#oneaday Day 699: Final Fantasy XI and the art of patience

As… promised? threatened? recently, I've started playing Final Fantasy XI again. And I am reminded, once again, for the umpteenth time, that I really like this game, particularly in its current form. I'm sure there are plenty out there who will bemoan how "dumbed down" its 2026 incarnation is compared to what it was like 20 years ago, but man, c'mon. You can play most stuff solo now; some might say that misses the point of an MMO, but there's still a markedly different vibe existing in a world knowing there are other players around. You see other people going about their business; you participate in the economy; you contribute to asynchronous team activities.

I am also reminded that Final Fantasy XI is not a game for everyone. Specifically, it is not a game for the impatient, because there is a lot to do, and it takes quite a long time to do pretty much anything… except level up, now, which goes at a significantly more brisk pace than it did the first time I played it all those years ago.

But we're talking about a game where the ability to run slightly faster than normal is dependent on someone completing a long and difficult quest, it rolling a random chance of the "Swift Shoes" effect coming up, and then you healing to full and having a nice sit down for a couple of minutes to "charge" the slightly-faster-than-normal movement speed — which, of course, immediately fades away the moment you either attack something or get attacked.

We're also talking about a game whose original implementation of "fast travel" required you to fight your way to a huge "crag" two zones away from your starting city and collect a crystal from it, all for the privilege of being able to teleport an inconveniently long distance away from any of the game's towns.

We're talking about a game where, when you want to cross the sea, you have to physically stand and wait for a ship, and when you're on the ship, you have to wait for the voyage to complete. (Sometimes monsters attack. A lot of the time you just have to enjoy the ride.)

If those descriptions make you smile, even a little bit, you are probably someone who will enjoy Final Fantasy XI.

The fact the game demands so much patience makes it feel very rewarding, though. When you achieve something, you feel like you've bloody well earned it. This is not a game where you are a super-special Warrior of Light pretty much from the get-go; this is a game where you are a relatively normal person — albeit one with, arguably, extraordinary combat abilities compared to your "peers" among the NPCs — just trying to make their way in the world. Make a bit of cash, get a bit of training in, visit some new places.

It's this rather open-ended feel that I really like about Final Fantasy XI. In many ways, it feels like a very pure reflection of what I call the old "world RPG" formula exemplified by titles like the early Ultima games. There is a long-term goal to go and complete, but the vast majority of your playtime will be spent doing rather freeform activities to build up your character in a way that you see fit.

Some of the best things that have been added to Final Fantasy XI since its original release are designed to make it more than just grinding monsters for hours at a time. The "Records of Eminence" quests do a great job of giving you things to do and acting as a sort of guide to what it is possible to do in the game, without having to spend half your playtime looking at a wiki. The "Field Guide" and "Grounds Tome" books at the entrances to field and dungeon areas respectively provide you with focused sets of monster targets to down in exchange for generous experience bonuses. And of course there's plenty of quests, the main storyline missions and, once you get later into the game, lots and lots of side activities. I don't yet know how "important" some of these things are — or indeed what 90% of them are at this point — but I'm intrigued to find out.

Thus far I'm up to level 25 on the job I started with — Warrior this time around — and I'm levelling Monk as a subjob for now. I'm on the "rank 2" missions for my home nation, and making good progress. I've also kicked off the Rhapsodies of Vana'diel storyline that was added much later than the other main stories, and acts as another kind of "guide" through what the game offers, with its own narrative to follow — and plenty of extremely helpful benefits as rewards along the way.

I'm enjoying myself a lot. I don't know how long it's going to take me to get through the various storylines, but levelling has been going at a brisk pace, and I'm feeling good about how things are going so far. I'm looking forward to finally doing things like taking down the Shadow Lord, which I've never done before, and particularly getting into the well-regarded Chains of Promathia expansion storyline, which longstanding FFXI players have been banging on about the quality of for years.

So yeah. It's a good time. You just need patience. And if there's one thing I have developed over the years, it is a very strong sense of patience.


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#oneaday Day 696: The missing day

I apparently missed yesterday! Whoops. Oh well. It was a bank holiday. Let's just say I was having the day off. Better yet, let me point you in the direction of something I did write yesterday, which was a thorough write-up of Capcom's Pragmata.

And then indulge me while I write two things today, because I feel like I "should". I'm just like that. Also I have just reinstalled Final Fantasy XI and it has to go through its whole many-hours patching process, so I may as well do something to fill the time.

