#oneaday Day 829: Nier: Some Early Impressions

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I’ve been playing Nier, a game I’ve been meaning to try for absolutely ages and struggled to find a copy of. As it happens, my local second-hand games emporium had a copy, allowing me to sample its delights. Like many titles I’ve wanted to try for a while, I’ve managed to go into the experience with a relative sense of “beginners’ mind”, allowing me to enjoy it as if it were “new”, so to speak. This, I feel, is a key part of the Nier experience, since it continually throws you curveballs as you play, remaining constantly surprising.

At its heart, Nier is a simple action RPG, but to call it that is to do it a gross injustice. The hack-and-slash combat may be a bit simple, but when combined with the variety of bizarre magical attacks Our Hero gains the capability to perform over the course of his adventure, the gameplay is shaken up regularly enough to keep you questioning exactly what sort of game it is that you’re really playing.

So far I’ve experienced open-world “run around and kill shit to get their stuff” gameplay; lots of “fetch quests”; side-on platforming sections; top-down Zelda-style sections; fishing; “bullet hell” shooter sections… and I have little doubt that the game has further surprises along the way.

Nier subscribes to the “less is more” viewpoint by taking place in a relatively limited geographical area. Within these relatively few zones, however, lots of things happen. Locals have their own little questline stories to follow, many of which end in surprisingly bleak tragedy. Some people drop a few hints about Nier’s curious far-future setting. It’s quite a believable world at times, and your attachment to it as a player grows as Our Hero tries his very best to Do Good.

One of my favourite things about the game so far has been the stark contrast between the random errands you find yourself doing for locals and the more intense, “main story” stuff which tends to culminate in ridiculously over the top boss fights. For the best part of 10 hours, for example, I barely gained any experience points whatsoever, instead choosing to pursue quests. In the process I acquired plenty of items and money, but most importantly I learned a great deal about the world of Nier and its characters. It’s a vaguely similar approach to what The Last Story does with its completely optional, often seemingly reward-free sidequests on Lazulis Island. By immersing yourself in the lives of the characters going about their day to day life, their struggles carry greater meaning when things start to get a bit crazy.

The writing is worthy of note, too. Early in the game, Our Hero acquires a sentient magical book known as Grimoire Weiss, and there are some extremely well-scripted sequences between the two of them prompted by all sorts of things — starting a new quest, going fishing, coming across a new location. The very British-seeming sarcasm of Weiss is juxtaposed beautifully with Our Hero’s stoic determination — but Nier himself isn’t above the odd sarcastic comment. “Try not to get crushed!” yells Weiss during an intense boss battle that carries the risk of being crushed. “That’s good advice, thanks,” spits Our Hero sarcastically as he rolls to escape the aforementioned fate.

I’m given to understand that there are numerous endings to the game requiring several playthroughs to fully appreciate, so I’m going to reserve full judgement and further comment on the game until I’ve done exactly that. I will say, however, that I am having a blast with it so far, and am even enjoying running back and forth doing errands for the people of Nier’s world.

Expect further bulletins as events warrant!

#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 797: Enthusing Regarding Shadow Hearts: Covenant

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Haven’t written about what I’ve been playing for a little while, so here’s an update.

I’m currently playing Shadow Hearts: Covenant, aka Shadow Hearts II. If you’ve been reading my previous entries, you’ll know that this is the second entry in a PS2-based RPG series published by Midway (in Europe, anyway) and developed by Nautilus (nee Sacnoth). If you haven’t been reading my previous entries… uhh… Shadow Hearts II is the second entry in a PS2-based RPG series published byMidway (in Europe, anyway) and developed by Nautilus (nee Sacnoth).

Jesting aside, Shadow Hearts II is a significant upgrade over its predecessor. Where the original Shadow Hearts could have easily been a PS1 game, with its prerendered backgrounds, polygonal characters and turn-based combat, Shadow Hearts II is not only a fine example of a PS2 game, but a game which still stands up remarkably well today regardless of platform. Replacing the original game’s prerendered vistas with a 3D world full of dynamic (but still game- rather than player-controlled) camera angles is the most obvious difference, and it’s striking what a change it provides. Shadow Hearts didn’t look bad but it did suffer a little from characters standing around somewhat woodenly when having conversations. Shadow Hearts II, by comparison, takes a much more cinematic approach to its presentation and looks great as a result. It helps that the character models are fantastic and well-animated, too — this really is a great-looking PS2 title.

Going hand-in-hand with the cinematic presentation of the visuals is the move to the game being mostly voiced rather than almost entirely text-based. This has the sad side-effect of meaning it’s no longer possible to rename your characters, but since the original Shadow Hearts featured a voiced ending sequence in which the default names of the characters were used even if you’d played for over 30 hours with a party sporting a completely different nomenclature… well, I can deal with that. The voice acting is mostly decent, but pays absolutely no attention whatsoever to the countries that the cast members are supposed to be from. Leading lady Karin, for example, is supposed to be German, but she sure doesn’t sound it. It doesn’t take long for the suspension of disbelief to kick in, however, as you immerse yourself in Shadow Hearts’ surreal parallel reality in which World War I is happening at the same time as Bad Shit is going down with demons and monsters. Eventually the fact that everyone from a wide range of different nations all sounds American ceases to matter, and the fact it’s set in the real world alongside real-life historical events and figures becomes almost incidental. It just becomes a cool JRPG story in which the place names sound very familiar.

I’m not going to talk too much about plot here as I’ll save that for a post once I’ve finished the game, so instead I’ll now dwell a little on some mechanical highlights from the game — specifically, the combat system.

Shadow Hearts featured a functional, fun combat system that didn’t deviate hugely from the traditional turn-based “heroes line up one side, enemies line up the other, polite violence ensues” system used by many RPGs over the years. The main twist on the formula was the use of the Judgement Ring, which required carefully-timed button presses to ensure the success of actions. More powerful, complex moves required more button presses, while the use of the Ring also allowed the designers free reign to throw in a variety of unconventional status effects besides the usual Poison, Paralyse and the like. Some enemies might make your Ring very small, for example (stop sniggering at the back) while others might make it spin very fast. It was a pleasing extra layer of interactivity atop an otherwise fairly conventional battle system.

Shadow Hearts II keeps the good bits of the original — the Judgement Ring and the need to keep an eye on your party’s emotional as well as physical state during combat — while completely shaking up the core battle mechanics. No longer do both sides stand still waiting to be smacked across the face. Instead, characters move around the battlefield to make use of their abilities, and various different types of attack allow the player a degree of control over the battlefield. If you see a bunch of enemies lining up for a concerted attack, for example, then you can perform some sort of explosive move that scatters them and prevents them from unleashing said attack.

This system is given a whole new layer of depth by the Combo mechanic. Characters (player or enemy) who are standing directly adjacent to one another are eligible to participate in a “Combo” attack. This still takes place in a turn-based manner, but allows characters to take their turns outside of the usual order determined by their agility statistic. Repeatedly wailing on a single enemy with several characters also gradually increases the damage inflicted, with more and more total hits contributing to a bigger and bigger damage bonus, particularly if you combine this with knocking the enemy up against a wall. It’s immensely satisfying to pull off successfully, and adds a much greater degree of strategy to battles. Do you risk characters being knocked out in favour of unleashing a four-man combo? Or do you keep someone held back on healing duty while the others batter the enemies with magic and a giant frozen tuna? Karin’s sanity is a bit low — can you risk her going Berserk after she’s done her job in the combo?

Alongside the excellent combat comes a fine system of character development. Player characters may equip “Crests”, which allow them to cast spells. Almost any character may equip any combination of Crests, so long as their total level doesn’t exceed their “capacity” statistic. This allows you to set up characters as healers, buffers, offensive mages or any mix you please.

This doesn’t make characters interchangeable, however — far from it. Alongside the Crest Magic system is the Personal system, which features a unique mechanic for every character. Karin must collect Wagner scores to inexplicably teach her new swordplay moves. Friendly wolf Blanca (incidentally, one of the most subtly hilarious characters of any game I’ve ever played) powers up his special moves through defeating rival wolves from around the world in one-on-one combat. Vampiric wrestler Joachim learns new moves from his “Teacher”, real-life wrestler The Great Gama. Not only that, though, but he occasionally suffers uncontrollable transformations into a golden bat, an invisible form or a superhero alter-ego according to his biorhythms. Highlight of this “Personal” system, however, though, has to be Gepetto the puppeteer, who fights using his slightly creepy kid-like doll Cornelia, who gets new dresses infused with new magical capabilities by taking cards with naked, muscle-bound male pinups on them to a rather effeminate French tailor who persistently follows the party around from location to location. No, I’m not making any of this up.

Herein lies the genius of Shadow Hearts II. It is filled with inspired lunacy, and every time you think you’ve got the hang of its peculiar mindset, it throws something newly bizarre into the mix. And the best thing about it is that it plays it all so straight, so deadpan. These strange systems are just how things work — no explanation required. In the case of Joachim’s transformations, for example, the game doesn’t even bother to mention that this might happen at some point, or even explain it when it does happen for the first time. Instead you’re left gazing at your battle screen, bewildered as to why a party member has inexplicably turned into a bat without warning. Fortunately, there’s an in-game help facility which does explain these quirky little features, but in a way it’s more fun to discover things for yourself and only resort to the help if you find yourself really confused.

It’s proving to be an utterly brilliant game so far, then. I’ve no idea how far I am off finishing it — I’m about 40 hours in and have been on the second disc of two for a little while, so I’m guessing there’s not that much left — but I’m certainly going to continue to enjoy the ride while I can. And if you get the chance to, you absolutely should play this and its predecessor, too.

#oneaday Day 787: Shadow Hearts: A Scoreless Review

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Shadow Hearts for the PS2 is a game which seems to be almost universally adored by everyone who has played it. It’s certainly a far cry from the reaction its PS1 predecessor Koudelka got, for sure, proving that yes, sometimes developers do learn from their mistakes.

Is it worth playing in 2012, though? That’s one of the questions I set out to answer when I eschewed the latest and greatest in fancy-pants HD gaming and booted up Sacnoth’s classic for the first time. I’d never played it before, so coming to it as a 2012 gamer would be my first experience — hopefully allowing me to determine whether or not it’s still worth your time.

First impressions are striking, and not necessarily in a good way. We’re in full-on old-school JRPG mode here, with polygonal characters wandering around on top of pixelated prerendered backdrops, occasionally stopping to perform a canned animation and generally not looking overly natural in their surroundings. Couple this with that much-maligned mainstay of Japanese roleplaying games, the random battle, and you have an experience which takes a little getting used to if you’re accustomed to the ways in which the genre has grown, changed and adapted over the years.

Once you get your head into the mindset of how things work, though, all that culture shock quickly fades away. The characters may have somewhat wooden animations, but they’re detailed 3D models with plenty of personality, and they provide the party you eventually assemble over the course of the game’s 30 hours or so with a distinctive look. When combined with the good quality localisation job which has been done on the game’s dialogue, the game’s cast comes together as a loveable, memorable crew of misfits that is all the more notable for not relying on traditional JRPG archetypes.

The plot, too, is interesting and unconventional, blending real-world events from the early 20th Century with pure fantasy that occasionally drifts into Lovecraftian “it came from beyond the stars” territory, though with a slightly light-hearted edge on everything. It works well, and all the more so for the fact that it doesn’t feel the need to necessarily spell things out for the player. You can tell that we’re dealing with some sort of twisted alternate history here when we see how comfortable everyone is with the use of magic, for example — there are no exaggerated “Wow, you have amazing special powers!” scenes when new characters join the party, even when protagonist Yuri reveals the ace up his sleeve: his ability to transform into slobbering death monsters.

The characters’ special abilities are what provides depth to the game’s combat system. Characters tend not to be single-minded specialists, but often have a range of skills that unlock over the course of the game which can be applied to a variety of situations. Even leading lady Alice, who is set up pretty early on to be your stock “healer” character, has some entertaining tricks which she can perform — and she’s not the only one with the ability to heal, either. Even some of Yuri’s monster forms have the ability to heal, meaning the player can stick with a party arrangement that works for them — or that is simply made up of characters they find appealing. Given Yuri and Alice’s importance to the overarching plot, however, most players will likely find themselves spending the majority of their time in the game with these two and one of the four other characters in the third slot.

Combat unfolds via a rather sedate turn-based system. There’s no time bars here, just a simple behind-the-scenes initiative calculation determining who gets to go next. There are two twists on the traditional turn-based combat formula, however: sanity, and the Judgement Ring.

Sanity points gradually drain over the course of a fight, reflecting the mental strain battling horrific eldritch monsters has on the human psyche. Running out of sanity points causes the character to go Berserk, attacking enemy and ally indiscriminately accompanied by the word “Violently” curiously emblazoned in the air over their head. In a nice nod to characterisation through statistics, different characters have varying pools of sanity points according to their own mental faculties. Alice, for example, being a bit of a scaredy-cat girly-girl at times, has a very small pool of sanity points, while Yuri, who is wandering around with a variety of monsters living in his psyche, has a very large pool which he expends any time he turns into a monster — presumably a rather traumatic experience.

Meanwhile, the Judgement Ring is the mechanic which drives the whole game. Rather than simply hammering the Attack button to get through fights as quickly as possible, the Judgement Ring is a timing-based system that requires players to accurately tap the X button on their controller in time with a predefined pattern. Said pattern varies according to what the player is trying to do — using an item only requires one tap, for example, while the characters’ later special abilities may require three or four carefully-timed taps in total. It’s a simple means of making combat feel significantly more interactive than turn-based titles otherwise can, and it’s also used outside of combat to resolve situations which would be handled by a dice-based “skill check” in a tabletop RPG — kicking down a door, negotiating for better prices in a shop, perfomring a task which requires endurance.

Whether or not you’ll find Shadow Hearts to be a palatable play experience in 2012 will depend a lot on your patience. While the random encounter rate isn’t overly high, you can expect exploration of the game’s world to be frequently interrupted by battles with enemies — and, as is common for this breed of role-playing game, you’ll see the same enemies and groups of enemies quite a lot over the course of a dungeon. Boss battles, meanwhile, are generally fairly lengthy experiences, partly to put a bit of pressure on the game’s sanity system. Later conflicts can feel like they’re dragging on a bit, particularly once you’ve managed to acquire some equipment for the party which allows them to shrug off things like status effects. The requirement to use the Judgement Ring with each ability use and attack helps keep things moving, but a few of the later bosses just go on a little bit too long to be comfortable or fun. The final boss is particularly prone to this, it has to be said, as it’s something of a damage sponge. In a game where three-figure damage is considered a strong hit, taking down something with over 10,000 hit points is a task you’d better set aside plenty of time for.

Presentation has also moved on significantly since the game’s original release back in 2001. Video sequences feature characters with that obvious sort of “rendered on the cheap” animation, and the voice acting is woefully inconsistent. Some English characters speak with an American accent, and others speak English at times and then yell something in Japanese in the middle of battle. The slightly rough edges do give the game a certain degree of charm, however, and the lengthy sequence where an old lady reads you a ghost story — complete with vocalised sound effects — is extremely memorable.

All in all, though, Shadow Hearts’ charms considerably outweigh its idiosyncracies, and the game remains fun, entertaining and engrossing today. While it’s not the most technically polished, high-budget JRPG — something which was apparent even back on its original release, especially when compared to Final Fantasy X, which came out the same year — it’s certainly one of the most memorable. And, crucially, by clocking in at around 25-30 hours, beating the game is well within the reach of even people who like to go outside sometimes. In these days of everyone seemingly being increasingly busy, the importance of brevity shouldn’t be underestimated.

So should you check it out in 2012 if you’ve never played it? Sure, but do be prepared for that initial culture shock as you adjust to the Way We Did Things over ten years ago. Times have changed, for sure.

#oneaday Day 783: Prepare for Moxibustion: Shadow Hearts First Impressions

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[I am not at all sorry for the above image.]

I recently acquired copies of Shadow Hearts and Shadow Hearts: Covenant for PlayStation 2. My good friend and podcasting buddy Mark has been extolling the virtues of this series (well, its first two entries anyway) for a considerable amount of time now, and given my current aversion to recently-released triple-A titles, I figured it was about time to give it a shot.

For those unfamiliar with this particular little gem, Shadow Hearts is a Japanese roleplaying game from 2001 developed by a company known as Sacnoth (later Nautilus) and published by Midway in Europe. It’s the sequel to an unusual PlayStation 1 roleplaying game called Koudelka, which blended survival horror and tactical RPG elements to create a game that had a rather mixed reception upon its original release. Shadow Hearts, unlike its predecessor, is a much more traditional Japanese roleplaying game, with a great deal in common with the PS1-era Final Fantasy games. Players control a 3D character on a flat, prerendered backdrop and are thrown regularly into random battles against enemies which are otherwise invisible on the field.

Aside from these basic mechanical and technical similarities, however, Shadow Hearts is a very different beast to Square Enix’s franchise, for a wide variety of reasons.

Mechanically, an innovative feature in the game was the “Judgement Ring” system, whereby any action which would be resolved in a tabletop roleplaying game by a throw of the dice is instead left up to the player’s reflexes and sense of timing. The titular Ring appears on screen with markers placed on it to show where the player needs to press the button. An indicator sweeps round it, and the player must tap the button as the indicator passes through the various areas. There are variations on the theme, but this is used throughout the game whenever there is an element of chance — both in and out of combat. For example, the Judgement Ring is seen when attacking an enemy, attempting to cast a spell or use an item in combat (outside combat, magic and item use automatically succeeds, thankfully) or attempting to haggle for a better price in shops. It’s a simple system that through its inclusion lends a much greater feeling of interactivity and involvement to a genre known for making the player sit back and tap the X button 300 times before getting to do anything. Its timing-based nature means that combat can’t simply be resolved by strapping a rubber band to the X button and walking away — the player must learn the various characters’ “rhythms” for their attacks and stay on their toes to tap the button appropriately.

It’s not just in mechanics that Shadow Hearts differs somewhat from the norm, however. In a typical Japanese RPG, the party tends to be made up of a group of idealistic teenagers (with optional “old man” character who is actually simply in his late 20s), at least two of whom will be childhood friends; at least two of whom will fall in love with one another; at least one of whom will be a moody bastard who grows to understand human kindness and friendship by the end of the story; and at least one of whom will be a demure, shy girl while another will be a borderline-inappropriately sexy girl in a teeny-tiny skirt. This kind of ensemble works well, which is why we see it so often, particularly in popular franchises such as Final Fantasy.

Not so in Shadow Hearts. In Yuri, we have a moody protagonist, sure, but he’s angsty because he can turn into monsters. Also he’s half Russian, which explains why he hails from Japan but has a name which is commonly used to refer to lesbian-themed content in Japanese. (His name also means “lily” in Japanese, which might explain why he’s so upset and surly. Although if we take “Yuri” to be the Russian half of his name, then that means “farmer”, which is a bit more manly.) Then in Alice we have the shy, demure girl, but she’s clad in what can only be described as an incredibly impractical outfit which precludes her from ever volunteering to bend over and pick anything up ever. She’s also English. I’ve never met any English girls who dress like that. But then I wasn’t alive in 1913, either.

Aside: not only does Shadow Hearts take place in the “real world” (albeit a real world with magic and demons and vampires and whatnot), it also takes place in recognisably “recent” (relatively) history, meaning we get a pleasing blend of low-tech fantasy-style stuff with the trenchcoats and Mauser pistols of the World War I-ish era.

But back to the cast. We also have a crotchety old Chinese oracle who calls people “son of a bitch” all the time and a friendly vampire called Keith (Keith?) who woke up from a 200 year slumber only to find himself bored stiff with nothing to do in his monster-infested castle. There may be more, but I haven’t got that far yet. Already it’s a memorable, bizarre cast, though the game nails the whole “suspension of disbelief” thing so well that it seems perfectly natural for this oddball group to be hanging out together while discussing the movements of the Japanese army.

Shadow Hearts is a slow burn that takes a while to get going. If you’ve been playing more recent Japanese roleplaying games that tend to be a bit pacier or have battle systems that veer a little closer to “action” (see: Final Fantasy XIII and its sequel, The Last Story and Xenoblade Chronicles to a certain extent) then there’s a bit of an adjustment period to get back into random battles and completely turn-based combat. It’s also a bit of a culture shock to go back to a game where the dialogue is pretty much all text — though this rekindles the once-common love for renaming your characters; a joy which the age of voice acting has rendered obsolete.

I’m guessing I’m about halfway through at the moment. Further thoughts to follow when I’ve beaten it.

#oneaday Day 778: Corpse Party: A (Spoiler-Free) Scoreless Review

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I’m glad this game exists. It’s a pleasing piece of evidence to point to when people start talking about subject matter which would “never get greenlit by a publisher”. It exists. It was greenlit by someone. It’s freely available to download to your PSP or Vita via PSN. It’s horrific. And it’s brilliant.

Corpse Party tells the story of a hapless group of schoolkids who botch an attempt to commune with the spirit world and find themselves trapped in a long-abandoned elementary school populated with rather unfriendly ghosts. It’s then up to the player to help the group (who quickly become separated in true horror movie fashion) to understand the truth behind what’s going on and return them to safety. It all gets very Japanese horror very quickly — if you’ve seen anything like Ju-on: The Grudge or played Fatal Frame you’ll know the sort of thing to expect.

Unfolding like a cross between a visual novel and a top-down 16-bit RPG, Corpse Party manages to keep the player feeling involved in the action while keeping the story flowing at a good pace. Oftentimes the player’s only contribution between important events will be moving the current player character (for there are several) to a new location, but that simple act, along with the ability to examine items in the environment such as creepy notices on the walls and corpses of previous unwitting visitors to Heavenly Host Elementary School, makes the game feel far more interactive than many visual novel titles, which typically involve tapping the “continue” button lots of times. There’s plenty of that, too, sure, but mild exploration and puzzle elements make this feel much more like a “game” to those who care about that sort of thing.

It’s worth noting at this point that far from taking the relatively “straight line to the finish” approach that many visual novels take, Corpse Party gets increasingly easy to balls up completely as you proceed. Rather than simply immediately ending with a “Game Over” screen for making a bad choice, however, sometimes the butterfly effect of actions you take doesn’t become apparent until an hour or two later. This is a double-edged sword; it turns “making a mistake” into an “alternative ending”, even going so far as to credit the player with this ending in the menu screens, but it also means having to replay previous events, figure out what you did wrong and then do something differently. And God help you if you didn’t make full use of the five available save slots per chapter. Fortunately, though, each of the game’s five chapters is relatively short, with the final one being the longest at around three hours, meaning that replaying a whole chapter is not as much of a chore as it could be — though the game could really do with that mainstay of traditional visual novel interfaces: the “skip” button.

While it’s relatively easy to get on to a “bad ending” path, particularly later in the game, this actually isn’t something to get too frustrated about, for some of the most intense, morbidly fascinating and emotional scenes come about as a result of these “Wrong Ends”, as the game calls them. Sometimes these are subtle changes to events in the supposed “true” ending for each chapter that mean hope turns to tragedy. Sometimes these endings result in horrible deaths for one of more of the main characters. Sometimes they result in revelations about the characters that you wouldn’t find out about otherwise. Pretty much all bar a couple of “you were caught by a Bad Thing, you die” incidents are worthwhile and substantial narrative events in their own right, making discovering all of the story’s possible endings — good and bad — something of a metagame in itself.

The game’s story and the emotional power behind it is helped by a fantastic translation from the Japanese coupled with some truly excellent, emotionally charged Japanese-language voice acting. Even if you don’t speak Japanese, you’ll want to let the fully-voiced dialogue run its course, as it’s packed with convincing expressions of emotion. (Oh, and you’ll want to wear headphones while playing. The game features some of the most unsettling use of stereo effects I’ve ever encountered, along with a kickass soundtrack.) Characters laugh, cry, scream in terror and generally act in an incredibly realistic manner given the situation they find themselves in. Certain incidents which occur also show that being in a horrific, seemingly inescapable situation doesn’t make the cast immune to things like your body letting you down at the worst possible moment, or your own feelings towards another person. Despite its supernatural core, Corpse Party’s tale is a very human one, examining the relationships between all the members of its main cast and leaving the player feeling like they know most of them very well by the end of the story.

But that doesn’t mean that the horror side of things is toned down. