1116: Neptunia Master System mk2

Page_1I finally completed the shit out of Hyperdimension Neptunia mk2 tonight. And by that I mean I did pretty much everything it was possible to do in that game. I feel confident in saying it’s one of the most consistently fun JRPGs I’ve played for quite some time — not necessarily the best, no, but certainly one that most definitely has its heart in the right place.

It was a really interesting game on the whole, and one that clearly knew its (small, niche) audience very well. I found it particularly interesting that instead of making a direct sequel to the first game, which apparently sold pretty well in Japan but bombed over here due to appalling review scores, they instead chose to reboot the setting and characters, creating a game which newcomers could happily start with but which those who played through its predecessor could appreciate on a deeper level. Neptunia mk2 wasn’t a retelling of the first game’s story — it was a completely new tale that pretty much assumed the first game didn’t happen. This was a little jarring at first, as characters showed up whom I thought should know each other having played the first game, and the characters IF and Compa were obviously retconned to be childhood friends. Over time it ceased to matter, though, and it became clear that Neptunia mk2 was intended to be taken on its own merits without the baggage of its predecessor — a sensible choice, I’m inclined to think.

Besides proving to be a good jumping-on point for the series (the physical package’s apparent rarity aside), Neptunia mk2 also dialed back its reliance on rather forced game and anime references for its humour, instead opting to focus on its distinctive and entertaining (if rather archetypal) characters. The one notable exception to this was in the game’s “true ending” path, where there’s a wonderful scene shortly before the final boss that features the “older sister” characters (meant to personify the seventh-generation consoles plus the ditzy Neptune/Sega, who has no idea what she’s doing and is more interested in cookies than ruling the world) arguing over whose console is best, while the “younger sisters” (who are really the main characters of the game, and who personify the current-generation handheld systems… and, err, the Game Gear) sit and play Monster Hunter together while talking about how awesome Shenmue was.

A side-effect of the above is that the game’s endearing sense of humour can be enjoyed by pretty much anyone, regardless of your knowledge of the video games industry as a whole. Those who have been playing for a long time, however, will appreciate the numerous sly nods and winks throughout — an area called Atari Marsh; a city called Sim City; characters called Cave and Falcom; and enemies that resemble everything from Tetris blocks to Dr Kawashima’s freaky floating head from the Brain Age/Brain Training series.

The overall plot, which is essentially an anti-piracy, pro-“reward the creators of the content you enjoy” parable, initially appears to be a bit heavy-handed with its message, but this is nicely subverted by the time the previous game’s protagonist Neptune puts in an appearance and berates the other characters for “sounding a bit preachy and stuff”. It has a good narrative arc, building to a suitably dramatic conclusion and one of seven different endings — including a shockingly dark one that is quite impressive in its brutality. (Though it could possibly have gone even a bit further than it did.)

One of the most interesting things about it is its female-centric nature. While there’s a lot of fanservice in it — within five minutes of starting, there are three quasi-“bondage” scenes; several characters are prone to flashing their panties at every opportunity (and the in-game camera is happy to encourage this); and a number of the “event” pictures feature a childishly amusing “jiggle” feature that… well, you can probably imagine — it’s difficult to look on the game as being particularly anti-women.

In fact, it’s very positive about a lot of things to do with sex and gender. The whole (enormous) party of playable characters is made up of women, for starters, and while many of these use anime archetypes as the basis for their personality, they’re all their own individual characters with their own quirks and ways of interacting with each other rather than being nothing but shallow stereotypes. This team of ass-kicking women doesn’t once rely on a man to help them out throughout the course of the entire story — and in fact, the few faceless appearances that men do make throughout the plot tend to depict them as shallow, image-obsessed borderline sex pests, with the exception of the boss character Brave, who is more of a Transformer than a man anyway. (Any good that Brave does for the male gender’s representation in the game is immediately undone by Trick, however, who it’s not an exaggeration to say is a revolting robotic paedophile, and one of the most delightfully odious characters I’ve had the pleasure of virtually beating up for a long time.)

There are also no unnecessary romantic scenes in the game, though there’s a subtle implication that all the main characters in the story are gay and that there’s nothing wrong with this whatsoever. (Because, you know, there isn’t.) This doesn’t mean lesbian melodrama or anything, either; rather, it’s simply accepted that some of these girls like each other a bit more than others, and this is depicted in the way that they interact with one another with obvious tenderness and care. It’s clear that these characters and their relationships have been written with genuine affection and a desire to make them believable people rather than just tits and arse, and I came away from the experience feeling like I had a good understanding of who they were, who they got along with the best and who they clashed with. It was one of those experiences where the final credits rolled and I felt like I was going to miss the characters, which is always a good sign.

So that’s that. It’s all done. No more Neptunia… at least until March, when the third game in the series arrives and I will inevitably become obsessed all over again.

1004: Thwarting The Fall

I finished Persona 3 FES: The Journey this evening, something I’ve been meaning to do for a very long time and finally got around to. Persona 3 remains one of my favourite games of all time, and the additions to The Journey — the story told in the original version of Persona 3 — are very welcome, offering deeper insight into the characters as well as some good old-fashioned fanservice.

Persona 3’s biggest strength is also one of the reasons why I imagine an awful lot of people won’t finish it: its length. Having played The Last Story earlier this year, I’m very much of the opinion that JRPGs don’t have to be incredibly long to be tell satisfying stories, but in the case of Persona 3 and its sequel, both of which are somewhere in the region of 85-100 hours in length, I can’t help but think that a lot of the respective stories’ impact would be lost if they decided to reign things in a bit and keep them snappy.