I've decided to give Final Fantasy XI another honest go because I've always enjoyed it when I've played it in the past, I have been wanting to play through its story for more than 20 years (and there's a lot more of it now than when I first wanted to play it!) and I'm sort of "between games" right now. This time around, I want to make a proper effort to get through the main scenario. I know there's a lot of other stuff in Final Fantasy XI, but we'll see if I feel the need to jump into any of that as I work my way through; my priority is just seeing what the main storylines are.

The reason I say this is because I've pretty much made a decision: I'm going to head back into Final Fantasy XIV at some point before the new expansion drops — likely when the new "Beastmaster" job is added in the next main "part" of the Dawntrail finale patch, which is looking like July. Before that happens, I'd like to have had a good crack at Final Fantasy XI, so I'm going to treat it as my "main" game for the immediate future. I think it's going to be interesting — particularly as, for several years now, the game has been in a state where much of it is eminently soloable thanks to the fact you can bring recruitable NPC "Trusts" along with you for pretty much everything in the game, not just instanced dungeons like in Final Fantasy XIV.

As I say, I don't know how much into the weeds I'm going to get, because my main priorities are 1) getting to the level cap of 99 and 2) getting through the main storylines of the base game and all the expansions. The two will likely intertwine somewhat, and gearing up, particularly once at level 99, will likely involve dipping into some of the activities outside of the main story, but we'll see. I'm going to try and minimise guide usage as much as possible, too, because I think that will be much more interesting. I'm also curious to see if it's even possible to play that way — and if it isn't, well, there are 20+ years worth of FAQs, wikis and all manner of other resources out there to follow along with.

I'm excited! I'm also aware that I've fallen off Final Fantasy XI multiple times in the past, not because I wasn't enjoying it, but because something else came along that occupied my attention. Hopefully that won't happen this time around — because I'm increasingly conscious that, because of the game's age, there is likely only so much more time I have to be able to actually do this quest.

So Vana'Diel awaits! In about two hours' time, according to the PlayOnline Viewer, anyway. So how should I occupy myself in the meantime… hmmm?


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#oneaday Day 512: Can't stop grinding

I have a problem, and its name is Final Fantasy Tactics. Specifically, it is Final Fantasy Tactics' progression system. It's not that it's bad. Oh, no. Not at all. Quite the opposite, in fact.

My problem is that I'm having too damn much fun beefing up my little guys. I have spent several entire play sessions doing nothing but fighting random battles and levelling up my guys, because the next thing that I think it would be cool to unlock is always just over the horizon, yet within reach. And so I keep going, and going, and going… and now my main team is pushing level 40 and is about 75% of the way through Chapter 3.

Part of the reason this has happened is due to the situation I described the other day, where the Golgollada Gallows fight proved to be something of a roadblock until I spent a bit of time grinding my way to be able to survive it convincingly. While I was engaging in that process, I found myself thinking "hey, this is actually kind of fun in and of itself", and so I have found myself drifting back towards just playing for level and job progression rather than advancing the story.

Oh, I'm not going so far as some particularly extreme examples of the genre, such as in Chris Person's excellent piece on Aftermath describing how he spends five hours at the start of every Final Fantasy Tactics playthrough absolutely breaking the game's progression system on the very first map, before the story even gets underway properly. No. That does sound like it might be fun to try sometime, but I'm not going that far for only my second full playthrough of this game in my life.

I'm just levelling everyone probably 10 levels higher than they need to be for the point in the story I'm at, and unlocking some of the seriously powerful jobs. Dragoon's fully upgraded Jump ability being able to hit almost any square on the map from any other point, after a small delay? Working on it. Ninja's frankly obscenely overpowered Dual Wield ability? Got it. Arithmetician's ability to nuke the entire map instantly and without using magic points? Definitely working on it.

As Chris says in his Aftermath piece, doing this is "funny and the game doesn't stop you". Nope; because the random encounters scale to your characters' levels, you'll always be presented with appropriately levelled opponents and be able to score some decent experience from them. As such, you can quite feasibly level all the way to 99 if you feel that way inclined — and in doing so, you'd likely unlock most, if not all, of the available jobs with some canny switching at appropriate moments.

I have set myself a milestone, though. When my "main five" hit level 40, I'm going to move on with the story.

