various resistances, meaning you need a balanced party that can cover all types of damage, otherwise you simply won’t be able to kill some enemies. For most of the game, there’s little reason to switch out from the default party of Adol, longtime companion (but first time playable) Dogi and whoever fills the third slot at that point in the party, but upon reaching the final boss the reason for the total squad size being seven members becomes clear. Be sure to keep everyone’s equipment up to date — thankfully, inactive characters gain experience at the same rate as the front line, so there’s no need to go out of your way to grind too much.

One aspect of the game that feels very different comes when you’re fighting a boss. Whereas in past Ys games boss fights were almost puzzles and dexterity challenges, where you’d have to dodge incoming attacks and take advantage of openings, Ys Seven’s bosses are often damage sponges that, at least on Normal difficulty, feel like they can be beaten more through brute force than anything. On the harder difficulty levels I can see them being stiffer challenges, because you’re more limited in the healing items you can carry, but certainly on Normal, I could get through most bosses without too much difficulty by just making sure I had enough potions on hand. It wasn’t until the final boss, which has significantly more complex mechanics than any of the other fights in the game, that I found myself having to be a bit more careful with what I was doing.

This isn’t necessarily a bad thing; Ys Seven’s boss fights are enjoyably hard work and feel like you’re struggling against a powerful opponent. Like a lot of other things in the game, though, coming straight off Oath in FelghanaOrigin and Ark of Napishtim, it’s a bit of an adjustment for sure.

Above all, though, Ys Seven keeps the heart of Ys firmly intact. It’s wonderfully sincere about everything, but isn’t afraid to show a sense of humour now and again. That said, it’s overall considerably darker than any of the previous installments, particularly around the middle of the story, giving it a distinctive feel. It’s not overly grimdark or anything — it’s still a bright, colourful, earnest quest featuring a silent protagonist who quite literally lives for adventure — but it was a little surprising to see things like a shirtless Adol getting tortured in a jail cell after a particularly dramatic revelation partway through.

I enjoyed it a lot, in other words. Now I just have Memories of Celceta to go and I’m up to date. And then I will have to physically restrain myself from going back to the beginning and doing a Nightmare run, I feel…

2339: Adol Wins Again

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I finished Ys: The Oath in Felghana tonight, after a bit less swearing at the initially unassailable-seeming final boss than I anticipated.

That was an absolutely brilliant game. Well-paced, enjoyable to play, challenging but never insurmountable and certainly didn’t outstay its welcome; my game clock read just over 12 hours at the end, although GOG Galaxy claims I actually played it for 24 hours, which can probably be accounted for with a number of boss fights that took a significant number of attempts to clear.

Make no mistake, Oath was a difficult game, but it never felt overly punishing. Indeed, any time that I found myself staring at a Game Over screen, I always knew that it was my fault. Specifically, it was usually the result of overconfidence: charging headlong into a group of powerful enemies, hoping to obliterate them all quickly and gain a ton of XP, but instead getting torn to shreds. Or, in the case of boss fights, it was a matter of learning the attack patterns and then being able to execute suitable countermeasures.

The boss fights were a particular highlight, because they featured an absolute ton of variety and mechanics to pay attention to. The first couple of bosses were very much about dodging and timing, while others were about inventive use of your skills to avoid damage. What I particularly liked were the several encounters that initially seemed absolutely impossible to complete, but which after a bit of practice and careful observation proved to be somewhat less of a problem than I initially believed they would be.

Oath is old-school in its sensibilities in that failure is part of the experience. When you first encounter a boss, you pretty much need to fail in order to understand what it’s doing and how it affects you. I’ve said this before, but in many ways it reminds me of fighting fast-paced versions of Final Fantasy XIV bosses: all mechanics can be countered and dealt with in some way, whether that’s through dodging, skill use or various ways of protecting yourself. There are always clear visual and auditory cues as to what’s about to happen, allowing you to prepare yourself appropriately, and in situations where you’re expected to perform more complex actions such as switching between skills in the heat of battle, the encounters are designed in such a way that you always have time to perform the actions you need to rather than suffering under a relentless assault. Indeed, it’s certainly possible to defeat the final boss without taking any damage because there’s an Achievement for doing so, and I imagine most of the others can also be handled in such a manner.

I also enjoyed the plot a great deal. While I missed the presence of Feena and Reah from Ys I, II and Origin, the new characters were well-defined and interesting. The villains in particular had some interesting plot arcs, and the game threw up several unexpected curveballs towards its conclusion.

Character highlights for me included series recurring character Dogi, who despite being big enough to crush walls comes across as one of the nicest people in the world, and this game’s vaguely implied romantic interest Elena, who was both adorably cute and a genuinely likeable character. I felt a bit bad leaving her behind at the end of the game, but I’m getting the impression protagonist Adol is a bit of a player; I’m anticipating a variety of other cute girls over the course of the games in the series that I’m yet to play.

I’ve said it before, but I’ll say it again; I’m sorry that I haven’t checked out this series sooner. I’m having an absolute blast with it, and I’m very much looking forward to the upcoming Ys VIII, which I’ll be very surprised if we don’t see come West courtesy of Xseed Games in the near future. Given how much I’ve enjoyed the series so far, I feel fairly confident saying that I’ll probably be there day one when it finally comes out.