Persona 3, for those who haven’t played it, takes place over the course of a school year in Japan. You start in April, increasing amounts of Bad Shit comes to pass as the year progresses and you eventually finish either on New Year’s Eve with a bad ending or on January 31st with a good ending. And you’re expected to play through all the days in between, with only a couple of exceptions.

A day in Persona 3 typically consists of getting up, going to school (assuming it’s a school day), perhaps answering a question or two in class, hanging out with friends after school then either going dungeon-crawling, studying or socialising in the evening. The format occasionally gets shaken up with public holidays (and Sundays) when you don’t have school to worry about, and there’s a couple of trips out of the game’s main Japanese town setting at specific points in the story, but for the most part you are living the life of a Japanese teenager, albeit one who fights monsters after midnight.

It’s a long, slow slog through the game’s days, in short, but it’s only through dealing with this that you truly come to respect the sacrifices the game’s main cast has made in the name of trying to build a better world and beat back the darkness. Sometimes you really want to hang out with that hot girl who seems to have taken an interest in you, but instead you know that you should go shopping with the nice policeman who sells you various sharp implements, then go climbing the mysterious tower that appears after midnight and start twatting some Shadows in the face. Having to find this optimum “work-life balance” means that the time you do actually get to spend with your in-game friends becomes more precious — particularly as each of the “Social Link” stories that is attached to each person ends up being interesting and often emotional.

By the time you reach the game’s final battle, you have been through Hell and back with these characters, both in terms of having to cope with the everyday stresses of teenage life — exams, angst, friendship drama — and in having fought your way through hordes of Shadows to strengthen your party. By the time the final boss appears, you are ready to kick some ass and save the world.

And then the final boss fight takes somewhere in the region of an hour to complete. The game isn’t going to let you win so easily. It’s not an especially difficult fight if you’ve prepared appropriately, but it is long — a test of endurance… and of whether or not you remembered to stock up on items before wandering into the dungeon. It’s not boring, though — it’s paced in such a way that it shakes things up regularly, requiring you to change and adapt your strategies accordingly, particularly as you get closer and closer to final victory. By the time you finally take down the boss and get onto the “home straight”, as it were — and there’s actually a surprising amount still to see even after you’ve kicked its ass — you are physically and mentally exhausted, just like the characters, and the game knows this, hitting you with some intensely emotional scenes while you’re weakened.

Persona 3, then, uses its length to its advantage. While there is plenty of stuff in there that is clearly designed to allow masochistic players to inflate their play time yet further (I didn’t beat the Reaper, for example, and I seriously doubt I will ever seelet alone beat the “Ultimate Opponent” secret boss that only appears in New Game+) for the most part, it’s good stuff that allows you to immerse yourself in the small but very well-realised game world. You’re either doing teenagery things, or you’re fighting Shadows. Fight too many Shadows and you’ll exhaust yourself, meaning you’ll need to make sure you get some rest before you do anything strenuous — but while you recover, all your friends are waiting for you.

There’s always something to do and someone to see, and meanwhile the clock is ticking ever-onwards towards an inevitable conclusion. As time passes, everyone’s life goes on — even the incidental NPCs sitting around in various locations all have their own stories to tell that progress gradually as the seasons turn. Will the shy girl ever talk to the boy she’s stalking? Will the girl who’s obsessed with Mitsuru ever confess her feelings? Will the elementary school student at the station ever stop being a jerk to her obviously-nervous new teacher?

“Bonds of people are the true power,” runs the tagline to the Persona 4 anime, and it’s right. Both Persona 3 and 4 are what they are because of the people in their respective game worlds. After 80+ hours with them, it’s difficult to not feel a sense of attachment to them — even the most seemingly-innocuous incidental character. This sense of “belonging”, of immersion in a game world with realistic, believable characters — that, right there is why I love these games so much.

On to The Answer next, which I know nothing about beyond the fact it’s supposedly very difficult and wraps up the ambiguities left by The Journey’s ending. I’m very intrigued to see how it concludes for real, so doubtless you can expect another post on the subject after another 20 hours of gameplay or so.

#oneaday Day 961: I am Thou

I wrote a piece about Persona 3 over on Games Are Evil earlier today. Go read it, please.

I have, as you may have guessed from the fact I chose to write about Persona 3 today, been playing Persona 3. I have been meaning to play the extended FES version for many, many years now and have started several times. This time I intend to finish it, including battling my way through The Answer, which I understand is a bit of an ordeal. Then, if I’m feeling particularly masochistic, I will proceed to play Persona 3 Portable as the female protagonist.

I fucking love Persona 3 and 4. They are still my favourite games of all time. I own the first two for PSP/Vita, too, but found the first one a little hard to follow plot-wise and haven’t delved particularly deeply into yet. Fortunately, each one stands quite nicely by itself — though and are nicely interconnected, even if certain aspects clash (why do the kids in P3 need Evokers to summon their Personas, but the ones in P4 don’t?).

My love for these games stems primarily from the fact that they push all my gaming happy buttons. I love JRPGs and I love visual novels, and Persona 3 and combine the best bits of both genres. You have a simple-to-understand, hard-to-master combat and character development system; you have an in-depth storyline tackling very “human” issues. You have “saving the world” drama; you have characters dealing with personal crises that can, at times, seem more important than impending disaster. Somehow the game manages to avoid pretty much every cliché that critics of JRPGs hate to create an emotional, mature experience with an absolutely badass soundtrack.