Probably.

I mean, I want to make sure I can handle that Wiegraf fight, right? Maybe just a few more levels…


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#oneaday Day 506: Tactical Sunday

Final Fantasy Tactics is a game I absolutely love and respect greatly, but I have to be in the right mood to play it. Today I was very much in the mood to play it, so play it I did. I got to a point that proved to be a sticking point for me when I first played it on PlayStation — Golgollada Gallows, also known as Golgorand Execution Site in the original — and, indeed, it proved to be a bit of a sticking point for me this time around, also.

However! This time around, I was armed with the knowledge of how I beat it last time around, which was to spend several hours doing random battles to level up my core units to such a point that they could survive the challenge of Golgollada Gallows — notorious as one of the toughest fights in the relatively early game — and progress without too much trouble.

Y'see, the difficulty I had with this first time around is that Final Fantasy Tactics sort of positions itself as a game where you move from story beat to story beat without any interruptions. Because it's not a conventional RPG in which you directly control the protagonist as he wanders around towns and dungeons, it's easy to see the random engagements you can run into on the node-based world map as annoying inconveniences preventing you from seeing the next bit of story.

But they are there for a reason — and, indeed, The Ivalice Chronicles version of the game makes it even easier for you to take advantage of them by making them not random at all. Sure, sometimes as you move from node to node you'll get the distinctive "swoosh" that indicates a battle is incoming, but unlike the PlayStation original, you can choose not to engage if you don't want to. This prevents you from encountering a minor softlock if, for example, you're trying to get to a town to stock up on healing items or refresh your units' equipment.

However, it also goes the other way. If you pass through a non-story node and you don't have an encounter there, you can choose to "search for enemies" and manually trigger a battle. This means if you actually want to spend some time levelling your units or earning them some new abilities — which the game doesn't tell you to do, but which is very much a good idea — you can do that much more easily than in the PlayStation version. If you want to, you can just stand on one battlefield, do a fight, then immediately trigger another one — no running back and forth between nodes in the hope of getting the "swoosh", because you can trigger it at will, and you can ignore it if it's inconvenient.

While I'm not normally a fan of being able to turn off encounters in a regular RPG — it feels very much like cheating, plus it does you out of some progression that you probably need — in a game like Final Fantasy Tactics, where battles take 5-10 minutes or more rather than a few seconds, this was an important and very welcome tweak to the formula.

Anyway, upshot of all this is that I beat Golgollada Gallows on my second attempt rather than taking the many, many, many attempts I did back in the day. I was still relatively new to console RPGs when I first picked up Final Fantasy Tactics, after all, and it hadn't occurred to me to grind because I wasn't super-familiar with the concept. Once I spent that time levelling my units properly, though, everything fell into place, and the rest of the game was much more straightforward. As, indeed, I suspect it will be this time around, too.

Final Fantasy Tactics: The Ivalice Chronicles is a wonderful remake of an already wonderful game. I have greatly enjoyed my time playing today, and, having got over that notorious difficulty spike, I suspect the remainder of the game (except maybe "that" Wiegraf fight) will be even more enjoyable.

So your lesson for the day, then, if you're new to Final Fantasy Tactics, is don't be afraid to grind. Embrace it. Love it. You will come to appreciate it when all your units are suddenly orders of magnitude more effective with just four or five additional levels under their belts!


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#oneaday Day 493: The breakneck pace of Final Fantasy IV

As one of several games I have on the go right now — for a bit of variety, like — I decided to start up Final Fantasy IV Pixel Remaster. I've played Final Fantasy IV I think twice before — and one of those was on PlayStation, so your sympathies are gratefully received, though that version at least isn't quite as bad as PS1 Final Fantasy VI — and remembered it being quite short, though I had forgotten quite how fast it moves.

I'm two hours in and already — apologies in advance if any of this is a spoiler, but the game came out in 1991 — the main character has committed a war crime, adopted an orphan child that he was directly responsible for orphaning, become separated from his best friend (who inevitably turns traitor), rescued his loved one from a deadly bout of Desert Fever by retrieving a valuable gem from a slobbering Antlion, rescued a prince from the ruins of his devastated castle and his broken heart, and attempted (mostly unsuccessfully) to fend off an assault on another kingdom.

It moves so fast. I had forgotten how fast. I have played so many modern (relatively speaking) games that feature epic-length story sequences between the core "gameplay" sections that it almost feels rushed. I mean, hell, after two hours in a Persona game from 3 onwards, you're barely through the initial character introductions and you almost certainly haven't set foot in a dungeon yet.

This is both a strength and a weakness of Final Fantasy IV, looking at it with a 2025 pair of eyes. It's a strength because it means that there's never particularly long to wait before you're doing stuff again — exploring the world, clearing dungeons, fighting monsters, levelling up, buying new equipment — and that is quite a refreshing change from today's narrative-centric games that, while undoubtedly considerably more ambitious in their storytelling, sometimes do feel like they're getting a little bogged down. Not only that, but Final Fantasy IV is done and dusted in less than 20 hours, which makes it a veritable light novel by RPG standards.

However, it's also a weakness, because there are some sequences that were clearly intended to be quite significant narrative moments, but the way the game just whizzes through them makes them feel almost laughable.

I'll give you an example. Rydia, the girl that the protagonist, Cecil, rescues from a war crime he inadvertently committed at the behest of his king, is a Summoner in Final Fantasy Job terms. This means that not only can she summon big things to deal heavy damage, but she can also cast both white and black magic spells. When you first get her, she's an inexperienced kid at level 1, so she barely knows any spells, but a bit of levelling in the field will net her a few initial, useful spells. Except you'll notice one black magic spell is prominently missing: Fire.

Think about it for a moment and it's obvious why: because she lost her entire village, including her mother, in a fiery explosion, she is, of course, going to be hesitant to call upon the power of fire. This little bit of characterisation is initially delivered without the game drawing any attention to it whatsoever, but you can notice it early from a simple browse of the menu. Very cool. Ambitious for the time, even!

What is less cool is when the party finds their path up a mountain blocked by a big chunk of ice, and the other members, eventually getting Rydia to admit that she "hates fire", pretty much tell her to stop snivelling and get over it because they jolly well have a quest to accomplish. It's almost certainly not intended to come across that way — the other members are all "yay, you did it, I always believed in you" after she does successfully cast her first Fire spell, presumably with tears streaming down her face and the knowledge that this is probably going to need years of therapy to truly deal with — but with at least a couple of decades' worth of games that handle sensitive topics rather more delicately behind us, it does feel rather… blunt.

But, again, you have to remember that this was 1991, just a year after the SNES had come on the market, and Final Fantasy IV was on a cartridge that contained less than a megabyte of data in total. In fact, during development, the script had to be cut considerably to fit on its cartridge; lengthy exposition was something that developers simply couldn't afford to do back in these days, because every byte mattered, and text can potentially take up a lot of space if there's enough of it. As such, it's not altogether surprising that some sequences feel like they move a tad fast by modern standards — short of shipping on a larger capacity cartridge, which was presumably a decision that needed to be made relatively early in development, there were very real constraints on what Final Fantasy IV would be able to do.

Of course, Final Fantasy IV has been expanded on quite a bit in later remakes such as the polygonal 3DS version, the Game Boy Advance version and the PSP version; each of these had their own additions to the basic Final Fantasy IV formula.

But the Pixel Remaster; that's based on Final Fantasy IV as it originally existed, graphics and music aside, and thus you have the plot that speeds off over the horizon as you just think you're getting caught up on proceedings.

All this is no shade on Final Fantasy IV, of course; it's a game I like very much (though it's far from my favourite Final Fantasy) — I just found it interesting to revisit this after so many years and be reminded that at one time, RPGs moved a lot more quickly than they do now!


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#oneaday Day 491: Some first impressions from Death end re;Quest Code Z

I am a big fan of Compile Heart's Death end re;Quest series. For the unfamiliar, it's a series of three (to date… with it looking like there's more on the way) narrative-centric console RPGs with strong horror themes, and involvement from some maestros of the genre like Makoto "Corpse Party" Kedouin on scenario duties and Kei "Mary Skelter" Nanameda on the art.

What I've found very interesting about Death end re;Quest to date is that all the games in the series have been very different from one another. Mechanically, the first two were quite similar, but tonally and thematically they were very different. The first game primarily involved an "if you die in the game you die for real" kind of MMO-gone-mad situation, while the second was based around horrible goings-on in a tiny European town that doesn't appear on any maps. As Compile Heart games, both of them also involved more than a touch of yuri to them — particularly in the case of the second one.

Death end re;Quest Code Z, meanwhile, changes up both the narrative setting and the game's core mechanical conceits. Narratively, I'm not far enough into the game to know exactly what the situation is, but it involves characters from both of the previous two games, many of whom didn't interact with one another directly in their original games — and, moreover, some characters who were very much dead in previous games, such as the father of the second game's protagonist, Mai — are alive in this one. I can't comment on that further as yet, but I'm interested to know more.

The most obvious difference between Death end re;Quest Code Z and its predecessors is that it's now a Mystery Dungeon-like. For those not familiar with such things, this is a Japanese take on the roguelike genre that typically (though not always) favours cutesy visuals; grid-based, turn-based movement and combat; a heavy degree of resource management; limited inventory space; and, of course, a series of increasingly deep, procedurally generated dungeons in which to hack, slash, explore, level up and loot.

Death end re;Quest Code Z mostly plays things relatively straight in this regard, with the exception of one thing: rather than an "energy" or "hunger" bar, the protagonist, Sayaka, has a sanity rating. This gradually declines as you explore, with various "milestones" on the gauge corresponding to her field of view contracting, the background audio becoming more distorted (or completely replaced) and, in the case of extremely low sanity, interface elements like the minimap being unusable and the likelihood of her harming herself going up considerably.

This is very much in keeping with the horror tone the series has always had, but it also means that the game has quite a "survival horror" feel to it as well. Since you're juggling your health, sanity and available items as you progress through each dungeon, you have to make some tough and interesting choices as you play — particularly if you're playing on the "Expert" mode (which I actually recommend in this case), where Sayaka's level is reset every time she leaves a dungeon, and she suffers notable losses in terms of inventory items and weapon power-ups if she's actually killed.

The other interesting thing relates to the series' titular "Death Ends". In prior games, Death Ends came about if you made bad choices during the storytelling sequences, and usually resulted in the protagonist and/or members of the core cast suffering a horrifying, gory death, described in excruciating detail. Towards the end of the first game — mild spoilers, I guess — one of the characters becomes aware of you, the player, and starts addressing you as "God of Death" in recognition of the number of times you have led the cast to a sticky end, and Death end re;Quest Code Z builds on this further by having the main protagonist, Sayaka, constantly aware of and communicating with you — even putting her trust in you.

There's some interesting conflict here, because Sayaka trusts you to lead her through the challenges ahead of her, and you need to successfully do so in order to progress through the story. But! And this is a big but: if you let her die, you can make her stronger. Because every time you see a unique Death End in Death end re;Quest Code Z, Sayaka gets a skill point that you can invest in passive boosts to her basic abilities and resistances, and even complete immunity to certain status effects. The more she dies, the stronger she gets and, presumably in theory, the easier the game gets.

But that places you, as her "Partner" (she very pointedly keeps referring to you as such) in a difficult position. Because in keeping with series tradition, every time Sayaka carks it, there's a lengthy narration of exactly how she dies, often delivered in something of a mocking tone. This is coupled with a gory (and often somewhat sexualised) event image depicting her dying yet again. Thus you are faced with a quandary: do you kill Sayaka a bunch in order to power her up? Do you deliberately lead her to her death multiple times in succession to score some easy skill points at the outset of the game? Or do you actually try and take care of her somewhat, knowing that in doing so you are leaving her as a somewhat sub-optimal character?

Death end re;Quest Code Z forces the player to interrogate their relationship with the death of their on-screen avatar — particularly one that is supposedly aware of them. Sayaka never remembers any of her deaths, but you know you caused them, and there's a helpful checklist of all 104 possible ways to die and the skill tree itself to remind you quite how many times you've seen her devoured, eviscerated, beaten to a bloody pulp, disintegrated, decapitated and any number of other nasty words you might care to mention. Undoubtedly the most "efficient" way to play is to repeatedly let Sayaka die in the first dungeon, but doing so is tedious — and thinking that should give you pause. You are repeatedly murdering someone, and it's boring. Are you that desensitised to violence that you can bring yourself to do that?

Some of you will be absolutely fine with it, I'm sure, and I'm not judging you for it. But after a few initial deaths in that first dungeon, I really started to hesitate and think "hang on a minute, this doesn't feel right at all". And I can't remember the last time a game made me feel quite like that about the protagonist, through my actions, being killed off.

This has made me determined to see how far it's possible to progress without killing Sayaka repeatedly. I've reached a point where I don't give a toss about PlayStation trophies any more, so I don't have the "pressure" from the two that related to getting all the Death Ends and unlocking all the skills weighing on me — and thus it really is up to my own feelings of morality about whether I want to buff up Sayaka by murdering her over and over again, or if I genuinely want to see her succeed, taking her shortcomings into account.

Thus far this is turning out to be one of Compile Heart's most interesting games. I'd expect nothing less from a series whose other two entries were also thoroughly fascinating. I'm intrigued to play more — and it certainly is the season for a bit of horror.


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#oneaday Day 286: It's Xenoblade time

It's Xenoblade Chronicles X: Definitive Edition release day, and I was very good and didn't even boot it up until I'd done all my work for the day and emptied the cats' litter trays and gone out to get some stuff from the shop. Still managed nearly four hours of getting into the swing of things.

It's a delight to return to this game. As I've alluded to several times, I'm going to do some more in-depth coverage of this over on MoeGamer as I play through, but I thought I'd also post some first impressions from the Switch port here, since it's what the majority of my evening has consisted of.

It's been a long time since I played the Wii U version (ten years, in fact!) but a lot of things already feel comfortably familiar. I even inadvertently picked the exact same voice for my character that I did first time around, though I didn't realise I'd done that until she came out with one particular line that suddenly triggered a memory.

Xenoblade Chronicles X is an absolutely massive game, but it does a good job of easing you into things. The early story missions take you through the absolute basics you'll need to know to get up and running, then by about the third chapter you can start enjoying some of the game's more "freeform" structure by taking on various missions. As you continue to progress the main story, you unlock other features such as the online modes and the ability to pilot (and later fly) the "Skell" giant robots. Crucially, though, the game doesn't throw all this at you at once. You can quite feasibly spend a very long time playing the game before even getting anywhere close to jumping into a Skell.

The main thing I was wondering about, which is how they'd implement the hex-based "segment map" that was originally on the Wii U GamePad's screen while you played, has been incorporated about as well as they could have done given the Switch's lack of a second screen. It's now a separate Map screen that you can access from the game's main menu, which means you can't look at it while you're wandering around, but it does also mean you can concentrate on it without having to worry about Tyrants coming to attack you while you tinker with your mining probes.

Performance and visuals-wise, the Switch version does a great job. There are understandable technical limitations of the same ilk seen in other Xenoblade games on the console — most notably characters and some objects "popping in" as you approach rather than being drawn from a distance — but, given the scale of the game and the relatively underpowered hardware it's running on, it's just fine. The tweaks to the interface to make it more readable are very welcome indeed, and I suspect even more so for those playing in handheld mode; this is really a game made for big TVs, though, as the vistas throughout remain absolutely spectacular.

Coming to this almost straight off the back of Xenoblade Chronicles Definitive Edition, it's also interesting to note how different the combat feels. While the basic mechanics are almost identical, the focus on responding to your party members' callouts and the ability to switch between ranged and melee weapons on the fly really makes battles feel a lot more dynamic. Enemies move around a lot more, too, meaning you also have to move a lot more to be able to strike them from the side or behind — and a welcome addition over the original Xenoblade's combat is a clear on-screen indicator as to whether you're considered in front of, flanking or behind an enemy.

I'm very happy to be back on Mira, and since I have no other "big games" going on right now, I'm going to see quite how much of this game I can complete this time around. Because although I finished the storyline of the Wii U version, I feel like I only scratched the surface of the things the game has for you to do. Because as I saw someone else point out the other day, Xenoblade Chronicles X is actually two stories: one is about your companion Elma rather than you, and that's the "main scenario" you go through. The other is the emergent narrative you build yourself: your career with BLADE, the missions you complete, the people you encounter, the choices you make. And it's that latter part that goes on for a lot longer than the relatively short main scenario.

Because I was deep into Final Fantasy XIV at the time Xenoblade Chronicles X came out for the first time, I felt a certain amount of "guilt" at getting too invested in the latter. But since I've drifted away from Final Fantasy XIV for the moment, Xenoblade Chronicles X is getting my full attention. And if you're yet to play it, I highly encourage you to check it out this time around. You no longer have the excuse that it's on a platform that no-one owns, because it's on one of the most popular console platforms in the known Universe.

