2437: Ultimate Fencer

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I finished up Fairy Fencer F: Advent Dark Force this evening, including getting the Platinum trophy, and I’ve come away thoroughly satisfied with what is possibly Compile Heart’s best game to date, although it’s a close-run thing between this and MegaDimension Neptunia V-II.

I was particularly impressed by how much the two new narrative paths diverged from the original Fairy Fencer F’s storyline — while they involve many of the same dungeons, locales and characters, the important stuff about the story is very different indeed, right from the characters’ personalities in some cases all the way to their motivations and eventual goals.

I found the fact that the game wasn’t afraid to be a bit dark to be very much in its favour. Its colourful Tsunako character designs would suggest an adventure similar in tone to the Neptunia series, but in actual fact Fairy Fencer F is lighter on the comedy, heavier on the drama and even tragedy at times. That’s not to say there isn’t any comedy at all — what comedy there is tends to be well-timed in order to lighten the mood after some particularly heavy exposition — but it’s not the main point of it all.

This seems to be a direction that Compile Heart is moving in with its recent releases, and one that it seems to feel comfortable with. The Neptunia series has been expressing greater confidence with storytelling as it has proceeded, too — while the first game felt a bit like a string of amusing events loosely tied together with the semblance of an overarching plot, mk2/Re;Birth2 took a much darker tone with some truly odious villains (and one of the series’ most notoriously unpleasant optional endings) and Victory/Re;Birth3 had a much stronger sense that it had been composed as a complete story rather than a series of episodes. As for MegaDimension Neptunia V-II, that had its darker elements — particularly towards the end — and consequently, narratively speaking, was the most “structurally sound” of the series.

I didn’t play the original Fairy Fencer F when it came out, but I’ve now experienced that game’s story thanks to Advent Dark Force’s Goddess arc. It’s clear that Compile Heart wants to experiment with more ambitious narratives, but thought, quite rightly so, that Neptunia probably wasn’t the best place to do it (although that said, mk2’s Conquest ending is effective precisely because it is so tonally dissonant with what you’ve been conditioned to expect from the rest of the series). Fairy Fencer F jumps in headfirst with a likeable cast of rogues, many of whom are a bit morally ambiguous, and which Advent Dark Force does a good job in exploring over the course of its three distinct narrative paths.

Perhaps most striking about Advent Dark Force is that it isn’t afraid to let main characters die — something that would be unthinkable in a Neptunia game, regardless of how dark the overall plot got — and it demonstrates this early on. In most of the narrative paths, which take place after a “time loop” at the end of the common route, then diverge in three very different directions, protagonist Fang seeks to atone for the deaths he directly or indirectly caused in the common route, with varying degrees of success. Each path features a different combination of characters from the complete playable cast, with some of these characters dying or even being on the “other side” in different routes.

Of particular note is the character Sherman, who — mild spoiler, sorry — is the villain in the original Fairy Fencer F story, but in the Vile God arc he spends a significant amount of time being the protagonist in Fang’s absence. In the Evil Goddess arc, meanwhile, he has a more complex role that I’ll leave for you to discover.

One of the other great things about the additional routes in Advent Dark Force is that it gives some of the “filler” characters from the original something to do. Fairy-loving scientist Harley, for example, doesn’t have a whole lot to do in the original game’s narrative, but in the Evil Goddess arc in particular she plays a leading role. Likewise, in both the Vile God and Evil Goddess arcs we see a lot more of the taciturn child assassin Ethel, including how she became the person she was and how it came to be that she could only communicate through the word “kill” with varying intonation.

After having finished all three routes, I’m left with the feeling that I have when I finish a good visual novel: I have a good, solid understanding of all the characters, the situations in which they found themselves and the world which they inhabited. And, if the post-credits sequence in the Evil Goddess arc — clearly intended to be the “true” path — is anything to go by, then I have little doubt that we’re going to see more of these characters in the future. I certainly wouldn’t complain about more Fairy Fencer F games if it gives Compile Heart a chance to spread their wings and explore more ambitious narrative themes — particularly if the game itself is as good as Advent Dark Force ended up being.

I’ll say one more time for now: if you’re still ignoring (or worse, deriding) Compile Heart games and call yourself a fan of JRPGs, you’re missing out on some great experiences. Fairy Fencer F: Advent Dark Force is a good entry point to start exploring their work for yourself if you feel a little overwhelmed by the amount of Neptunia out there already; if you enjoy good, traditional JRPG stories, solid combat, wonderfully loathsome villains (one of them even does the ol’ “ohohohohohoho!” beloved of ’90s anime) and a colourful, immensely memorable cast of characters you can’t go wrong with this one.

2412: Looking Back on Three Years, Off and (Mostly) On, in Eorzea

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With it being Final Fantasy XIV’s third anniversary it’s only fitting that I take a look back at the reason I’ve been playing it since its closed beta — and why, even though on several occasions I’ve felt like I might be “done” with the game, I keep on coming back, time after time.

These memories are presented in no particular order, but it makes the most sense to start with this one.

Knowing FFXIV was going to be something special

I jumped into Final Fantasy XIV’s closed beta after a casual discussion with a Twitter friend about Final Fantasy XI and how much I liked it despite never really getting all that far with it. Eventually I found myself with an invite to the testing period of the game, and I was immediately smitten with it. Everything about it felt Final Fantasy. The look, the feel, the music, the controls, the battles, the monsters — and yet, it had enough of its own unique identity to make it feel like far more than just series fanservice.

Specifically, Final Fantasy XIV adopts a somewhat “dark fantasy” tone throughout, clearly heavily inspired by works such as Game of Thrones and The Witcher in places. Sure, there are still moogles and chocobos, but there are also complicated political machinations, betrayal, murder and, technically, just prior to the start of 2.0’s story, apocalyptic catastrophes.

I was immediately drawn into the world in a way that World of Warcraft never quite managed to enrapture me. NPC dialogue, although localised with more than a few liberties taken from the original Japanese, much to the chagrin of people who play with Japanese voiceovers, was beautifully written with an almost Shakespearean tone in places, blending old- and middle-English words and phrases with modern spellings to make it actually comprehensible.

The fact that Final Fantasy XIV placed any emphasis on its main story at all — let alone to the degree that it has ended up doing so — was a unique feeling for me. Even its predecessor Final Fantasy XI’s main story had felt like a side activity you did when you had done enough level grinding to be able to take on the next mission; here, the main story was tightly tied in with your character’s progression: you advanced through the levels and became more powerful both in terms of mechanics and narrative, until you eventually reached level 50 and took on your most terrifying challenges yet.

During the closed beta, I only played up to about level 20 or so, but that was enough to know that I wanted to keep playing — and to know that I wouldn’t mind when the servers were wiped post-beta to prepare for the start of live service.