The highlight is, of course, the cast of characters throughout. And as I said in my piece over on Games Are Evil, the interesting thing about Persona is that it’s not only the heroes and villains who “matter” in the grand scheme of things. The “Social Link” mini-stories that arise as the protagonist gets to know his new school friends and people in the community are fascinating plotlines to follow through in their own right, and help to lend a greater sense of poignancy to the overarching narrative of the Persona-users attempting to Sort Shit Out. In other words, everyone has their own demons to deal with — sometimes these are literal demons, others they are the barriers we create for ourselves: fear, anxiety, shyness, a lack of self-belief. Watching the protagonist touch the lives of these people and be there with them as they come to terms with their own issues gives the small game world a much greater feeling of “life” than almost any other RPG I’ve played.

It also, once again, highlights the difference between Eastern and Western game design philosophy. When it comes to RPGs, I am firmly in the Eastern camp. I am yet to come across a Western RPG that has captivated me in the same way as the Persona series. You can rant and rave all you like about the beautifully-rendered worlds of Bethesda adventures or BioWare’s (increasingly questionable) storytelling chops, but, for me anyway, no-one has the Japanese beat when it comes to interpersonal relationships and a sense of “human” drama amid supernatural chaos.

#oneaday Day 890: Glorification

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I’m probably about halfway through Quest for Glory IV so far and I have to say, I’m a big fan of the series. Back in “olden times” our family were pretty big fans of Sierra adventures, but the Quest for Glory series was one which passed us by for some reason. While the games have aged better in some respects than others, one thing has become very clear from playing them: the combination of adventure game and RPG works. And it works very well indeed.

The reason it works so well is because the two aspects are intertwined so seamlessly with one another. Rather than being an interactive storybook with battles (as I once heard Final Fantasy VII described ) the RPG elements are woven into the adventure gameplay. Your character’s stats are for more than simply how tough they are in battle — and in fact, combat plays a relatively minor role in most of the series. Instead, standard adventure game actions in Quest for Glory often involve a behind-the-scenes “skill check”, with the on-screen character either succeeding or failing at the action in question according to his skill levels. What this means in practical terms is that there are multiple solutions to every problem according to the player’s chosen play style and character class. A wizard might get through a problem relatively simply with a flick of the wrist and the cast of a spell; a fighter might have a more direct approach; and thieves have plenty of their own nefarious plots to get up to at night. Yes, here we have a thief character who is actually a thief rather than simply a DPS.

In terms of mechanics, the closest equivalent today would probably be one of the Elder Scrolls series, though it’s not a great comparison. In both series, you gain in power simply by practicing skills; in both, there are multiple solutions to problems that are often related to skills; but where the two diverge is in the amount of character and personality they’re infused with — not to mention the fact that The Elder Scrolls’ idea of a puzzle is rarely anything more complicated than switch-flipping.

The Elder Scrolls has rich lore but I’ve never felt like I was a particularly important part of the story. I was just “that guy” who turns up and solves problems whom everyone then promptly forgets about — in Oblivion, for example, you do all the hard work but then Sean Bean gets to do all the spectacular stuff at the end. Meanwhile, in Quest for Glory you are the hero. You are the most important person in the room when you walk in, and the game’s characters quite rightly come to love and respect you as you systematically sweep through, right all their wrongs and proceed on to your next adventure.

There’s a number of contributing factors as to why this works so well in Quest for Glory yet feels so bland and uninspiring (to me, anyway) in Bethesda’s epics. The main issue is one of scale — while it’s unquestionably impressive to explore all of Skyrim, Cyrodiil, Morrowind or the other provinces seen in the earlier Elder Scrolls games, this vast scale means that you never really get to know the locales and the people therein. The vast majority of characters are templates who say the same thing to you, and most of them have no personality whatsoever, acting simply as walking quest-giving machines and information kiosks.

Contrast with each Quest for Glory game, each of which is set in a very tightly-focused locale — usually simply a single town and its surrounding environs — and it becomes abundantly clear why it has that much more personality. Because there’s not so much vast empty space to fill with NPCs, quests and random events, everything was hand-crafted rather than resorting to templates. As such, everyone you meet in Quest for Glory is an interesting character — often with hidden depths. The plot for each game manages to remain mostly non-linear, with the required steps to proceed to the climactic “endgame” scenario in each usually completable in any order, but somehow it manages to provide a far more satisfying, compelling experience than I ever got from 50 hours in Skyrim.

The comparison between these two series isn’t fair at all, of course, as I’ve already said, but it’s somewhat telling that the closest equivalent to Quest for Glory I can find in modern gaming is so vastly different from these fascinating old titles. Why did the adventure/RPG crossover never take off? It’s clearly a combination that works, and imagine what a great job we could do of it today. One could argue that games such as Dragon Age and Mass Effect from BioWare take heavy cues from the adventure game genre, particularly with regard to interpersonal interactions, but even in those indisputably excellent games it’s still pretty rare that you’ll find yourself solving problems in creative, class-specific ways. They’re still stat-based, combat-focused RPGs first and foremost (with Mass Effect becoming more of a shooter as time went on) rather than adventure games that use RPG mechanics to help colour and direct the experience.