Anyway. I wanted to post something about it today at least. I should probably go to bed now, but there are missions to do, things to find, Tyrants to fight…


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#oneaday Day 212: Engage!

I've been playing Fire Emblem Engage since I finished Paper Mario: The Thousand-Year Door and The Legend of Zelda: Echoes of Wisdom, and I've been having a lovely time. Fire Emblem is a series that has always passed me by despite it being, in theory kind of in my wheelhouse.

I say "kind of" rather than "completely", because while I absolutely love the high drama fantasy RPG side of the narrative, I've always had a bit of a rocky relationship with strategy games. I'm not good at them, see, and I've always had a hard time trying to determine how to get better at them. Because while there are plenty of guides out there for games like Fire Emblem, none of them simply sit you down and talk you through how to play them effectively. And that, for me, has always been a problem. It's why I bounced off Fire Emblem Awakening on 3DS, the last entry in the series that I tried, and why I have held off on playing the copy of Fire Emblem: Three Houses that's been on my shelf for several years at this point.

Why am I playing Fire Emblem Engage when Three Houses, a game almost universally considered to be superior in every way, is right there on my shelf? Well, because I had somehow got it in my head that Engage was a little more "straightforward" — and, perhaps more importantly, shorter. Three Houses is an absolute beast of a game, particularly if you do all the narrative routes (which I'm assured you should), whereas Engage is a once-and-done sort of affair, with replay value coming from the harder difficulty levels.

Mechanically, I don't think Engage is any more straightforward than what I know of Three Houses. There are elements where it's arguably more complicated, in fact — most notably with regard to the Emblem Bond and Skill Inheritance systems — but I wasn't to know that going in, and I'm about 25 hours in now, so, well, I guess I've dealt with it successfully.

I'm not ashamed to admit that I'm playing on Normal difficulty and Casual mode — i.e. the one without permadeath. I was having enough difficulty with the initial missions in the game that adding the opportunity to completely gimp my playthrough via poor performance seemed like an unwise choice. I am new to the series, I am still finding my feet in how it all works and how to play effectively, and thus I want minimal barriers to just enjoying myself. The options are there, so I'm using them.

With that "guardrail" in place, Fire Emblem Engage is still quite challenging. If you lose a unit during a mission, you still have to do the rest of the mission without that unit, and that can really fuck you over. It took me a few early-game missions to figure out what I was doing wrong, but then something interesting happened: I figured out what I was doing wrong.

This is not something that normally happens with strategy games. I normally end up being trounced by whoever I'm playing against, then never wanting to play it again as a result — or, in the case of tabletop affairs, not getting much opportunity to "practice". But with Fire Emblem Engage, I've ploughed on, and I've started to get a real feel for how the strategy works, and what is effective. I still make mistakes now and then — and the game's generous "Draconic Time Crystal" mechanic that allows you to undo stupid moves has been very helpful here — but I am definitely getting better at How To Play Fire Emblem. And that's a good feeling.

Because Being Able To Play Fire Emblem means that you can Enjoy Fire Emblem. And there is a lot to enjoy. The story of Engage, while relatively clichéd RPG fare — dark dragon long thought safely sealed away has come back, heroic band must gather a bunch of rings to summon enough power to drive the bastard back to the abyss — has been really compelling so far, and the character-centric nature of modern Fire Emblem is exactly what I like in this sort of game. I'm getting a real feeling that I'm getting to know the individual characters, both through the protagonist character's interactions with them and their interactions with one another.

For the unfamiliar, modern Fire Emblem features a relationship mechanic whereby units can "support" one another by fighting alongside each other in combat and doing activities together between battles, and your reward for reaching a new milestone in two characters' relationship with one another is a "support conversation", which depicts the two of them getting to know one another. There's not a Support mechanic in play for every pairing of characters in the game, but plenty that make logical sense, and it's lovely to see everyone getting to know one another, having comedic misunderstandings and deepening their feelings of friendship.

Anyway. I'm not sure how far through the game I am — I reckon probably about halfway maybe? — but I've been playing it all weekend and having a great time. I should almost certainly have it finished ahead of Xenoblade Chronicles X coming out on Switch in March — because you better believe I'm revisiting that game thoroughly having adored it on Wii U — but in the meantime I think I'm a convert to the series. I'm sure longstanding fans will scoff at me playing on non-permadeath mode, but I bet all of them reload a save the second anyone dies anyway. Also it doesn't matter how someone else enjoys a video game.