Making some great friends

My friend who had urged me to try out FFXIV was all set to assemble a Free Company — FFXIV’s take on guilds — as soon as the facility became available, and many members of that free company, centred around the Giant Bomb video games website, became great friends. I even took a trip to PAX East to hang out with a bunch of them and had an absolute blast. And while I recently left said Free Company in favour of a smaller group who are more local to where my wife and I are, FFXIV’s various ways of keeping in touch — as well as extra-game means of communication like Discord — mean that I’ll never be far away from this band of loveable rogues.

Castrum and Prae keeping me up until 5am

When I reached level 50, I was proud. The only other MMO I’d ever reached the level cap in prior to that day was World of Warcraft, and I’d stopped playing shortly afterwards, as my lack of friends playing had made that game a rather lonely experience at high level — this was the days before its current Dungeon Finder system, itself inspired by FFXIV’s Duty Finder.

I’d heard the final two story dungeons, intended to be done pretty much as soon as you hit 50, were quite an experience, and so I asked the Free Company very nicely to accompany me on my first run through them. This was — and still is — the best way to run these dungeons, since they’re both full of cutscenes, and running with a completely preformed party means no risk of other people running ahead and starting boss fights while you’re still watching dramatic scenes.

The experience of running Castrum Meridianum and Praetorium left such an impact on me that I immediately wrote about it on USgamer. It remains one of my fondest gaming memories to date, and it makes me a bit sad that people coming to it now will more than likely be partied up with a group of people who outgear it to such a degree that every boss fight is a complete steamrollering. Pro-tip, then — if you’re just hitting 50 for the first time and you have 7 friends handy, queue up for Castrium then Prae and check the “minimum item level” option in Duty Finder in order to experience these two dungeons at their original difficulty level from shortly after launch.

Entering the Coil

I happened to be up and about one night when some Free Company-mates were heading into the endgame raid dungeon The Binding Coil of Bahamut. At this point, the raid had been “unlocked” because better gear than it offered was already available, and so it was there for people to run just for the experience of the unique story it offered, as well as unlocking subsequent chapters.

Coil was a whole other level of the game for me. The encounters were much more complex, they demanded much more coordination and awareness of what was going on, and the unique story, music and enemies you fought in there made it feel like a truly “special” experience.

Forming LoCoBomb and tackling Coil proper

Loose Cannons, or LoCo, were Giant Bomb’s neighbours in the Limsa Lominsa housing district of Mist, and they’re now my new Free Company. LoCo is a tiny little group compared to the hundreds of members of Giant Bomb (many of whom are inactive players, but still) but we struck up a mutual friendship with one another, even going so far as to put together a rather casual, slapdash static for tackling The Binding Coil of Bahamut, a little later than much of the rest of the player base, but tackling it nonetheless.

Raiding together was a great way for us to get to know one another better, and we had a lot of fun times working out way through the first four Turns until we hit our first real barrier: Turn 5.

Toppling Twintania

Turn 5 of Coil was originally the hardest fight in the entire game, facing a party of 8 players off against the rather angry dragon Twintania. Accompanied by the fantastic piece of music Thundererthis was a genuinely terrifying confrontation in which you really felt like you were battling against insurmountable odds.

Twintania was our first real encounter with having to properly coordinate raid tactics thanks to now-notorious mechanics such as Divebombs and Twisters. Taking her down for the first time was an incredible feeling, only to be matched by the time we finally bested the final boss of the Second Coil of Bahamut.

Nailing Nael

Turn 9 of Coil — or Turn 4 of Second Coil, if you prefer — quickly took over from Turn 5 as being the hardest fight in the game, mostly due to how unforgiving it was. The fight featured a wide variety of tasty instant death mechanics and even a few sections where careless play could wipe the rest of the raid without too much difficulty.

After a long slog through Second Coil — Turn 6 gave us a lot of grief, though the subsequent two went a little smoother — LoCoBomb persevered and were eventually victorious, however, and we still weren’t sick of the two incredible boss themes Tempest and Rise of the White Raven.

This encounter remains, to date, my favourite boss fight of all time in any game ever. Ten character levels, over a hundred item levels and one expansion later and it’s still not particularly easy to clear.

Phoenix from the Flames

A lot of people will note that Turn 12 — Turn 3 of Final Coil — is as memorable an encounter as the grand finale Turn 13, and I’d certainly agree with that. Resolving a large number of questions surrounding what really happened at the end of Final Fantasy XIV 1.0, Turn 12 sees the party facing off against the iconic Phoenix, accompanied by this magnificent arrangement of the game’s main theme Answers. I still get shivers every time I hear it. And the recent The Rising event in the game now brought it out at the perfect moment to genuinely give me goosebumps all over my body.

The Final Witness

The final battle in Final Coil is appropriately spectacular. It wasn’t horrendously difficult by the time we got to it — each subsequent patch had increased the amount of bonus HP and damage you’d be blessed with when you went in, theoretically allowing more and more people of lesser skill and/or gear to enjoy all of Coil’s story — but it was still an immensely worthy absolutely, positively, definitely final boss. And it made incredible use of Answers.

An in-game marriage and a real-life proposal

(if the embed doesn’t work, go here to embarrass me)

January 3, 2015: Amarysse Jerhynsson married W’khebica Qimi (now Wuckle Bunny, because no-one can spell authentic Mi’qote names properly). During this process, the player behind Amarysse Jerhynsson — yours truly — made a rather lengthy virtual speech that culminated in him proposing to the player behind W’khebica Qimi, who was sitting in her study upstairs from him at the time.

We married in June 2015. And who says computer games are antisocial?

Heavensward and beyond

The first full expansion for Final Fantasy XIV was an exciting moment, as it would take us to brand new areas, see us tackling brand new dungeons and battling fierce new foes. It was everything most people hoped for, with an excellent story — to some, better even than A Realm Reborn’s at times meandering narrative — and one hell of a final boss fight.

While the long lull between Heavensward’s release and the first major content patch finally arrived with us was, I feel, largely responsible for the fact that my former Free Company are no longer quite as obviously “active” (at least in public channels) as they used to be, Heavensward has, on the whole, been a great evolution of A Realm Reborn’s base, even introducing a number of brand new types of content to the mix, with my favourite being the new randomly generated Deep Dungeon.

Heavensward’s raid scene hasn’t appealed that much — I’m not really a fan of steampunk in general, and the narrative set up around Alexander was feeble and unmemorable compared to the majesty of Coil — but there’s still been plenty of stuff to do, and as we saw with the Live Letter yesterday, there will continue to be more and more stuff to do as we start the buildup to the second full expansion, set to be revealed for the first time in October.


It’s not many games you can play almost continually for three years and still look upon fondly, but I guess anything you spend that much time in the company of eventually becomes something you really, truly can’t ever let go of.

It’s hard to get this across to people who haven’t been on the journey I’ve been on, and it probably won’t be quite the same for someone who starts right now, but I stand by my nomination of Final Fantasy XIV as my Game of the Year for 2013 over on USgamer, and given the number of hours I’ve played, it’s probably my GotY for 2014, 2015 and 2016 too.

2405: Revisiting One Way Heroics

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Upon realising that the Spike Chunsoft enhanced remake of One Way Heroics was, in fact, coming out in just three weeks’ time, I decided to revisit the original game, which has long been one of my favourite takes on the roguelike genre thanks to it being quite unlike pretty much any other game I’ve ever played.

For the unfamiliar, One Way Heroics places you in a randomly generated world map that continuously scrolls, like those old Super Mario World levels that everyone hated. This being a turn-based roguelike, however, One Way Heroics only scrolls when you take an action, be this moving, attacking or fiddling around with something in your inventory.

The aim of the game is ostensibly to defeat the Demon Lord and save the remaining part of the world from being consumed by the mysterious darkness that is just out of shot on the left side of the screen. More often than not, you will fail in your task, either by yourself being caught in said mysterious darkness by miscalculating how many turns it would take you to cross the mountain range you found yourself stuck in the middle of, by dying embarrassingly to a nearby feral dog who gave you a nasty nip right in your most sensitive areas, or by forgetting you had a bag full of highly flammable (and explosive) items and then going toe-to-toe with a fire-breathing imp.

It’s not an insurmountable challenge, though. In fact, defeating the Demon Lord is more a matter of persistence than anything else; she (yes, spoiler, she’s a she) appears at regular intervals throughout your journey, sticks around for a few in-game hours during which you can either attempt to do some damage or run away from her, then she disappears again for a bit. Damage you deal persists from encounter to encounter, though she does have the chance to heal a few HP and erect a few magical barriers in between your various clashes. As such, so long as you can keep yourself alive, you can eventually wear her down bit by bit rather than having to defeat her all in one go.

Except, if you look a bit deeper into the game, defeating the Demon Lord isn’t the only way to finish the game. In fact, it’s arguably the easiest way to clear the game, since the other endings mostly require all manner of convoluted requirements and lucky rolls on the ol’ random number generator. That said, the game’s “Dimensional Vault” system does at least allow you to carry useful items over from playthrough to playthrough, so you can effectively prepare for the more complex conclusions a bit at a time, much like preparing to fight the Demon Lord, only over the course of several playthroughs instead of just one.

The other ways to beat the game vary from defeating the Darkness itself (which requires a Holy weapon, a very rare find indeed) to reaching the End of the World at the 2000km mark. The subsequently released One Way Heroics Plus expansion also added a number of other ways to clear the game, including finding your way into a whole other dimension to discover who or what is really behind this whole creeping darkness thing, and then either surviving until the end of that dimension or defeating said ne’er do well once and for all.

On top of all that, there are character-specific endings, too. During each playthrough, you have a chance of encountering a number of different non-player characters who, assuming you meet the prerequisite requirements to recruit them (usually some combination of cash and charisma levels) can join your party. As they fight alongside you and you meet various conditions (different for each character), they gain affection for you, and after having had three separate conversations with them, revealing their backstory and the truth about themselves — including, in many cases, why there appears to be a version of them in each and every dimension out there, more than aware of what you’re up to — clearing the game gives you their unique ending on top of whichever particular finale you went for.

These little stories that are attached to the party members are one of the most interesting things about One Way Heroics, because they elevate it above being a simple mechanics-based roguelike and give it a touch of narrative. Not enough to be obtrusive — the emphasis is still very much on preparing your character to clear the game in whichever way you deem most appropriate — but enough to give you a real feel for who these people are and what their place in the entire mystery of One Way Heroics is.

One particularly interesting thing about them is that you can go a very long time without encountering any of them at all, and thus assume that One Way Heroics is entirely mechanics-based. Another is that their storylines are all pretty dark in tone right up until the end, which is all the more effective due to the fairly breezy tone the rest of the game has going on. I defy anyone not to shed a tear at Queen Frieda’s ending in particular, though I shan’t spoil it here.

Replaying One Way Heroics over the last few days has reminded me quite how much I like this quirky little game, and I’m extremely excited to see how the new version pans out in comparison. From the looks of things, it takes the basic mechanics of the original and gives it a fresh coat of paint along with a new setting and storyline, plus a number of guest characters from other games including Danganronpa and Shiren the Wanderer.

All being well, I’m probably going to devote next month on MoeGamer to this game, its expansion and its new version, which will be out partway through the month. It’s an underappreciated gem, for sure, and one which everyone the slightest bit interested in the more unusual side of RPGs owes it to themselves to check out.

2391: You Can Go to That Mountain

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My lukewarm feelings towards The Witcher 3’s open-world nature got me thinking a bit today as I progress through the Blood and Wine expansion pack, which, unlike Hearts of Stone, suffers from some of the same issues I had with the main game: most notably the numerous distractions that the game world offered having a detrimental effect on the overall pacing of the main story.

I got thinking: is this a fundamental problem I have with open-world games in general, or is it something that seems particularly glaring with The Witcher 3? After a little reflection, I have to conclude that, for me anyway, it’s the latter.

I thought back to my time with Xenoblade Chronicles X on Wii U and how much I enjoyed exploring the vast open world that game offered — and why I think much more fondly of that game’s open world than I do of The Witcher 3’s.

I think it’s to do with the emphasis the game places on its different elements. In Xenoblade Chronicles X, while the main story was interesting enough, it was, oddly enough, mostly a minor distraction from the real meat of the game: exploring the planet Mira fully. The game got a fair amount of criticism for this on its original release, but I found that it worked really well. Xenoblade Chronicles X’s emphasis was not on telling that single main storyline; its emphasis was firmly on making you believe that you were exploring an alien world, acting as part of a brave team of humans who were slowly finding out more about where they had ended up, and putting out the numerous fires that result when people of various backgrounds and cultures are all thrown into a rather desperate situation together with one another.

Xenoblade Chronicles X’s story, in other words, was nothing to do with those cutscenes and boss fights and whatnot; its story was your story of how you came to Mira, worked your way up through the ranks, got yourself a Skell and proceeded to become one of the leading authorities on the flora and fauna this strange and diverse planet had to offer. Along the way, you’d help out with various things that happened, and all the things you did had an impact on the world. Help someone with the preparations for building a water treatment plant, for example, and the next time you pass a big lake, said plant will be there.

The Witcher 3, meanwhile, is the opposite type of RPG to Xenoblade Chronicles X, which I’d either describe as being mechanics-centric or featuring a quasi-emergent narrative. The Witcher 3, by contrast, has a specific story to tell. Sure, there are a number of branching points and different endings you can get based on the choices you make along the way, but the main story beats between the beginning and the end are largely similar for the most part.

When you place this much emphasis on an ongoing story, it absolutely kills the pacing if the narrative suddenly comes to a grinding halt while the protagonist goes off and does something completely unrelated to the main plot. This was made all the more apparent to me with Hearts of Stone, which chose to focus pretty much entirely on its central plot with minimal distractions along the way, and was all the better for it. I’ve also been enjoying Blood and Wine a lot more by following its main plotline and minimising the number of times I get distracted by side content. I can always come back and do that side content later, anyway; after you finish the main story of The Witcher 3 and its expansions, it basically turns into the Xenoblade Chronicles X style of RPG: no clear “main” narrative to follow, just the things you choose to engage in, whatever they might be.

I also found myself thinking why this bugged me so much with The Witcher 3 when I’ll happily spend hundreds of hours grinding in a JRPG more conventional than Xenoblade Chronicles X, often putting the plot on hold in the process. And I think it’s largely because, despite their reputations for strong, linear narratives, many modern JRPGs are very much mechanics-centric rather than narrative-centric. In many cases, the most time I’ve spent with a JRPG comes after the end credits roll, when progressing through the story no longer matters and it becomes purely about the mechanics — Compile Heart games are always particularly good for this.

I don’t know. I don’t want to sound like I don’t like The Witcher 3, because I absolutely, definitely do. I think it’s more that The Witcher 3 received such gushing, unequivocal praise from press and public alike around its launch that I, coming to it rather late and thus free of most of the hype, am seeing the warts where a lot of people didn’t — or chose to look past them.

Or perhaps I’m just a grumpy old man who doesn’t like open-world games. Who knows? Either way, I’m going to see Blood and Wine through to the end, because I absolutely want to know what happens. I do not, however, feel the same draw with The Witcher 3 to see everything and do everything that I do with something like a Compile Heart RPG — and consequently will probably put it down for good once those end credits roll — and I think I’m fine with that.

2390: Hearts of Stone

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I finished The Witcher 3’s first expansion pack Hearts of Stone this evening, and I’ve come away thoroughly impressed. In fact, I’d be inclined to go so far as to say that I enjoyed the tightly focused (and somewhat shorter) experience that was Hearts of Stone’s main story considerably more than the main story of Wild Hunt and all its various distractions.

Hearts of Stone benefits from not trying to be too grand in the story it tells. It concentrates largely on a single character — one Olgierd von Everic, who happens to be the initial contact to start the expansion’s questline — and proceeds to weave an interesting, mysterious and thought-provoking tale with a few enjoyably Silent Hill-esque twists along the way.

Hearts of Stone, I feel, benefits considerably from playing it the way I played it: ignoring all other sidequests I had in my journal and simply ploughing through the entirety of the main story from start to finish. Perhaps I would have felt less lukewarm about Wild Hunt as a whole if I had tackled its main scenario in this way; certainly for a good 90% of the Wild Hunt main narrative, I was considerably outlevelled for the challenges it offered, making even supposedly climactic encounters rather trivial at times. (I tried using the “enemy upscaling” option, but this led to ridiculous situations where starving wild dogs could rip me to shreds at a moment’s notice rather than Geralt slicing through them like butter, and consequently turned it right back off afterwards.)

Anyway, hard to say in retrospect; certainly I can say with confidence that the best way to play Hearts of Stone is to play through the entire main story without getting distracted along the way, since this gives it an excellent sense of pace and progression, leading to an absolutely brilliant final area that was far more interesting and enjoyable than pretty much anything in the main game.

Hearts of Stone also fixes a few other issues I had with the main game, most notably certain instances of combat. While I got through Wild Hunt using the same old combo right the way through, Hearts of Stone had some really cool boss fights that demanded careful dodging and timing of attacks as well as observing enemy attack patterns. Some of the encounters were even vaguely puzzly; a late-game encounter with a wraith that jumps in and out of paintings proved to be particularly memorable for this reason.

The best thing about Hearts of Stone is that it concentrates on what the whole The Witcher series has always done best: tell interesting, personal stories with bags of characterisation, filled with shades of grey morality and some agonising decisions to make. Olgierd makes an excellent central character as he’s quite a piece of work, but not quite enough for him to be considered loathsome beyond redemption. On the contrary, Hearts of Stone’s tale has such a driving force behind it because it’s clear that there’s a chance, however small, that Olgierd can find redemption and peace if only all the pieces fall into place.

The other highlight of Hearts of Stone is Gaunter “Master Mirror” O’Dimm, whose exact role I shall refrain from spoiling for the benefit of those yet to play the expansion. Suffice to say that from his initial mysterious introduction through his occasional enigmatic appearances at various points throughout the main story, he proves to be an extremely effective character whose intentions are never entirely clear — at least until you discover the truth about him, that is, but you’ll have to find that out for yourself.

I got to the end of Wild Hunt feeling like the more I played The Witcher 3, the less I liked it; it was starting to feel a bit like a chore by the time I beat the main game, but Hearts of Stone has reinvigorated me, and now I’m very much looking forward to jumping straight in to Blood and Wine, the pastel-coloured fairy-tale adventure in the land of Toussaint that has had me so intrigued ever since I first saw how different its vivid screenshots seemed in comparison to the drab colours of the main game regions. It certainly has a lot to live up to after Hearts of Stone, mind you, so let’s hope it delivers.

2388: Two Things The Witcher 3 Didn’t Need to Be

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I’ve been playing a fair bit of The Witcher 3: Wild Hunt recently, and while it is certainly a very good game indeed, there are two issues with it where I feel the experience as a whole would have been better served if they… well, if they weren’t there.

As it happens, they’re two rather major aspects of the game’s design as a whole, but thankfully the things that the game gets right more than outweigh the annoyances that these two particular aspects present me with. (Your mileage may, as ever, vary.)

All right, let’s jump right in then.

1. The Witcher 3 didn’t need to be an open-world game

Here’s how I play open-world games:

  • Spend first hour or so looking around, wowed in all the usual ways (wow, much draw distance, very mountain in the distance can go there, so pretty) and deliberately taking “the long way” to get to my specified destination.
  • After first hour or so, start using faster means of transportation. (Geralt’s magical teleporting horse Roach, in the case of The Witcher 3)
  • After another few hours, start using fast travel points.
  • 50+ hours in, start very much resenting the fact that there are approximately 300 miles of identical-looking forest/hills/mountains between me and where I actually want to be, and naturally I haven’t yet unlocked a fast travel point where I want to be yet.
  • See destination is on other side of mountain. Attempt to climb mountain. Fail. Swear. Get annoyed. Go around mountain. Discover that there was passageway not marked on map that would have saved me about half an hour of virtual travel time. Swear again.