2336: From the Shores of Felghana

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I started Ys: The Oath in Felghana today after finishing the main story of Ys Origin. (I do intend to go back and replay Origin on the harder difficulties as well as grind through its extra modes and unlockables, but that will be a gradual process!) So far I’ve played about two hours or so into the main story, beaten four bosses and yelled more curse words at a game than I can remember doing for a very long time.

Oath in Felghana is hard. Really hard. Like, really really hard. I did not know this going in, so feeling quite confident off the back of clearing Ys Origin (which was challenging, but not mega-hard) I thought I’d start Oath on Hard rather than Normal.

I started to think that I had maybe made the wrong decision when the first boss took me a good ten attempts. When the second one took me probably twenty or thirty tries — including having to stop after a few attempts because I was getting pretty wound up by the whole thing — I seriously considered restarting on Normal or Easy, but my pride prevented me from doing so.

Then I beat that boss, and I remembered what I had discovered during my first runthrough of Ys Origin. Ys games, so far as I can tell, are not games intended to be breezed through without any resistance whatsoever. They’re short, yes, but whenever their diminutive length is quoted, it isn’t taking into account all the times you’ll have to retry the difficult bits. Because you’ll have to retry the difficult bits a lot. In other words, Ys Origin and Oath in Felghana may well be “10 hours long”, but that figure assumes that you’ll beat all the bosses first time and won’t make any stupid mistakes while exploring lava-covered ruins. And I can assure you that you won’t beat all the bosses first time, and you most certainly will make stupid mistakes while exploring lava-covered ruins.

This difficulty makes it all the more satisfying, though. There’s a feeling of genuine “release” when you finally overcome a difficult challenge, and much like Ys Origin, I’ve found that while the bosses in particular are difficult, you’ll almost certainly find yourself getting a little bit further each and every time you try, rather than stagnating with absolutely no idea whatsoever what to do. Oath, like Origin, is so well designed that it manages to “train” you how to beat its bosses without giving you any explicit instructions. The animation and sound cues, the attack patterns, the overall “rhythm” of the encounters — all of them are carefully tuned to make each encounter surprisingly intuitive, and while many of them aren’t especially complicated in terms of mechanics, you’ll need to practice in order to perform what the game is asking of you flawlessly. And you will need to be as close to flawless as possible, because Oath in particular is very unforgiving.

It’s funny. The Souls series kicking my ass and forcing me to learn encounters is one of the things that ended up putting me off it, but I’m really enjoying it in the Ys series. This leads me to believe that it’s perhaps not this actual style of game that puts me off, but the aesthetic; Ys is colourful, cheerful and energetic, while Souls is dark, dreary and depressing. While there’s a time and place for dark, dreary and depressing, I tend to prefer that sort of thing in my survival horrors and adventure games; when I’m RPGing, I want to be heroic in a colourful fantasy land filled with pretty girls. And Oath in Felghana is certainly delivering on all fronts so far.

2317: 25 Floors Up

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I’m on the 25th floor of the Tower of Bogomil, Dungeon Travelers 2’s very definitely, totally, positively final dungeon, honest. There are just five floors to go until I reach the top and the final final boss, though I suspect I will probably have to go and fight at least one of the “Gods” that lurk at the bottom of the other postgame dungeons before it will let me in to get my teeth kicked in by the boss. Oh, there’s also a five-floor annex to the tower, because of course there is. Each floor of this is pretty small, from what I understand, though; they’re mostly about additional boss fights.

I checked the clock when I made my last save tonight: 208 hours. This is officially the longest I’ve ever spent on a completely single-player game. Final Fantasy XIV has it beat in terms of total playtime, of course, but being an evolving MMO, that’s a somewhat different situation. Previous holders of the personal playtime records for me included Persona 3 (somewhere around 90 hours), Persona 4 (likewise), several of the Hyperdimension Neptunia games (100+ hours each, albeit split across several playthroughs) and Xenoblade Chronicles X (well over 100 hours and I hadn’t even finished half of it — must go back sometime).

What’s kind of impressive about that playtime for Dungeon Travelers 2 is that it’s a single playthrough. I haven’t started again, I haven’t done a New Game Plus — this is the same save file I started months ago. And only now, after 208 hours, am I even vaguely near finished.

What’s also impressive about the playtime for Dungeon Travelers 2 is that the vast majority of it occurred after the main ending to the story. The “Otherworld Chapter”, as the postgame is called, unfolds largely without an ongoing narrative — it simply unlocks a series of challenging dungeons in sequence and tasks you with navigating your way through some increasingly perilous and head-scratchingly confusing locales with a mind to eventually opening up the aforementioned Tower of Bogomil and making your way to the top. Why? Just because. (Well, technically you think the final boss of the story, who managed to escape after you defeated her, might be lurking up there.)

This motivation for dungeon-crawling is one of the purest there is: the simple joy of exploration and discovery. And this is one thing that Dungeon Travelers 2 is absolutely exceptional at that. It may obviously be working within some tight budget constraints — there are a lot of palette-swapped enemies throughout the game, and each dungeon is based on a single tileset, which in the case of the Tower of Bogomil you see a whole lot — but the absolutely exemplary level design makes up for these limitations and then some.

What I found interesting is that Dungeon Travelers 2 keeps a lot of its tricks up its sleeve until the postgame. One of the latter story dungeons features some switch puzzles that involve opening either red or blue gates at once, never both, but the postgame also adds floors with conveyor belts, floors that are interconnected by ladders and pitfalls, floors that are full of teleporters on every step, one-way walls, secret passages and doors that demand you have a specific party makeup or class present in order to proceed.

Essentially, the main story of the game is getting you prepared for this pure exploration, combat and character-building experience in the postgame. You get a taste of what to expect in the future in the story; you get thrown in at the deep end once you’re past the “final” boss. And it’s hugely enjoyable, as my playtime will attest.

Five floors to go, then. I’m hoping I get it finished by the beginning of next month, because there’s a ton I’d like to write about this game over on MoeGamer, so watch over there for some in-depth thoughts.

2312: After 1.5 Games, I Already Like Ys More Than Any Zelda I’ve Played

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A controversial statement, perhaps — and I make no apologies for a third post about Ys in a row — but one that I feel confident in making, even having only finished the first game and made it about halfway (I estimate?) through the second. (Aside: given how much I’ve enjoyed the first two games so far, you can count on a month of Ys over on MoeGamer at some point in the near future.)

Ys speaks to me in a way that Zelda never has. This isn’t to say that I don’t like Zelda, mind you — I count A Link to the Past, Link’s Awakening and Majora’s Mask among some of my favourite games of all time — but there’s something just… kind of magical about Ys that I’ve been delighted to discover over the past few days, and a little disappointed in myself that I never took the plunge and explored this series earlier.

Let me try to explain what I mean.

I think the thing that sticks out to me most of all is how Ys provides a much more coherent and continuous feeling in its narrative than Zelda does. The fact that Zelda games up until Link’s Awakening still referred to the various dungeons as “levels” made it pretty clear that despite the sprawling overworld in each instance, these were basically games designed on the same linear principles as more traditional action/arcade adventures. This very much gives Zelda games a feeling that persists today: a sharp demarcation between the overworld and the dungeons. This is not necessarily a bad thing, nor is it particularly unusual; many RPGs make this distinction, and massively multiplayer games in particular have an even more stark divide between the two types of content, with dungeons tending to be cooperative multiplayer affairs, while overworld action tends to be (for the most part) solo or social in nature.

But with Ys, there’s no such demarcation. The world is continuous and coherent, and consequently far more believable. You’re not pausing your exploration to get through the mysteriously puzzle-filled castle that happens to stand between you and your objective; you’re continuing your journey, exploring the world, fulfilling the promises you made to the people who believe in you. It’s a continuous, flowing process and narrative, rather than one that is heavily punctuated. Exploration flows into conversation flows into combat flows into more exploration; the only real punctuation comes in the form of the boss fights, which don’t necessarily come at as predictable points as in Zelda games.

This coherent feeling is particularly apparent in Ys II, which expands on the excellent worldbuilding of its predecessor. Characters move around as the story progresses, and they make reference to the places you find yourself travelling to. Sometimes you run across them on your travels as they get up to things independently of you; sometimes you’ll return from an adventure to find them acknowledging your deeds when you speak to them. Contrast with Zelda’s worlds, which tend to be rather static in nature; populated with weird and quirky characters in many cases, sure, but there’s not a lot of feeling of things going on while you’re not there, with the exception of Majora’s Mask, of course, where this sort of thing was the whole game’s central design tenet.

My friend Chris also points out that Ys makes him feel powerful, and he’s absolutely right. This is a big contrast between Ys and Zelda, and it’s partly due to the nature of the protagonist character. While both games sport a visually distinctive but mute self-insert character for the player to inhabit and play as they see fit, Zelda’s hero is a child, while Ys’ hero is a young adult. There’s always been an element of childish clumsiness to Zelda’s combat; even once the series moved into 3D with Ocarina of Time and started having more complex combat mechanics than a single attack button that always did the same thing, Link always felt… not incapable or incompetent as such, but like he perhaps wasn’t quite as comfortable holding a sword and shield as he perhaps should be. Which is understandable in several of the games, where he has the whole “Hero” thing kind of thrust upon him suddenly.

In the case of Ys, meanwhile, there’s a strong feeling that, when played well, you are overwhelming your enemy with superior skill and power. This is depicted differently in both Ys I and Ys II, despite both being based on the same fundamental “bump” system, which allows for button-free attacking and a style of gameplay where you never really have to stop moving.

In Ys I, the feeling of overwhelming power is brought about by the rather brief levelling curve: with a level cap of just 10, each one of those 10 levels is a significant jump in power for protagonist Adol. If you keep pace with where you’re “supposed” to be as you proceed through the story, you’ll take down most enemies in a single hit. It’s not until the very latter stages of the game, when you’ve been level 10 for a while, that you’ll come across enemies that need multiple hits to fell, and even then, no more than one or two extra hits.

In Ys II, meanwhile, the combat is rejigged so that individual hits do less damage, but you can inflict them incredibly quickly, particularly while attacking diagonally. You also push enemies backwards while attacking them, giving the combat a feel somewhat akin to the sport of fencing, where dominating your opponent and forcing them to move how you want them to move is key. In Ys II, careful, tactical movement of enemies — not shoving them into a large group of their friends, for example, nor pushing them into a corner behind a rock that makes it difficult for you to keep up the assault — is absolutely key, and getting it right is an immensely satisfying feeling completely unlike any other action RPG I’ve played.

Then you have things like the items. In Zelda, the items you unlock as you proceed through the game are predictable and are used based on clear, recognisable visual cues that stay the same throughout the game. In Ys, meanwhile, you might use each item only once or twice throughout the game in circumstances where it makes narrative sense to do so, not because it would make a good puzzle or dexterity challenge. This gives the game much more of a traditional “adventure game” feel to it, and I like that very much about it. In Ys II, there are also a number of items you can use in unconventional ways, too, and the game rewards experimentation with, for example, giving healing items as gifts to NPCs, or using the “Alter” magic to turn yourself into a Roo and talk to monsters. While very few of these things are necessary to complete the game, they, like so much else in these games, provide a lovely sense of a world that has been well thought out and beautifully crafted, particularly in these revamped Chronicles+ versions that I’m playing on PC.

This is all my opinion, of course, and doubtless there are some die-hard Zelda fans out there who would feel the complete opposite to me — and doubtless some other people out there who would gleefully point out that Ys and Zelda aren’t really directly comparable at all — but so far, I don’t feel it’s premature to say that I’m already in love with this series, and intend to devour as much of it as I can in short order. Count on further enthusing as and when that happens.

2311: I Finished My First Ys

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It’s something of a novelty these games to start and beat a game over the course of a couple of days — particularly an RPG — but with Dungeon Travelers 2 being considerable in both length and difficulty, I felt that a palate cleanser of some sort was in order before I tackled the remaining 15+ floors of that game’s final dungeon. I considered picking up the new Doom, but I couldn’t quite bring myself to spend that much on it, so instead, as I noted yesterday, I turned to the Ys series.

This evening, I beat Ys I. Here are some things I thought about it.

Things I liked

  • That music! The PC version I was playing has three mixes of the soundtrack available: the original FM version, a remastered MIDI version from a later incarnation and a full-on rock the fuck out version from Falcom’s in-house band. I must confess I didn’t try the two earlier versions, as Falcom’s band is pretty damn amazing. Wailing guitars and pounding drumbeats complemented the action perfectly, and brought a pleasantly nostalgic feeling over me, making me think of both Castlevania: Symphony of the Night (which had plenty of widdly-diddly guitars) and my brother (who was always very good at widdly-diddly guitars when I was growing up).
  • Levelling up is meaningful. There are ten experience levels in Ys I. Each one is a significant jump in power. From level 1 to level 2 is the difference between taking 4 or 5 hits to kill an enemy and being able to splatter it in a single hit. Your power continues to increase hugely as the game progresses.
  • You have an HP bar that gets bigger. I don’t know why I like this, I just do. I liked it in Metal Gear Solid, I liked it in Kingdom Hearts and I like it here. It’s a satisfying visual representation of your growth in power.
  • Your HP bar shows how much damage the last hit you took chipped off. This is really nice. Similar to how fighting game health gauges work, your HP bar in Ys highlights the amount of damage the last hit gave you in a brighter shade of red so you can estimate roughly how many more individual hits you can take before needing to worry about healing.
  • Tactical health regeneration. Healing items are few and far between in Ys I, so it’s fortunate that you regenerate health by standing still… though only when you’re in a place where you can see the sky. Later in the game, you acquire a healing ring that allows you to regenerate in dungeons, too, but for the majority of the time, finding an open-air “clearing” in a dungeon makes a nice checkpoint.
  • Cute girls. My goodness. I want to cuddle Feena forever.
  • The sense of place and character. I mentioned this yesterday, but Ys I’s world feels remarkably coherent, even with its relatively tiny size compared to some other RPGs. By the end of the game, you recognise every character, and the character notebook feature in the game suggests that the writers thought long and hard about each and every NPC in the game, regardless of their importance (or lack thereof) to the plot.
  • The interesting structure. Ys I is broadly split into two parts: the first half sees you charging around the overworld completing various quests, and this will probably bring you up to the level cap of 10. Once you’ve done everything out in the world, you then enter the 25-floor final dungeon Darm Tower, where you’ll need to use everything you’ve learned (and a few other things besides) to make it to the top and kick the last boss’ face in.
  • The last boss is the hardest thing in the game. I’ve lost count of the number of RPGs I’ve played where the final boss is an underwhelming battle thanks to the ability to overlevel yourself for it by doing all manner of side activities beforehand. In narrative terms, the final boss should really be your most significant challenge, so it’s always a little disappointing when you can mash it in a couple of turns. Not so in Ys I; this asshole puts up a fight.

Things I liked a little less

  • The bosses are a bit primitive. This is perhaps understandable, given the game’s heritage — despite this being a modern remake, the original Ys I came out in 1987 and the bosses in particular make this abundantly clear, with very simple attack patterns that have no “intelligence” whatsoever — simply either randomised or predictable path-based movement.
  • The last boss is the hardest thing in the game… but for all the wrong reasons. The final boss is all kinds of bullshit. He bounces around the screen, frequently going out of reach. When you hit him, the floor falls away underneath where he was, and this can either kill you instantly or trap you in a corner if you’re not careful. He shoots fireballs that split into so many bullets it’s literally impossible to dodge them all. Fighting him is more a matter of being able to inflict enough damage on him before he kills you than any real skill at recognising and dealing with his patterns.
  • Inconsistent item behaviour is a little unfair. You can’t use items or change your equipment in boss battles. This means you can’t use that healing potion you’ve been saving, or the magic mirror to freeze your opponent in place. Worse, the various rings you acquire throughout the game — which vary in effect from doubling your damage dealt to halving your damage taken via allowing you to slowly regenerate when standing still — have no effect whatsoever in boss battles, either.
  • There are a number of instances where the game kind of forgets to tell you what to do next. This happens for the first time right at the very beginning of the game, where no-one tells you that in order to trigger an important event you first have to speak to each and every NPC in the starting town. There are a number of other such incidents later in the game, too, but again, this is perhaps a remnant of the game’s 1987 heritage, when games were a lot less hand-holdy.

Ultimately, none of the things I liked a bit less about Ys I distracted me from playing it through from start to finish and really enjoying the experience. I’m not sure whether I’ll go back and play it on the notorious Nightmare difficulty — I’m not sure I can face some of those bosses again! — but it’s a definite possibility. For the immediate “now”, though, I think I’m going to move straight on to Ys II to see how Adol’s adventure continues.

Yep. I’m 100% on board with this series, and I look forward to exploring the rest of it.

2310: My First Ys

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I’ve been meaning to check out the Ys series for quite some time — my Steam library informs me that I have owned a number of the PC versions for several years, and I also have a number of the PSP versions loaded on my Vita, too. For some reason, though, I’ve never got around to it.

I decided that it was time to change all that, so I booted up Ys I to start at the beginning. And, well, I kind of wish I’d done this sooner.

Ys is a series I’ve been dimly aware of for many years. I remember some seriously random things from my childhood, and one of the things that is still stored in my memory for some inexplicable reason was seeing a review of Ys III: Wanderers from Ys in the SNES magazine my brother’s girlfriend at the time was working on, Control. Something struck me as very interesting about this side-scrolling hack and slash adventure, and I often found myself wondering what it would be like to play. For one reason or another, though, I never did check it out, but the Ys series had always been at the back of my mind ever since.

Ys I is a rather different affair from Ys III, which took a distinctly Zelda II-esque approach of attempting to reinvent the series as a side-scrolling platform action RPG rather than the more traditional top-down perspective of other installments. But Ys I isn’t like any other RPG I’ve played, either. It’s not like Zelda because of its use of the rather peculiar (but fun and satisfying) “bump” combat, wherein you attack enemies just by walking into them, and whether or not they do damage to you depends on the angle you hit them at. It’s not like Final Fantasy or Dragon Quest because it’s not a turn-based RPG, nor is it a globetrotting adventure. Instead, it’s something that very much has its own identity.

Ys I — and, indeed, most of the subsequent Ys games — casts you in the role of one Adol Christin, a redheaded adventurer lad who washes up on the shores of the land of Esteria against all odds after surviving a strange phenomenon surrounding the island called the Stormwall. After a brief convalescence — and specifically against the recommendations of his doctor and nurse — he heads out into the world to explore and figure out what is going on, and before long, oh, wouldn’t you know it, he’s some sort of Chosen One at the centre of all sorts of mystical happenings that appear to converge on Darm Tower, a hulking, sinister structure on Esteria that seems to be the source of everyone’s troubles and woes.

Where Ys shines is in its small scale. In this sense, it’s rather similar to the only other Falcom game I’ve played to date, The Legend of Heroes: Trails in the SkyTrails in the Sky featured a fairly hefty journey for its main cast, but its real appeal was in how much character and personality it gave each and every party member, shopkeeper, NPC on the streets and distinct region of the world. Ys I is the same, only in more concentrated form; the island is a very small place that you quickly learn to find your way around, even with the game’s total lack of any sort of map function, and it’s not long before you feel like you’ve got to know pretty much all of the 88 characters who are scattered around the game world, some of whom have something interesting to say, others of whom are simply background colour.

What’s fascinating about Ys is that even the incidental, “useless” NPCs are full of personality and have clearly been written with a greater context in mind. They each have their own little stories to tell, and over the course of Adol’s adventure, the things they say change subtly, giving you a good feeling of the sort of person they are and what they think about everything that’s been going on. And the game sometimes surprises you by making what appeared to be an incidental character rather more important than they first appeared.

Couple all this with some really lovely pixel art in the field, some gorgeous visual novel-style illustrations when speaking with the more important characters, and an absolutely rockin’ soundtrack, and, well, you have a game that is really rather good: unconventional, memorable, interesting and, most of all, fun.

If Ys I, the oldest and most primitive title in the series, is this appealing to me, I can only imagine how enjoyable the most well-regarded entries like Oath in Felghana and its ilk are. I’m looking forward to investigating the rest of the series in detail, and anticipate that I may well become a bit of a Falcom fanboy by the time I’m done with them.

2299: The Sprawling Endgame of Dungeon Travelers 2

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I must admit, when I first started playing Dungeon Travelers 2 I was concerned that its dungeons were a bit on the small side compared to the dungeon crawler I had previously played, Demon Gaze. As the game progressed, however, it became apparent that I didn’t have anything to worry about.

And then I heard about the post-game content. And then I got into the post-game content.

Demon Gaze had a certain amount of post-game content — most notably a fairly straightforward dungeon where you re-fought all the bosses from earlier in the game, then a horrendously difficult true final boss right at the end. It took me quite a while to plough through it, mind you, though this was partly due to the fact I was also chasing the Platinum trophy, which necessitated a certain amount of grinding on the random number generator in the hope of getting some of the best item drops in the game.

Dungeon Travelers 2’s postgame is on a whole other level, though. It’s practically a whole other game’s worth of content; you finish the main story of the game around about the level 50 mark or so, and the postgame will take you to 99 (and beyond, if you level reset in the hope of “crowning” your characters through permanent stat bonuses) across a number of different dungeons.

What I find most fascinating about Dungeon Travelers 2’s postgame is how much effort has been put into it. I find myself wondering how many people will beat the final boss of the main story, watch the credits roll and then put the game down. It would be perfectly valid to do so, after all, since the game is technically “complete” then, even if you haven’t even seen half of what it has to offer. There aren’t even any specific trophies for the postgame — the only trophies you’re likely to see pop in the postgame is the enormous grind that is “kill 20,000 enemies” (you won’t even have killed 10,000 by the end of the main story, but you most certainly will have at least 20,000 under your belt by the end of the postgame) and the Platinum. In other words, the only reward you’re going to get from seeing the game through to its true end is the satisfaction of having beaten it.

But boy, is that going to feel good when it happens. The postgame dungeons are significantly more challenging than their main story counterparts, and in some cases make use of mechanics that haven’t been seen anywhere else in the game. There are dungeons where you have to contend with the relationship between several different floors, dungeons where you have to flip switches to open coloured doors in the right order, dungeons where you have to bring certain classes in order to pass through certain doors (bet you wish you’d leveled Tsurara now, huh) and dungeons that are just a single floor, but absolutely enormous.

Each of the dungeons has two or three bosses to fight as you progress through them, and a level 99 God boss at the very end who will most likely destroy you if you charge in there when you first reach them. Instead, what you’re supposed to do is explore each dungeon until you reach a trigger point (normally just before the door to the God battle) which opens up the next one. In a couple of cases, you have to increase your Quest Rank to a certain level before the next dungeon will open up, too, so hopefully you’ve been paying attention to the Quests as you go through the game!

I’m currently on the second-to-last dungeon, Gear Castle. This is a five-floor futuristic tower with a lot of puzzles. The first floor featured switches that opened blue or red doors (and closed the others), while the second was largely based around conveyor belts that you could switch the direction of with levers around the level. The third, which I’m currently on, features a mix of these two aspects, and I’m yet to see what the fourth and fifth floors offer.

Once I’m through Gear Castle I’m on the home straight: all that stands between me and final victory — aside from that 20,000 kills trophy, which I have no idea how close I am to — is the 30-floor Tower of Bogomil and whatever lies at the very top. I understand that reaching the 26th floor of Bogomil is a significant moment, as it’s at this stage your party should be levelled enough to take on the Gods, so I’m looking forward to that with a certain amount of trepidation.

All in all, the clock is going to be well over 200 hours by the time I’m finished with this beast, and I have absolutely loved it throughout. It’s seriously one of the best dungeon crawlers — if not RPGs, generally — that I’ve ever played, and more people need to play and love it.

Assuming I make it to the end by then, I’m planning a month of coverage on MoeGamer next month. There’s certainly a hell of a lot to write about.

2295: You Should Play Aselia the Eternal

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JAST USA recently released Aselia the Eternal on Steam. The game’s been around for a good few years now — its original Japanese version for even longer — but its release on Steam will doubtless allow a whole new audience to (hopefully) enjoy it. I will now attempt to explain why it is worth giving it a go.

Aselia the Eternal is a combination of a visual novel and a strategy game. The overall balance is very much in favour of the story side of things — it’s a good six hours of reading before you get to the game’s first strategy battle sequence — but when you do get to the strategic aspect, it’s a game that puts up a good fight.

The narrative concerns the player-protagonist Yuuto, who finds himself drawn into another world populated by people who speak a completely different language to him. Unable to find his way home, he gradually learns to communicate with these people — the ones with whom he’s staying known as “Spirits” — and finds himself recruited into the army as an “Etranger”, a wielder of a powerful, sentient sword that regularly threatens to eat his soul.

Gradually, as Yuuto becomes more and more involved in the lives of the Spirits, he starts to worry less and less about trying to find his way back home and more about helping to resolve the conflict that threatens to tear this fantasy world apart. As such, the narrative becomes very much a high fantasy sort of affair — war on a grand scale, magic and mayhem around every corner, transcendence of humanity not at all out of the question — and builds to a thoroughly exciting conclusion that I won’t spoil here.

The story is compelling, interesting, well-written and well-translated, but it’s the gameplay part that is perhaps the most interesting thing about it, since it’s one of the most original takes on strategic RPG-style combat I’ve seen. Virtually eliminating all luck from the equation, combat in Aselia the Eternal is actually about putting units together in small squads to perform most effectively according to what type of unit they are — and by doing this correctly you can effectively guarantee that you’ll win a conflict before you reach it. The tricky part is in finding those suitable combinations in the first place.

The basic rules of engagement have each of your squads made up of three ranks — a frontline fighter, a mid-range tank and a support fighter bringing up the rear. Each of the different types of Spirits perform best in a particular slot: Blue Spirits (such as the eponymous heroine) do their best work as speedy damage dealers in the front row; Green Spirits tend to have the highest defense and HP, so sit in the middle; Red Spirits often have support abilities that can damage an entire enemy squad or provide suitable benefits to your own, so sit at the back. You’re not limited to this arrangement — and indeed, with Yuuto in the mix, who is none of those things, you’ll have at least one squad with an unconventional lineup — but there are clearly optimal ways to do things, making each of the battles in the game as much of a puzzle as a strategic RPG experience.

Aselia the Eternal comes together so nicely because everything it does is in service to its narrative and worldbuilding. Despite not having an open world you can freely explore, its excellent storytelling and descriptive narration builds a wonderfully convincing setting that gives the strategic sequences genuine meaning and drama. And, as a result of that worldbuilding, your units in the strategic sequences become more than just sets of stats and abilities; they become people. People who you don’t want to see die, because yes, this game has permadeath.

The question of being “more than just a soldier” is one of the main narrative themes explored in the game, and it’s a rather wonderful moment when you realise that you, the player, are having the same epiphany that the characters in the game are. There are some wonderfully touching sequences with Yuuto and the Spirits as they get to know one another, and you’re right there with them. And, as the narrative ramps up and you bring more and more allies with you, the tension becomes palpable as you take them into battles that you really don’t want to see them lose.

I don’t want to say too much more because part of the wonder of Aselia the Eternal is exploring the experience for yourself and discovering everything this remarkable work has to offer. Suffice to say if you enjoy in-depth storytelling — and lots of if — and aren’t averse to a bit of red-hot strategy action, you should most certainly check it out. And then strongly consider supporting JAST’s recent release of the sequel Seinarukanawhich I’ll be investigating for myself in the near future!

2284: Nights of Azure: Encounter in the Abyss

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I only have a couple of trophies left before I have the Platinum on Gust’s action RPG Nights of Azure, and I’m coming away from the game very impressed. I wasn’t quite sure what to make of it to begin with — though I adored its aesthetic and narrative — but once I got my head around its unconventional systems and subversions of standard RPG mechanics, I was well and truly enraptured.

The game has excellent combat. I was concerned that it would be a little hack-and-slashy when I first started playing, but as it progresses and you open up more and more systems and options for yourself, it becomes really interesting. In fact, oddly enough, one game that I’m constantly reminded of while I’m playing Nights of Azure is Final Fantasy XIV, of all things; while the two games may not appear to have much in common initially, one being an action RPG and one being a hotbar-and-cooldown-based MMO, I maintain that Nights of Azure is what Final Fantasy XIV would play like if it was a single-player action game.

Perhaps I should clarify that. Both are based on making good use of a gradually expanding roster of abilities that you unlock bit by bit as you progress through the game, rather than outright customisation (though Nights of Azure has considerably more customisation when it comes to equipment than FFXIV, with up to four items being equippable, each having both an effect on Arnice’s stats and some sort of special effect). Both are based on a combination of open world adventuring (albeit in Nights of Azure’s case, said “world” being just one town) and linear dungeons with boss encounters. And in both cases, said boss encounters are based heavily on learning the boss’ attacks, how to avoid them, making sure you don’t stand in area of effect markers, and recognising when it’s safe to attack.

This latter aspect is particularly apparent in the later hours of the game and especially the “epilogue” chapter after you beat the final boss for the first time. The “epilogue” is actually a retread of the last chapter with some additional content and the ability to raise Arnice to the level cap of 11 rather than the previous 10; she also gains the ability to transform into Nightmare form as well as her previous Demon, Moon Rabbit, Phantom and Armour forms. More importantly, totally completing this final chapter unlocks the “true” ending, which I haven’t seen yet, since I’m cleaning up the last few trophies first.

Throughout the game, there are a number of boss battles. These are all very good and have a nice amount of variety between them, but for me, the absolute highlight of the game’s battles has been the optional “Abyss” battle in the Arena. The Arena is initially designed as a place to practice the various techniques you’ll need to use in the game, ranging from chaining long combos to defeating enemies using only your summoned Servans. “Abyss”, meanwhile, is the culmination of everything you’ve learned, in theory, pitting you against the toughest individual foe in the game over the course of several phases; a fight that rivals some of Final Fantasy XIV’s raid bosses in its complexity.

Let me explain how I beat the fight and you’ll see.

Your opponent is a demon girl fiend — Yfritte, I believe, though don’t quote me on that. She’s a level 11 opponent — enemies in the game go up to level 15, and your Servans can level this high with an appropriate ability, though Arnice herself can only level to 11. Unlike similar-looking enemies you might have encountered elsewhere in the game, Yfritte (as we’ll call her, even if she isn’t) has about a bazillion HP and, it becomes clear immediately after engaging her, isn’t going to go down without one hell of a fight.

You start across the Arena from Yfritte with no Servans summoned. I summoned all my Servans immediately — my main party consisting of Alraune (healer), Plumie (ranged damage dealer), Toy Trooper (group of damage dealers) and Toy Sentinel (single damage dealer, hits lots of times) — and straight away set off Toy Trooper and Toy Sentinel’s Burst attacks to deal some initial damage to Yfritte.

Using Arnice’s Blood Sword, I alternated between using the Special attack, which knocks Yfritte down for a couple of seconds, and the Weak attack, which, with the Vlad’s Crest item I had equipped, restored Arnice’s SP quickly enough to perform Special attacks almost indefinitely, effectively stun-locking Yfritte. This process repeats until about 80% of her HP, at which point she summons two Manticores.

The Manticores can Paralyse you and your Servans, so it’s a good idea to have status-repelling abilities or equipment on at least Arnice and your healer. They also have a nasty multi-hit fire breath attack, so staying behind or to the side of them is a good idea. Continue alternating Weak and Special attacks to repeatedly knock them down until Arnice’s Transformation bar fills, at which point the combination of Servans I had equipped allowed me to transform into the speedy Moon Rabbit form.

Moon Rabbit’s Special attack needs 100SP, but it’s a huge area-effect attack that hits lots of times — and, with Vlad’s Crest equipped, this means that 100SP is regenerated almost immediately if you hit more than one target with it. It also inflicts Bleed for some damage over time, so it’s good for upping your average damage per second. I repeatedly triggered Moon Rabbit’s Special Attack, taking care to catch Yfritte and the two Manticores in the AoE, until the transformation ran out, by which point the Manticores were dead and Yfritte had a chunk of life missing.

There now follows a short phase where Yfritte is by herself. She flings missiles at you from a distance, some of which home in on you, and sets off close-range area effect abilities when you’re up close, some of which are powerful enough to one-shot Arnice. Distract her with your Servans — use Alraune’s Mega Heal to top up their HP if necessary — and return to the Weak-Special combo to keep her off-balance.

After a while, she’ll summon a huge number of level 1 Shadows. Move away from Yfritte and hack and slash through the Shadows to build up both SP and the Transformation bar. It’s potentially worth unsummoning your Servans at this point, as the Shadows don’t hit hard and if you keep clear of Yfritte (and avoid her missiles) you won’t take a lot of damage. Plus when you re-summon the Servans, they’ll have full SP again, although their HP will be where you left it, so be ready to heal if necessary.

I had a second deck of Servans set up to transform Arnice into Nightmare form, so I took the opportunity to use this powerful transformation once the bar was full. Nightmare form has a wide arc ranged attack that hits multiple times as its default weak attack, so spamming this and avoiding Yfritte’s missiles does a significant amount of damage in a short space of time. Once I was safely in Nightmare form, I switched back to my initial deck, summoned Alraune for healing purposes just in case a shot got through, and prepared for the next phase.

The next phase comes when Yfritte summons a huge blue area of effect marker on the ground. This inflicts poison and is also slippery ice, so having status resist abilities or equipment is a good idea, particularly on Alraune. The Mermaid’s Tear item completely nullifies any area-effect abilities, so this effectively allows Alraune to shrug it off and continue healing you. Don’t summon any other Servans until the AoE disappears, since they’re dumb enough to blindly charge straight into it, get poisoned and die straight away. Once it goes away, however, go nuts; return to the Weak-Special combo to knock Yfritte off balance until the next phase starts.

Next up, Yfritte summons a doll who chucks toys at you, which can be easily avoided, and a spirit-type who we’ll affectionately refer to as the “bullet hell fairy”. Kill the doll first, since it’s not got many HP and will go down quickly. The bullet hell fairy is a little more troublesome, since she repeatedly summons large groups of bullets which then explode for significant damage. You can see where they’re going to appear and get out of the way of them; use the Follow command on Servans to get them out of harm’s way. They’re always in the same formation: one at “twelve o’clock”, then two more at “eight” and “four”. Take care to continue dodging Yfritte’s bullets and close-range AoEs while you deal with the fairy.

By now we’re getting close to the end, but there’s still a couple of phases to go. Yfritte will do another big AoE — red this time — so deal with it the same way: unsummon everything except an immune Alraune and perhaps pelt Yfritte from afar with the Blitz Shooter if she refuses to come out of her little safe space. When the AoE disappears, you’re on the home straight.

Yfritte will summon some Shadows again — level 7 this time, so they don’t go down so easily. Re-summon your Servans and get them to hack and slash their way through the hordes, though keep an eye on where Yfritte is so you don’t get caught out by a one-shot AoE at this late stage in the fight. Build up SP with Weak attacks and clear an area with a Special from the Blood Sword, preferably catching Yfritte on the outside of it so you can knock her down for a bit of damage. Repeat until you charge up another transformation; it’s a good idea to pick Moon Rabbit for this one for the large Special AoE, though Nightmare works too, since its ranged attack covers a wide area. Basically you want to rip through as many Shadows as possible while still hitting Yfritte in order to keep your SP topped up.

Towards the end of the fight, Yfritte will summon a Stone Hellion — the same really annoying ones that were in earlier Arena battles, equipped entirely with nothing but one-shot abilities with huge AoEs. Fortunately this one goes down a little easier than the boss-class ones in earlier battles, so catch him in a Moon Rabbit Special if you can while continuing to hit Yfritte. Take care to avoid all his big AoEs — Moon Rabbit’s speed is really helpful here — and continue pelting Yfritte with everything you’ve got while making sure to stay clear of her bullets and AoEs as well as ensuring you don’t get overwhelmed by shadows… and eventually, hopefully, you will prevail with time to spare.