So yeah. Fire Emblem, pretty good. Who knew?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 148: Stream Success

I done a stream! It went pretty well, and I enjoyed myself. Even had a few people chatting along. If you want to catch up on it, here it is archived on my YouTube channel:

As you can hopefully see from the thumbnail, we were playing the delightfully named Mon-Yu: Defeat Monsters And Gain Strong Weapons And Armour – You May Be Defeated But Don't Give Up. Become Stronger. I Believe There Will Be A Day When The Heroes Defeat The Devil King. This is a dungeon crawler by Experience, makers of, among other things, the Spirit Hunter horror adventures I've been playing recently.

I obviously talk more about the game in the stream itself, but my first impressions after a 3-hour session are very positive. It's really interesting how Experience manage to make what is ostensibly the same kind of game feel cool and different between all their different titles. Mon-Yu is pitched as an entry-level dungeon crawler, but there are plenty of interesting little wrinkles for genre veterans, such as being level capped on each dungeon, meaning you have to figure out how to deal with the bosses without just outlevelling them.

There's also an interesting equipment system, where equipment gains experience as you use it alongside the characters. Equipment has a "rank" which determines how much it can level up, so sometimes you have to make a decision between keeping your upgraded items or taking a temporary hit to your effectiveness while you power up something with a higher cap.

There's also a really great "rapid battle" system, where if you know what you're doing you can get all your characters to auto-attack or repeat their last actions without having to wait for all the animations and log entries to appear on screen. Combine this with the fact that the game has no random encounters — and by its level-capped structure, it discourages grinding to a certain extent — and you have a really interesting take on what has, over the course of the last few years, become one of my favourite subgenres.

Anyway, it's half past two in the morning now because I made a video about sauce after finishing the stream. Watch out for that on my channel later next week. For now, I must sleep!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

2521: Super Effective

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I'm continuing to enjoy Pokémon Moon. I've found myself on more than one occasion being keen to get to the end of my working day and be able to play it some more. I'm getting a feel for the shallow end of the overall metagame — most notably which types of Pokémon and attacks are strong and weak against other types — and I'm also getting curious to see what a Pokémon endgame is like after you've finished the story.

Of course, I'm a long way off the latter aspect in particular so far, since I'm still only on the second island in the game, coming up on that island's second Trial. I am making good progress on the Pokédex, however, being roughly around 30% complete on the first two islands, and I've assembled what feels like a solid team of well-leveled Pokémon that feel like they're pretty good for "general purpose" wandering around.

With the Trials on the second island, types become a lot more important, and the game drops a few hints your way as to which types of Pokémon you might want to make sure you have on hand for the upcoming challenges. The game seems to be well-paced in that the Pokémon you can catch in an area are of a suitable level to be reasonably competitive against both the local wildlife and Trainers, so grinding doesn't seem to be too necessary unless you want to take a Pokémon you caught much earlier into the Trials. Even then, however, just making sure a low-level Pokémon is in your party while your stronger team members deal with the wild Pokémon of the area allows them to get caught up reasonably quickly, at least across the early levels.

One thing that occurs to me — and I thought this with what little I played of and as well — is that Pokémon has quite a bit in common with MMOs these days. You don't play in a persistent shared world with other people, but many aspects of the game are similar, particularly with regard to character customisation and competitive play. Of particular note is the "fashion" feature where you can adjust your avatar's hair, makeup, eye colour and clothing and then share that avatar online through the Festival Plaza system. Your avatar can then be further customised through the text-based words and phrases they say when other players interact with them — asynchronously rather than in real-time, because this is a Nintendo game for kids, after all — and, later, you even get the opportunity to buy clothes that you see other characters wearing.

I haven't tried the online trading and battling systems yet, but I understand they're both fairly active. The trading facility in particular is a godsend when I think back to the early games; possibly one of the things that meant I bounced off Red and Gold back in the Game Boy days was because no-one else I knew was playing any of them, and thus I had no-one to trade or battle with. Nowadays, however, trading and battling is a simple case of visiting Festival Plaza and using the appropriate options — or, for someone in the same room as you, using the excellent Quick Link feature to quickly do something together.

Some 15 hours into the game so far, I remain curious as to whether it will hold my attention into its endgame and beyond, but I'm having a blast so far and anticipate I will continue to do so for quite some time yet.