The fact that The Witcher 3 is an open-world game does have a few benefits, primarily that it gives you a good sense of both the geography of the various regions in which you find yourself and the scale of said regions. However, the fact remains that as with most other open-world games, there are far too many vast tracts of nothingness, and the few interesting things that are there out in the open world are throwaway distractions that become mind-numbing chores after a while.

The Witcher 3 could have been a much tighter game with a better focus had it taken a similar approach to its two predecessors: set the action in large and interesting but self-contained and more carefully designed zones that don’t have any unnecessary fluff in them. As it stands, there’s a whole lot of game world in The Witcher 3 that just isn’t very interesting and really doesn’t need to be there.

2. The Witcher 3 didn’t need to be a role-playing game

I’m serious! Despite the game revolving around a man with swords chopping monsters’ heads off, I really don’t think The Witcher 3 benefits from its RPG mechanics at all. In fact, I’d go so far as to say that they are, by far, its weakest aspect. Combat is boring and formulaic (slash, slash, slash, dodge, Igni/Aard for fire elementals, repeat has gotten me through the whole game so far), the perks you acquire when levelling up don’t seem to have particularly noticeable effects, and you spend most of the game fighting the same monsters anyway, only with gradually increasing numbers next to their names, and occasionally with a few extra spikes on their backs.

Then there’s the whole dissonance thing in that protagonist Geralt is supposed to be some sort of monster-slaying badass, having survived the considerable trials of two previous games, but here he starts at level 1 again, barely able to hold his own against a drowner until he starts wearing some proper armour.

Chuck out all the RPG elements (including equipment, since once you get one of the sets of Witcher gear you pretty much make everything else in the game completely irrelevant), I say, keep the combat if you absolutely must (for, indeed, the world of The Witcher is a violent place, and fights are inevitable at times) but make it an action game rather than an RPG.

What The Witcher 3 gets right

I mentioned at the start that despite these two pretty major issues I have with the game, it still manages to be an enjoyable, compelling experience. And that’s because the more adventure game-type aspects of it — the dialogue, the puzzle-solving, the detective work — are outstanding. I would have been more than happy to have nothing but the main plot of Wild Hunt and maybe a couple of the Witcher Contracts, presented more as a sort of adventure game with combat. Keep the player on a tighter leash when traversing the world, remove the extraneous and unnecessary fluff, and I think it would have been a much better game.

Ultimately all this is moot because The Witcher 3 is still an astoundingly good game that is well worth your time if you have a computer or console capable of running it, but I can’t help feeling that some of that time and effort CD Projekt Red expended in making sure that there were just the right amount of trees in the south-west corner of Velen could have been better used for other purposes.

Let’s hope they learn some lessons from this game with their upcoming Cyberpunk title, which I’m very excited for, particularly as, believe it or not, there’s a throwaway teaser for it in The Witcher 3’s main plot.

I’ve now beaten Wild Hunt’s main storyline and I’m feeling like I’m probably just going to make a beeline for the two expansion main storylines without distractions along the way. I’m already at the recommended level to start the second expansion and I’ve only just started the first, so I feel this may end up actually being the optimal way to experience the game anyway, leaving all the side content available if I feel like just jumping back into the world at a later date to hunt some monsters.

2386: Final Fantasy Brave Exvius: Doing F2p Mobile Games Right

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A while back, I wrote a piece on my other site MoeGamer about how free-to-play games had quietly got good. While there is, make no mistake, still a veritable flood of absolute shit being released on a seemingly daily basis, occasionally someone gets it right, and it’s worth celebrating when they do.

Which brings us to Final Fantasy Brave Exvius, a free-to-play mobile game developed as a collaboration between Final Fantasy rights holder Square Enix and mobile game specialists Alim and Gumi.

The astute among you will recognise the latter two as being behind Brave Frontier, one of the mobile games I had previously praised for not being a total pile of shit. Brave Frontier wasn’t without its problems — most notably a lack of any real strategy in the combat thanks to a relatively limited number of things you could do — but so far as mobile free-to-play RPGs went, it was certainly one of the better ones, featuring an interesting story with some enjoyable characterisation and a wide variety of units presented in beautiful pixel art.

FFBE, as I shall refer to it from hereon, is essentially Brave Frontier 2 with a Final Fantasy skin. And that’s not a bad thing at all, because it manages to fix the few issues I had with Brave Frontier while simultaneously being a surprisingly decent Final Fantasy game in its own right.

I’ll rewind a moment for the benefit of those not already familiar with Brave Frontier and explain FFBE.

In FFBE, you take on the role of Rain, a young and rather idealistic member of the castle knights, who appears to have some unresolved daddy issues in true Final Fantasy tradition. Rain is accompanied by his longstanding friend Laswell, who ironically seems to have gotten on with Rain’s father better than Rain himself. While out on patrol, Rain and Laswell encounter some strange happenings, including a mysterious girl called Fina trapped in a crystal and a man in dark armour who appears to be up to no good.

Unsurprisingly, the man in dark armour is indeed up to no good, and Rain and Laswell return to their home city to find it has been attacked. Their adventure then begins in an attempt to determine what the motivations of the black-clad man are and who exactly this “Fina” girl actually is.

Gameplay has a number of components. Firstly is the metagame, where you collect various units by “summoning” them using premium currency (which the game is pretty generous about doling out for reaching significant milestones), summon tickets (which often come as rewards for logging in regularly, or as part of events) or “friend points” accumulated when making use of your friends’ units. The units vary in strength and their rough power level is denoted by a “star” rating — the more stars, the more powerful, or rather, the more stars, the more potential a unit has, because in order to make it useful, you’re going to have to level it up. In other words, a fully levelled two-star unit may well be a better choice than a completely unlevelled four-star unit.

Levelling up can be accomplished in two ways: by gaining experience from participating in battle (an option that was absent in Brave Frontier) or by “fusing” it with other, unneeded units. In the latter case, you can fuse a unit with any other unit, but there are particular benefits if you fuse with an identical unit, or with a special “experience” unit, the latter providing you with significantly more experience points than a regular unit and thus being the best means of quickly levelling a character if you happen to have any on hand.

Your party can also be equipped with weapons, armour and accessories, which improve their stats to varying degrees, and most units can also equip up to two additional Abilities above and beyond their innate abilities that they acquire as they level up. In this way, you can customise your units as you see fit according to the challenges you know you’re likely to be facing, or simply munchkin them all with the best gear possible so you can steamroller your way through every encounter.

On top of the battle units, you’ll also acquire Espers a la Final Fantasy VI along the way, which can be attached to specific characters to provide them with various passive bonuses as well as a super Summon attack when a meter fills up to maximum in battle. Espers can be levelled up independently of characters, though you have to use collected materials to do this rather than just grinding, and each level awards them with Skill Points that can be used to unlock various abilities, both passive and active.