Part of the reason we haven’t seen more of this type of game is, of course, due to the supposed “death” of the adventure game as far as the press and, presumably, publishers are concerned. But look around for a moment; the adventure game most certainly is not dead. High-profile developers such as Telltale are putting out some high-quality, well-written point and clickers. The genre is having something of a resurgence on touch-based devices such as the iPad. And some developers are even still releasing 320×200 super-pixelated traditional point-and-clickers like the recent Resonance. Why hasn’t anyone just lifted Quest for Glory’s system and applied it to a whole new adventure, perhaps in a new setting? I’d play a Quest for Glory in space, or in a 1920s noir style, or… you get the idea. The stat-based adventure game where the outcomes of your actions are determined by your skill values has a lot of scope for exploration, and I really wish we’d see more of it. Unfortunately, it seems that despite the universal adulation the Quest for Glory series receives, no-one is willing to defile its long-dead corpse and resurrect this fascinating subgenre for a modern game.

The first developer who does shall most certainly be in receipt of some of my money.

#oneaday Day 866: NierCast

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I’ve finally beaten Logic into submission and got it up and running on my new Mac, which means I’ve finally been able to edit the most recent Squadron of Shame SquadCast. Here it is:

(Direct link for those who can’t see the inline player)

The subject of the podcast is Nier, an action RPG for PlayStation 3 and Xbox 360 published by Square Enix and developed by Cavia. You may recall I was enthusing about this game quite a lot back in early May, and that enthusiasm was what sparked the desire for us to do this particular podcast.

Nier is a fascinating game. Whether or not it’s actually a good one is up for debate somewhat, but it’s certainly a unique experience in the console space. In fact, to call it an “action RPG” as I did above is a gross injustice, since the game also incorporates elements of bullet hell shooters, text adventures, 2D platform games and open world quest-based “traditional” RPGs. The only games I can think of that offer a comparable experience include Space Rangers 2 and King Arthur: The Role-Playing Wargame, both for PC, and both offering wildly divergent experiences from Nier, but both taking this “kitchen sink” approach to genre blending.

Nier also distinguishes itself by having a mature plot that is worth following through. Sure, it’s pure fantasy, but it’s good, compelling fantasy — and the fact that the game was released as part of a much larger opus that spans several forms of media is very much apparent if you take the time to read up on it using sources such as Grimoire Nier. The game can most certainly be enjoyed in its own right without exploring any of the additional background material, but it becomes a far richer experience once you delve into the lore of the world — and, for that matter, the story of the game’s creation. It’s very much an example of a game whose world and characters are “bigger” than the game they inhabit, much like an author who plans out their characters by writing scenes for them that never appear in the book in question.

Perhaps the most interesting thing about Nier, though, is its treatment of “New Game+” — the ability to go back and replay it after you’ve beaten it once. In many role-playing games, taking on a New Game+ is simply a matter of starting again with all your awesome items, equipment and buffed-up characters from the end of your first playthrough and then romping through the game slicing off heads with gay abandon and nary a fear for your own safety. Nier certainly does this — on subsequent playthroughs, boss fights that were once challenging are an absolute joke — but it’s not the most important point.

Without getting into spoilers, Nier’s New Game+ gradually adds new layers of complexity and nuance to the plot, calling into question the actions that you undertook without even thinking in your first playthrough. The player is given additional context with which to understand exactly what is really going on — and this manages to seamlessly pull the player’s perspective around between several different characters and conflicting viewpoints while still keeping them in direct control of the titular hero. It’s a very interesting experiment in a variation on the “unreliable narrator” trope, and one which could really only be done so effectively in an interactive form of entertainment such as a video game. It also makes Nier’s New Game+ something that is actually worth doing rather than something which is just there for a bit of fun — and it’s worth noting that it makes it abundantly clear when you’ve done absolutely everything there is to do by actually deleting your save file when you’re done. In the context of the game, this somewhat dramatic action makes a great deal of sense (though you are asked to confirm whether you’re sure you’re okay with this five times) — but can you imagine what would have happened if, say, Mass Effect had pulled something similar? It would have been brilliant, but those complaining about the game’s ending would have been even more furious than they are.

The final thing worthy of note about Nier is that it takes no more than 40 hours to do absolutely everything in the whole game including three New Game+ runs (an utterly stupid real-time farming minigame aside, which can be easily gamed by dicking around with your console’s clock), making it eminently friendly to the busy lifestyles we grown-ups tend to lead these days.

So if you’ve never given Nier a shot, give it a chance. You might be pleasantly surprised. And if you have played and loved Nier — or, indeed, have no intention of ever playing it, ever — be sure to listen to our podcast for some in-depth discussion on this remarkable game.

#oneaday Day 811: Some Handy Tips for Those of You who Wisely Picked Up Xenoblade Chronicles This Weekend

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Bought a copy of Xenoblade Chronicles? Firstly, well done. Secondly, it’s rather good, isn’t it? Thirdly, you’ve probably noticed that it’s a massive, sprawling, deep game with lots of things to think about.

Being a grizzled old veteran who has played the game to death already, I thought I’d share a few tips to help you along the way. I’ll try and remain spoiler-free in the process, and I won’t be giving plot walkthroughs or anything like that — just general tips. Bulleted tips, even. Here we go.

(Note: If you’re not playing Xenoblade Chronicles, this will all mean nothing to you. I’ll be back in the normal world tomorrow.)

  • Pick a good, complementary party, but don’t be afraid to experiment. You can make most combos work — and in fact to max out Party Affinity you’ll probably have to — but a safe option is to have a tank (Reyn or Riki), damage dealer (Shulk, Dunban or Melia) and healer (Sharla or, to a lesser extent, Melia). Note that you don’t need to have Shulk in the party, but it’s easier to deal with visions if he is.
  • Don’t forget to level up your Arts. You gain AP with every successful combat and these can be used to power up each character’s Arts — the special abilities that they are able to use in combat. Don’t forget to drop into the menu regularly to spend these AP — which each character has their own individual bank of — on improving their abilities, because the game sure won’t remind you. On that subject…
  • Pick Arts that complement each other. Depending on your party lineup, ensure that you have Arts picked that work well together. Don’t worry about changing around Shulk’s Arts, since he has a fixed arsenal. But depending on who else is there and what they’re capable of, pick ones that work well together. A good combo is to ensure that between all three members, you have the ability to Break, Topple and Daze an opponent. By doing this to an enemy that isn’t immune, you buy yourself a good few seconds of uninterrupted beatdown time, which is very helpful on baddies with high HP. Note that most — but not all — bosses and Unique Monsters tend to be immune to Break and Topple.
  • In Chain Attacks, colour is everything. The other thing you should consider when preparing your party’s Arts is to make sure that you have appropriate colours covered to unleash a decent Chain. The colours typically correspond to what the Art does — red ones tend to deal direct damage, pink ones tend to inflict Break, green ones tend to Topple and blue ones tend to be restorative or supportive — so a good thing to do is to ensure your whole party has at least one red Art equipped in order to do a damaging Chain Attack. When you start the Chain, choose a red Art to kick off, then when it switches to the next character, choose one of their red Arts and so on. Bear in mind that according to both random chance and Party Affinity, you may have the opportunity to continue the chain after everyone has had one go, so it’s worth having more than one of the same colour if you can spare the slots.
  • Skills aren’t as complicated as they look. The tutorial for the Skill system makes it sound bewildering, but think of Skills as passive bonuses and you’ll be fine. Picking a character trait to focus on provides a bonus to a particular stat, then all SP earned (also after combat) will be applied to that particular skill branch. When sufficient SP have been earned, that bonus or passive ability starts to take effect automatically. Note that each character starts with three Skill paths, but has the opportunity to unlock up to two more through quests.
  • Skill Links let characters use each others’ Skills. This is the complicated bit. You’ve probably seen that killing bosses nets you Affinity Coins. These are used to let characters “borrow” each others’ Skills, thereby enabling them to get passive abilities they wouldn’t normally have access to. For example, if Reyn has learned the skill to equip heavy armour, another character who is normally limited to light armour can Skill Link with Reyn in order to also be able to equip heavy armour. The number of skills characters can borrow from each other is determined by the number of Affinity Coins you have and the Affinity between the characters attempting the Link. Speaking of which…
  • Build up Party Affinity as much as you can. Your characters fight better alongside each other if they actually like each other. They also say different things in battle or when they jump in to conversations. There are lots of ways to improve this. Firstly, put the characters you’re trying to develop the relationship between in your active party. Make the character you want to see the most gains the leader, since when party members jump into conversations, it improves Affinity with this person. Hit as many Burst Affinity button prompts in battle as you can. Encourage characters who are suffering from low Tension in battle (they’ll have a purple cloud behind their face in the interface — run up to them and press “b” to whisper some sweet nothings at them). Don’t forget to go and do Heart to Hearts when you have sufficient Affinity between two characters — these provide massive Affinity boosts even if you balls them up. And don’t forget that you can gift Collectibles to characters via the Inventory menu — the game forgets to mention how to do this. Select an item, choose a character to gift it to and you’ll see the affinity gain (or loss) it generates. For hints on what might be good items to give different characters, check the Achievements menu or think about the characters’ personalities.
  • When hunting, use the reload trick. Saving your game then immediately loading it causes the monsters in a zone to refresh, so if you’ve run out of mobs you need to bash over the head for a quest, save and reload to respawn them. If you’re hunting a Unique Monster and there’s no sign of it in the place where it’s supposed to be, do the same thing for a chance of respawning it.
  • If looking for specific weather, use the clock. Advance time from day to night (or vice versa) until you get the weather conditions you’re after. Note that “thunderstorm” is a different weather condition to “raining”.
  • Talk to everyone with a name. Speaking to a named NPC adds them to your Affinity Chart and sometimes improves your Area Affinity. When your Area Affinity levels up (it doesn’t tell you when this happens, so check the Affinity Chart regularly), new quests become available, and named NPCs also get new items to trade with you. It’s possible for every single person on the entire Affinity Chart to be joined to at least one other person by the end of the game, so consider that a challenge if you’re a completionist.
  • Collect collect collect! Collect every sparkly blue blob you see. Not only will it help you fill the Collectopaedia, there’s usually a questgiver somewhere nearby who will pay you good money for them. Or you can always gift them to characters.
  • Trading is usually a quicker way to fill the Collectopaedia. If you’re struggling to find a specific collectible item in the field — and some are considerably rarer than others — then try trading with named NPCs instead of talking to them. When trading, offer them goodies that are considerably higher in value than the thing you’re looking to grab — double is usually a safe bet — and they’ll often throw in an extra free gift, too. Note that NPCs’ inventories expand as Area Affinity improves. Their tradable items always come from the zone in which they are found.
  • Don’t forget about Gems! Equipping gems in slotted items can make the difference between triumphant victory and crushing defeat. Note that bonuses to stats have a cap — if the bonus turns green in the menu, equipping further gems won’t have any effect. Pick gems that help strengthen a character’s particular specialisms rather than compensate for weaknesses — e.g. apply Muscle Up gems to Reyn to increase his physical defense to make him a better tank, add Strength Up gems to Shulk to make him deal more damage. Remember that Unique items (the ones with “U” on their icon instead of “S”) have preset gems that cannot be removed.
  • Explore everywhere. Discovering new Locations, Landmarks and Secret Areas is a good non-combat way to gain experience points, plus it has the positive side-effect of filling in your map and providing you with places to fast-travel to. You might also be surprised where questgivers are hiding.
  • Do every quest you can. It may be time-consuming, but questing builds up Area Affinity and provides you with some good rewards that often negate the need to go equipment shopping. The stock “Monster”, “Collection”, “Search”, “Material” and “Challenge” quests you get in every zone also provide a good way to get to know an area. Be sure to talk to the questgiver for these questlines several times as you can normally pick them all up at once — and you don’t have to return to them to complete them. Never sell quest items — they’ll be marked in the menu — or items you’ve seen in visions. You can get them back, but it’ll be a waste of time, particularly if they end up being rare items. For quests with multiple outcomes, there are no “bad” consequences, just differing rewards.
  • Backtrack! When the story advances, that’s usually a good cue to wander around the areas you’ve already visited and see if any new quests have popped up — some appear based on story progress rather than Area Affinity. Fortunately, the skip travel feature makes this a painless process. If you’re not sure who to talk to, try looking for people on the Affinity Chart who don’t have any links yet. There are some quests you can miss — these are marked with a stopwatch in the quest log. There’s generally a pretty obvious mini “point of no return” before these expire, however, so be sure you’ve cleaned up your quest log before you answer “yes” to any important-sounding questions.
  • Don’t rush. Xenoblade Chronicles is a big-ass game and there’s a lot to see and do. Playing as a moderate completionist, it took me 101 hours to beat on my first playthrough, and I could have easily spent a lot longer. While it may be tempting to rush forward into the next plot beat, bear in mind that the quests, exploration and incidental combat is all there to provide a painless means to ensure you’re strong enough to tackle the challenges the story quests provide you with. You’ll be around the level 80 mark by the time you’re on the home straight if you’re doing it right — you’ll hit a wall and be forced to grind (or backtrack and do all the stuff you missed!) for a little while if you haven’t. That said…
  • Don’t feel you have to get everything. Beat the game and you can do a New Game+ with all your levels, equipment and Party Affinity intact, but quests, Area Affinity and everything else reset to normal. Now you can rampage through the world with impunity and concentrate on picking up as many quests and entries on the Affinity Chart as you can rather than running away from red monsters.

Above all, enjoy. This is one of the best RPGs of all time, and it’s wonderful to see so many people on my Twitter feed are playing and loving this at the moment. Stick it out to the end — it’s a long road, but it’s very much worth it.

#oneaday Day 808: Xenoblade Chronicles is Out Tomorrow, and Here’s Why You Should Play It

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As a European, I was lucky enough to be able to play the Nintendo-published, MonolithSoft-developed Wii role-playing game Xenoblade Chronicles last year. It ended up being my favourite game of 2011, and many North American gamer friends were suitably jealous that I had been able to play it through while they hadn’t. I didn’t feel too guilty, though, because North America has its own branch of Atlus and doesn’t have to depend on other publishers to bring titles like the Persona series over.

But I digress. Xenoblade Chronicles is out tomorrow — April 6 — in North America, and here is why you should play it if you’re an American. Or even if you’re not.

The Japanese role-playing game genre is often accused of stagnation and a lack of innovation. This is, in fact, not particularly true — even the much-maligned Final Fantasy XIII was trying things which other role-playing titles hadn’t attempted before. Okay, they weren’t always successful, but it was at least attempting to innovate.

The real issue is actually that for whatever reason, Japanese role-playing games (and, to a certain extent, Japanese-developed games in general) have lost the resonance they once had with the core gamer audience in the West. Players are quick to judge them as clichéd and derivative before moving on to whichever game starring men in armour with guns is the flavour of the week. Specific attempts by Japanese developers to create games that appeal to Westerners end up having limited niche appeal despite their quality (see: Platinum Games’ Vanquish, which isn’t an RPG but demonstrates the point effectively) or end up being laughable attempts to pander to the Japanese image of what a Westerner supposedly wants (see: The Last Remnant).

Xenoblade Chronicles is a remarkable game because it nails that balance between Western and Japanese sensibilities, making a game that combines the positive aspects of WRPGs (freedom, exploration, a degree of sort-of-non-linearity) with those of JRPGs (stronger storytelling, more memorable, well-defined cast members, a firm sense of being unafraid to continually up the ante). The result is quite brilliant, and a significant step forward for the genre in one possible direction it way wish to take in the future.

The game casts players in the role of Shulk. Initially, he seems like every other teenaged JRPG hero, but a number of aspects make him stand out. He doesn’t whine. He’s not moody or angsty. He’s just a guy, but he has a personality. He has friends, too, who form your early party in the game, and these, too, don’t fall into the trap of clichéd character archetypes. This pattern continues throughout the course of the whole game. Even the “small furry thing” character introduced later in the story isn’t typically irritating — he’s quirky and silly, sure, but his character is defined well, and he proves to be more than just a means through which to provide silly slapstick gags.

The diverse, likeable cast you find yourself travelling with over the course of Xenoblade Chronicles’ lengthy adventure provides several highlights to the game experience. Firstly, and most simply, they’re a good ensemble cast who help drive the story forward. That’s not their only function, however. As you might expect from an RPG, they each have their own role to play (natch) in combat, and finding the best combinations of three characters to take into battle is a key part of the experience. This affects not only your battle effectiveness, but also one of many stats that the game tracks in the background — Affinity.

Affinity is, quite simply, how much characters like each other. Characters with high Affinity with one another fight better alongside each other, but as their relationship develops, they also have the opportunity to participate in numerous “Heart to Heart” events that are scattered around Xenoblade Chronicles vast world. These short sequences provide the opportunity for two party members — not necessarily including protagonist Shulk — to spend a little alone time with one another and get to know each other a little better. These typically involve multiple-choice conversations, providing the “correct” answers to which will give a big boost to the pair’s Affinity with one another. (Giving “incorrect” answers often provides very amusing exchanges and still gives a smaller Affinity boost, however, so you shouldn’t feel like you have to reach for the walkthroughs immediately.)

Affinity doesn’t just affect combat and unlock Heart to Hearts, however; there’s a host of little touches in the game that it affects, most notably during and after combat. Rather than simply yelling individual stock “battle victory” phrases, characters will often have short conversations with one another. This banter between characters is a real highlight of the experience, and while you will have heard everything they have to say a good few times by the end of the game, they remain entertaining and endearing.

Speaking of combat, Xenoblade Chronicles’ battle system is a refreshing change from the turn-based systems that Japanese role-playing titles usually adopt. You control a single character out of the three in your active party, and are able to freely move around during combat. You and your party lock on to a single enemy at a time and automatically attack it, though many battles involve multiple assailants. In order to gain the upper hand in battle, it becomes necessary to make use of the unique skills the character under your control has.

Most characters have more skills than it’s possible to hold in the “quickbar” at the bottom of the screen, so it becomes possible to customize the way they play to your own personal style. Some skills manage aggro, some attack areas, some provide more damage or inflict status effects when unleashed from beside or behind an enemy. Some skills are dependent on other characters doing things like knocking the enemy down or stunning them, and the AI which controls the other two party members does an absolutely astounding job of keeping up with what you’re doing and understanding the strategy you’re going for. It’s very rare that you will be cursing the game for causing you to fail — more often than not it’s a result of you either adopting a poor strategy, or simply needing to go and do something else for a while until you’re a little stronger. This doesn’t mean you have to resort to grinding, either — inevitably there will be some quests you have missed that you can go back and do, and returning to earlier-visited locations often throws up even more things to do.

Another great thing about the combat is that you can elect to control any of the game’s cast in battle, not just Shulk. Each character plays in a significantly different manner to all of the others, so if you find yourself getting bored of the same old skills over and over, simply switch to another character for a brand new experience. Fed up of tanking? Spend some time with Sharla, a ranged character with healing abilities. Or Melia, a magic-user who can summon elementals that either provide ongoing buffs or can be “unleashed” to deal direct damage. Or the aforementioned small furry creature, whose skill names are genuinely hilarious.

Perhaps the strangest but coolest innovation in the combat, however, is the fact that you’re occasionally presented with “visions” of the immediate future, usually when a character is either about to die or be afflicted with a debilitating status effect. A countdown timer starts, and you’re given the opportunity to either do something to take attention off the enemy’s target or warn another party member. If you do the latter, you’re able to pick one of the warned character’s skills to unleash — usually either a healing or aggro-management skill — and hope for the best. If you do the former, you have until the countdown timer depletes to do something very special, or your party member will suffer their grisly fate. It’s a neat system that isn’t overused.

Outside of combat, there’s plenty to do, too. Exploring each of the game’s massive zones rewards you with experience points and uncovers part of the map as you discover each sub-area. There are collectible items scattered around each area at random, with rewards on offer for collecting whole sets. Those who find item-hunting frustrating, however, may instead complete these quests by trading with other non-player characters. There are rare monsters to take down, loot to find, secret locations to discover. Xenoblade Chroniclesworld is more than just a pretty backdrop for combat — it’s a rich, beautifully-rendered environment in which to spend time, and it looks gorgeous. This may be a Wii title, and it may have been even more lovely to see it in HD, but it doesn’t detract from the fact that the hugely-varied vistas you find yourself running and fighting over throughout the course of the game look simply magnificent. There’s a waterfall you’ll come across partway through the game which is genuinely breathtaking to look at, for example — you’ll know it when you see it.

If the game’s combat, quests and exploration aren’t enough for you, there’s also a deep Achievement system to delve into. Since these Achievements aren’t online-connected, they’re simply there as challenges for you to undertake, and all provide you with experience point rewards. In essence, they’re mini-quests (although some will take you the majority of the game to complete) and rarely feel as “gratuitous” as some examples seen on Xbox Live and PSN. Rather, they provide yet another means of getting an enormous amount of entertainment out of an already vast, sprawling title.

This isn’t even getting started on the deep crafting system, which allows characters to team up to create enhancements for their weapons and armour, with the results of their collaborative efforts dependent on their Affinity and compatibility with one another. Or the fact that the game allows you to change the time and fast-travel at will, eliminating a lot of the inconvenience and backtracking endemic to the genre. Or the colony-building minigame. Or the fact the voice acting is all British rather than American, giving the game a unique aural aesthetic in a genre typically dominated by whiny teenagers and squeaky-voiced females. Or the fact that when you’re all done, you can New Game+ it and do the whole thing again with your levels, Affinity and a suitably broad spread of awesome equipment intact — something I will be doing when North America gets its hands on the game tomorrow.

Xenoblade Chronicles is, in short, a magnificent evolution of the Japanese role-playing game genre. While it’s easy to dismiss it as “an offline MMO” or “a Final Fantasy XII wannabe”, the reality is something quite different. This is truly a game that is greater than the sum of its already-fantastic parts, and one which will have you bellowing “Now it’s Reyn time!” at your friends for months to come.

(Grab yourself a copy soon, though, as this is the kind of game that will get pretty tough to find pretty quick.)

#oneaday Day 806: Shadow Hearts: Covenant: A Scoreless Review

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Shadow Hearts: Covenant (aka Shadow Hearts II) is, quite simply, a must-play JRPG. Whether you’re a devoted fan of the genre or a jaded veteran who decries its supposed lack of innovation in recent years, there is a ton of stuff for you to like in this epic PlayStation 2 title from Nautilus (née Sacnoth).

Let’s rewind a moment before we get into specifics. Is it necessary to have played the original Shadow Hearts to appreciate its sequel? As you’ll recall, I noted that the previous game hadn’t aged hugely well, with its pixelated prerendered backdrops, wooden animations and low-budget voice acting bearing the brunt of the ageing process. It’s still a solid game, but those who expect a bit more than a PS1 RPG that runs at 60 frames per second may find themselves suffering from culture shock for a little while — whether or not that culture shock is insurmountable depends entirely on the individual.

To answer the question, though, yes and no. That may be a copout answer, but it’s true. Shadow Hearts: Covenant’s story stands completely by itself as a self-contained tale, but it also follows on directly from the first game’s narrative. There are a number of shoutouts throughout the course of the adventure which refer back to prior events, characters and locations, too, which will delight series veterans. In short, if you can’t stomach the old-school sensibilities and aesthetic of the original, you can jump into Covenant without guilt, but those who are willing to play the two games one after the other will have an altogether deeper experience to appreciate.

What makes Covenant a more easily-palatable title than its predecessor, however? Many things, starting with the presentation. Rather than taking the old-school approach of polygonal characters on a prerendered backdrop, Covenant features fully 3D environments, albeit with preset camera angles a la Final Fantasy X. The characters have been infused with a great deal more detail, too, with hair and fur looking particularly good, and some excellent animations thanks to motion capture. Alongside this, the voice acting has been given a kick up the arse, with a full English dub, fully-voiced cutscenes for the more important story scenes and none of the original’s corner-cutting. Were it not for the lack of widescreen support, this game wouldn’t look out of place today being released alongside titles like Xenoblade Chronicles and The Last Story.

Like its predecessor, Shadow Hearts: Covenant revels in the fact it has an eccentric cast who rarely fall into standard JRPG tropes. While protagonist Yuri initially appears to be the moody “Squall” type, he quickly shows himself to be a deeply-nuanced character who undergoes some significant development over the course of the story. As he’s joined by the other cast members, who include a puppeteer, an exotic dancer/fortuneteller/aromatherapist, a female German World War I officer (whose nationality and occupation quickly becomes completely irrelevant) and a fricking wolf among others, it becomes abundantly clear that we’re not dealing with a conventional sort of JRPG setup here. To its credit, the game plays things admirably straight all the way through, which makes its more humorous scenes all the more effective — and proves that it’s not afraid to make its characters suffer a little along the way in the name of drama. It doesn’t descend into exaggerated melodrama at any point, and for the most part resists the temptation to get too wacky. Characters occasionally make a few “fourth wall”-breaking comments, though these are spread far enough apart to be effective and amusing rather than feeling like the game is going “LAUGH, DAMMIT!” A few characters are a little underdeveloped and underused over the course of the story (and one in particular is introduced much too late to give the player a chance to get to know them as well as the others) but this is a relatively minor niggle — those who are most important to the narrative are well-defined, deep, likeable cast members whom it’s a pleasure to spend time with.

An RPG often lives or dies by its story, and thankfully Covenant provides a good one that I won’t spoil here. But those who play for the joy of discovering things and building up an unstoppable fighting force won’t be disappointed, either, for Covenant provides a brilliant combat system that puts many recent titles to shame. Based around the cool “Judgement Ring” system of the original game whereby successful actions are determined by timed button presses, and featuring multi-character combos, an array of wonderfully silly character-unique abilities and a flexible but simple magic system that allows for the detailed customisation of characters, Covenant is a satisfying game to play even during plot downtime. While each “dungeon” only contains maybe three or four different types of enemy tops (plus a boss, usually), combat is such a joy and the encounter rate is so finely tuned that it never becomes a chore. The fact that grinding seems relatively unnecessary if you take a little time to go and do some sidequests — which are worth doing, incidentally, as they feature some of the best scenes in the game — is also a pleasing development.

In short, the whole thing comes together to create a joyful whole that will keep you busy for about 40-60 hours depending on how much optional stuff you want to do. It’s a good length — while it’s approximately twice the length of its predecessor, it never feels like it’s outstaying its welcome, with a wide variety of locations to explore, treasures to find and creatures to fight. Completionists who like to explore and find all the hidden secrets in a game will be amply rewarded, while those who simply want to charge ahead with the plot won’t find themselves punished for wanting to progress.

As I said at the beginning, Shadow Hearts: Covenant is, quite simply, a must-play JRPG. Should you have the opportunity to pick up a copy, do so. I’m disappointed I didn’t take the time to explore this series sooner, as it’s shot to somewhere around the top of my list of favourite games of all time. I am, however, very glad that I took some time away from the mainstream, from current-generation consoles and from the shitstorm surrounding Mass Effect 3 to immerse myself in a true, underappreciated classic. You should try it, too.