Once you’re finished fiddling with your party lineup, you can either visit a town or go into battle. Pleasingly, visiting towns is presented in traditional top-down RPG style and there are even sidequests to complete, giving a great degree of personality to the world that Brave Frontier lacked somewhat, thanks to it being entirely menu-driven. For those for whom time is money, however, there’s also a quick access menu that quickly warps you around town to the important places like the shops, though in doing this you’ll probably miss out on NPCs who might have useful information or quests for you.

When you choose to go into battle, there are several different ways you can do this. You can advance the story, which presents you with a string of battles that you have to complete without stopping, punctuated by cutscenes. You can “explore” an area you previously completed the story for, which again goes into a top-down RPG-style exploration mode punctuated with random battle encounters. You can visit the Colosseum to battle monsters and earn points towards various prizes. Or you can enter the Vortex to the Farplane, which has a different special dungeon every day, plus a series of other specialised dungeons that you can unlock as you desire — one for free, additional ones for premium currency. These specialised dungeons provide a convenient means of acquiring experience points for your units, money, crafting materials or other materials needed to power up units or Espers, but the payoff is they tend to cost significantly more energy to jump into than story missions.

Yes, there’s an energy system, but like in Brave Frontier, if you manage it carefully it never becomes an issue. Following story quests tends to see you level your player up regularly enough that your energy bar rarely empties — not only does its capacity expand when you level up, but it also gets refilled to maximum — so this is the best thing to do if you’re spending a bit of time with the game. Alternatively, if you know you only have a few minutes, by far the most effective use of your energy is to tackle the most difficult Vortex dungeons you can manage, as not only will this burn through your energy but it will also provide you with far more loot and experience than regular missions tend to provide in the same amount of time.

The battle system itself is very much like Brave Frontier, with one notable exception: units have more options than just attacking or using their special Burst attack when it’s charged up. Individual units can use items now, rather than you using items on your party from your omniscient overseer perspective, and each unit unlocks individual abilities as they gain levels, which are appropriate either to their Job if they’re generic units or appropriate to their original incarnation if they’re making a guest appearance from another Final Fantasy.

Yes, indeed, Brave Exvius features a considerable amount of series fanservice by incorporating characters from past Final Fantasy games, and they work exactly as they should; Edgar from Final Fantasy VI has his machinist “Tools” abilities present and correct, for example, while more magically-inclined characters have plenty of magic spells to fling around to take advantage of enemies’ elemental weaknesses.

Which perhaps brings us to an obvious question: is this better than Final Fantasy Record Keeper, which is also a fanservice-heavy Final Fantasy free-to-play mobile game?

Yes, it is. And I don’t hesitate one bit when saying that.

Record Keeper is a clunky mess of a game, with loading screens literally every time you tap a button. It’s slow, sluggish, poorly optimised and generally a chore to play, and even the wonderful SNES-style pixel art depictions of every Final Fantasy from to XIV don’t make up for this. Record Keeper also has no real focus; it sees you leaping around from timeline to timeline pretty much at random, attempting to act as a sort of Final Fantasy Greatest Hits but losing all sense of coherence in the process. This lack of focus also extends to its progression and collection systems, in which you collect characters, but also equipment items, and the main “fuse and improve” mechanics come with the far less interesting equipment than the characters; it’s way less fun to upgrade a sword that supposedly appeared in Final Fantasy XII than it is to buff up Balthier to the max.

Record Keeper makes nostalgia the main — no, the sole — point of its existence, and it suffers for this, particularly when it comes to the underrepresented Final Fantasies like XIV and XI. FFBE, meanwhile, uses nostalgia wisely; it just drip-feeds you classic characters without making a big deal about it, and it doesn’t demand any knowledge of the previous games — if you’re a Final Fantasy newcomer, you might just find that Firion is an awesome fighter, but if you know your Final Fantasy history, you’ll have an understanding of where he actually came from, for example.

FFBE, while suffering from occasional loading breaks and the requirement to be online at all times while playing, at least preloads enough stuff into memory for it not to have to load after every button press, and both in combat and when wandering around town, it’s smooth as butter.

Oh, and FFBE is also a beautiful-looking game. And a beautiful-sounding game, featuring one of the best Final Fantasy battle themes of all time. Yes, seriously. Listen.

Basically… look, it’s really good, all right? And regular readers will know I don’t say that lightly about free-to-play games.

Check it out here on Android, and here on iOS.

2383: Fencing with Fairies

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Doubtless I’ll be writing about this in more detail at some point in the near future over on MoeGamer, but while it’s still new and fresh I thought I’d give some initial impressions on Fairy Fencer F: Advent Dark Force, Compile Heart’s latest PS4 release.

FFF:ADF, as I will refer to it hereafter, is a Neptunia Re;Birth-style reimagining of the PlayStation 3 game Fairy Fencer F. It includes the whole story of the original game, updated and expanded with all-new mechanics, plus a whole bunch of brand new content as well, making for what looks to be an absolutely sprawling mammoth of a JRPG that I’m very much looking forward to sinking my teeth into.

For the uninitiated, FFF:ADF casts you in the role of Fang, a lazy asshole who we’re introduced to as he’s been locked in prison for stealing bread. Three days earlier, it transpires, Fang pulled a legendary sword known as a Fury out of the ground, and thus found his fate inextricably intertwined with the adorably cute but rather headstrong fairy Eryn. Fang, wanting nothing more than a good meal and a warm bed, finds himself rather hastily recruited into a quest to find all 100 other Furies scattered around the world and use the power of the Fairies within to wake up the Goddess and prevent some sort of horrible catastrophe from occurring.

FFF:ADF follows Compile Heart’s usual RPG formula fairly closely. Town scenes are menu-based and allow you to visit a number of different locations to purchase and sell items or just chat with NPCs. As you progress through the game, more facilities become available in town.

When you leave town, you’ll likely be entering one of the game’s dungeons, which are filled with enemies you can see wandering around the map, and perhaps an event and/or a boss fight to complete.

Striking an enemy with your weapon while you’re in the field — a challenge made significantly easier than in the Neptunia series by the simple addition of a visual and auditory cue when you’re in range to connect a hit — allows you to get the jump on an enemy; mistiming it or letting an enemy run into your back, conversely, lets them ambush you.

Combat initially appears similar to the Neptunia series but there’s a few twists on the basic formula. For starters, characters only begin with a basic attack rather than a multi-hit combo. Multi-hit combos can be unlocked later — and they include fighting game-style techniques such as launching and juggling enemies — but initially the bulk of your damage will probably come from your special skills, which are further subdivided into weapon skills and magic spells.

The thing that’s looking most interesting about FFF:ADF at this early stage is its progression system. Whereas Neptunia’s character progression was completely linear — though once you unlocked abilities you could customise your characters to a minor degree, and Megadimension Neptunia made more of this by making different weapons capable of different combos — in FFF:ADF you earn WP (“Weapon Points”) through combat, which can then be spent on unlocking abilities, buffing stats and activating passive skills. In practice, there’s probably a “right” order to unlock things in — and if previous Compile Heart RPGs are anything to go by, you’ll probably unlock everything by the time you’re through — but it’s nice to at least feel like you have some options.

Other cool features include a battle system that allows up to six party members at a time, which will hopefully make for some interesting encounters later in the game — I only have two characters at present! Neptunia’s Challenge system is back, too, providing you with useful stat boosts in exchange for completing various tasks.

It’s early days yet, but FFF:ADF looks like Compile Heart’s most polished title to date; there’s none of the weird screen tearing from Omega Quintet and, so far, none of the frame drops of Megadimension Neptunia, and the 2D art (courtesy of Neptunia artist Tsunako) is as gorgeous as ever.

I’m looking forward to seeing what this game has to offer; everything I’ve heard from people who have already played it makes me feel like it’s going to be a really solid JRPG, and I’m excited to see what other gameplay features I’ll be fiddling around with as I progress further.

2378: People Ruin Everything: FFXIV Edition

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I quit Final Fantasy XIV today.

I am sad about this. Really, genuinely sad. The game has been an important part of my life for quite some time now, and will always be special to me — hell, it’s where I proposed to my wife.

But I think I’m gone for good this time. I’ve just had enough.

Not of the game, mind you; the game itself remains one of my favourites, with an enjoyably rhythmic combat system, plenty of distinction between classes and some truly memorable encounters — not to mention an incredible soundtrack and a great story.

No, I’ve had enough of the people who infest it.

The community’s slide into unpleasantness has been a gradual but noticeable process. Whereas I described FFXIV’s player base in my USgamer review (circa 2.0-era A Realm Reborn) as one of the most helpful, supportive and friendly communities in gaming, these days I regrettably can’t say the same — though I find myself pondering whether or not it’s because at the time I wrote that review, I’d only been playing endgame content for a short period.

Let me talk a bit about the incident that drove me over the edge today, then I’ll talk a bit in more general terms about what I feel has gone wrong.

A short while back — like, earlier this week — FFXIV introduced a new type of content called Deep Dungeon. This was a completely new way to play the game, and involved descending into a 50-floor dungeon with up to three companions and clearing it out, one randomly generated floor at a time. The rewards on offer include tokens called “potsherds”, which can be exchanged for various valuable items, and if you fully upgrade the weapon and armour you use in the Deep Dungeon — these are separate from those which you use in the main game — you get a high-level weapon for a level 60 character that is not quite the very best in the game, but certainly very respectable and suitable for all levels of content.

Upgrading the weapon and armour requires that you find silver treasure chests in the Deep Dungeon. Opening one of these will do one of three things: upgrade your weapon, upgrade your armour or explode, dealing damage to you and anyone unfortunate enough to be standing nearby. The deeper you go into the dungeon, the more likely it seems you are to come across trapped chests, and your weapon’s upgrade level is also capped by your character’s level within the deep dungeon — also measured independently of progress in the main game. To put it another way: your weapon and armour can go up to level +30, and in order to upgrade them to this level your character must reach level 60 in the Deep Dungeon, though thankfully levelling up is considerably quicker than in the main game.

After completing all 50 floors once, it’s likely that your weapon and armour will be around the +10 to +15 mark, depending on how lucky you’ve been. This means you then have to challenge the dungeon again from floor 1 but with your upgraded gear, hoping you’ll get luckier on the deeper floors this time. As incentive to run it again, however, every 10 floors gives you a generous shot of gil as well as Allagan Tomestones of Poetics, Esoterics and Lore, all of which are used to purchase the best level 50 or 60 gear available, so it’s not as if running the upper floors again is a useless waste of time. Alternatively, if you enter the Deep Dungeon on a class you don’t yet have to level 60 in the main game, completing 10 floors awards you with a large chunk of XP for your character’s level in the main game, so it’s also a good means of levelling alternative classes.

You may have surmised from that description that this structure puts a lot of pressure on Floors 41-50 to get players up to the magical +30/+30 needed to take away a shiny new weapon into the main game. And indeed, this is where the problems arise, with players doing everything from skipping fights with monsters that they don’t feel the party “needs” to fight (despite some players not having reached level 60 at this point, and some enemies dropping treasure chests) to outright Vote Abandon-ing the whole dungeon if they don’t feel they got “enough” silver chests in the first couple of floors.

I ran into one of these people today: a white mage, which is to say, a healer, and so an important, useful part of any group. Deep Dungeon, unlike everything else in the game, doesn’t matchmake you into a party made up of one tank, one healer and two DPS, so it’s entirely possible you’ll find yourself running in a group with no healer at times, and as such having a healer in your group is something to be celebrated.

Unless it was this guy. Right from the very start of Floor 41, he ran off in completely the opposite direction to the rest of the party, leaving the remaining three of us to fight off monsters and get afflicted with various status effects that could have easily been cleansed if he had been there. But no; he had places to be, apparently, and finding those silver chests was more important than actually helping the other three people in there.

“Will you PLEASE stop running off?” piped up one of my companions halfway through Floor 42, obviously getting as impatient as I was with this git’s shenanigans.

“I’m skipping mobs,” replied our friend.

I then pointed out that not everyone in our party was level 60 yet — one was 56, one was 58 — and thus it would be in everyone’s interest to kill as many monsters as possible, particularly as it’s also necessary to kill a certain number to open the exit to the next floor anyway. He then complained about us being “slow” and “inefficient”, and took great umbrage at several of us accusing him of “speedrunning”.

Speedrunning is a bit of an issue in Final Fantasy XIV as a whole, particularly in dungeons, most of which are tuned more to the “casual” end of the difficulty spectrum, but nonetheless remain a good source of income for those valuable Tomestones. With a well-geared, confident party that knows what it is doing, most dungeons can be cleared in about 10 minutes or so, but this relies on everyone being both well-geared and confident in the speedrunning process, which usually involves the tank pulling as many enemies as possible at the same time, the healer working overtime to keep their HP topped up and the DPS doing area-effect attacks as much as possible.

It’s quick, sure. It’s also boring, because more often than not fighting like this means that you use maybe two or three of your complete suite of abilities, and fighting the monsters just becomes a case of standing in place hitting the same buttons over and over for ten minutes. Not interesting, and certainly not doing justice to the impressive encounters the Final Fantasy XIV team have created throughout the game. But no, at some point between 2.0 and 3.35, where we are now, someone somewhere decided that the de facto way to run dungeons was as quickly — sorry, “efficiently” — as possible, and woe betide anyone who slows it down for any reason, even if, say, the tank or healer say they don’t feel confident or geared enough to do it.

Now, the thing with Deep Dungeon is that speedrunning is largely pointless, because monsters respawn, everyone needs to level up, you need to kill a certain number of monsters to open the exit to the next floor and, as with any good role-playing game, if you split the party you’re probably asking for a bad time. With the levels being randomly generated, too, there’s no set route through each floor, either, so you can’t even work out a route that lets you avoid certain encounters as in certain fixed dungeons in the game, so it’s really more trouble than it’s worth.

That didn’t stop this obnoxious White Mage from arguing his case increasingly aggressively though, eventually descending to insults about his perception of the rest of the party’s skill levels. Hilariously, he even had a go at me on the grounds that I “wouldn’t last five minutes in Expert Roulette” (the current two highest difficulty level 60 dungeons, neither of which are very tough) — I chose not to engage with him by explaining that actually, I had been playing the game since its open beta and as such knew it pretty fucking well by this point. Instead, I just voted to dismiss him from the party; my companions silently agreed, and thankfully he was booted shortly afterwards, to be replaced by a much friendlier person who unfortunately wasn’t a healer.

This White Mage’s attitude is representative of a considerable proportion of Final Fantasy XIV’s player base as it stands today: the game, for these people, is about the relentless pursuit of “efficiency” so that they can acquire all the best gear, get all the achievements — achieve whatever they want to achieve, in other words — as quickly as possible then, in all likelihood, go on the official forums and Reddit to complain that three months is too long between content patches and that there’s “nothing to do”, despite smaller patches with additional features (such as Deep Dungeon, which was a significant addition) being added on a monthly basis.

I also saw this among a number of active Final Fantasy XIV players I used to follow on Twitter. There was a marked shift in their attitude over time; one person in particular that I started following as a result of attending an in-game “funeral” for a player who had sadly passed away in real life began as a very pleasant person to talk about the game with. But gradually over time he started caring more and more about parser figures — a parser being an external program you can run to see how much damage per second (DPS) everyone in the party is doing, a common means of harassing other players for “not pulling their weight” and technically against the game’s Terms of Service, though I don’t know of anyone who has been punished for it. He’d complain about parties he’d come across in Duty Finder; he’d post images of the parser figures; he’d shame people for not playing “well enough” or being “lazy”. That relentless pursuit of “efficiency”; your DPS must be this high to ride.

I just can’t stand it any more. It’s ruined the game for me. Dungeons that I used to love running, like A Realm Reborn’s final storyline dungeons Castrum Meridianum and The Praetorium, lose all their drama by people skipping all cutscenes — and yelling at people who don’t — and speedrunning their way through as quickly as possible, even if someone in the group hasn’t seen this part of the story before. (Not coincidentally, those two dungeons were also the last to have lengthy cutscenes in the middle of the dungeon run.) If I decide I want a leisurely run through a dungeon rather than a stressful but boring speedrun, I get yelled at. If someone in the party makes a mistake and there’s a single death, everyone gets yelled at. And apparently not going fast enough in Deep Dungeon is now a cardinal sin, too.

Fuck all that. Fuck everyone who has ruined one of my favourite games of the last few years. And fuck this shitty behaviour being considered “normal” in all games, not just Final Fantasy XIV — indeed, I’m under no illusions, and am well aware that this sort of thing is a problem in all MMOs.

I just thought Final Fantasy XIV’s community was better than that. It certainly was once — at least, I think it was. But no longer. The buildup of this crappy behaviour and how not-fun this makes the game for me has led me to both cancel my subscription and uninstall the game completely for the first time ever since open beta. And I doubt I’m the only one who feels this way.

2362: Geralt’s Private Dicking

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I’ve been enjoying The Witcher 3 so far. It’s a lovely looking game with an interesting plot, some great characters and a shitload of things to do.

To a certain extent, I almost wish it was an adventure game rather than an RPG.

The reason I say this is that The Witcher 3, much like its predecessors, is at its absolute finest when presenting protagonist Geralt with quests that are much more complex than “go to x and kill y”. Which, to be fair, is most of them, since The Witcher has never really done the whole “bring me 15 squirrel ears” thing, thankfully. However, the real highlights of the game are the quests that involve a lengthy investigation of something strange that has been happening.

These quests, of which there are numerous, play out in a similar manner to something like the enormously underrated Murdered: Soul Suspect, requiring you to comb crime scenes for information (perhaps using Geralt’s heightened Witcher Senses) and come to some conclusions of your own as to what happened. Many of these quests have branching paths and different consequences for how you choose to proceed in them, too, making for an interesting experience where you never feel like you’ve made the “wrong” choice.

Since the world of The Witcher is one of dark fantasy, a lot of the things Geralt ends up investigating are pretty gruesome and horrifying. But, as with most people who deal with the unpleasant on a daily basis, Geralt has both a strong stomach and a wry sense of very black humour.

Herein lies one of the biggest strengths of the whole Witcher series when compared to the interminable tedium of Bethesda’s Elder Scrolls series: personality. Despite the fact you can build Geralt’s abilities how you see fit as he levels up, he is a strongly written character in his own right. Sure, there’s a certain degree of leeway in how much of an asshole you can be to people throughout, mostly in order to allow for various different conclusions to narrative threads, but even with these options available, Geralt is still a well-defined character who maintains a consistent personality throughout the whole game. Whole series, in fact; he’s grown and changed over the course of the three games he’s been in to date, but he’s still recognisably Geralt.

I’m intrigued to see how well-paced the whole game is. It’s entirely possible to avoid the story-based quests altogether and just go hooning around the countryside on horseback looking for “points of interest” to clear, which usually involve killing monsters or bandits, but this gets a bit tiresome after a while. Instead, the best way to play, it seems, is to focus on a quest and where it takes you, pick up any other quests you might find on your way between key locations, and perhaps drop in on any points of interest that come up on your journey if they’re not too far out of your way. Attempting to “grind” your way through each of the game’s maps by methodically clearing out all the points of interest is clearly a way to drive yourself to insanity, and indeed it’s precisely because I did this in Oblivion that I grew to hate the Elder Scrolls games. (Well, that coupled with their complete lack of personality and atrocious storytelling, anyway.) Thankfully, it’s not necessary; it takes only a thousand experience points to gain each and every level, and completing quests is by far the most efficient means of getting said experience points, so in many ways the game is actively pushing you towards its most interesting things to do, which is absolutely fine by me.

Been playing for 18 hours so far and Geralt hasn’t shagged anyone yet, though; wonder if I’m doing something wrong…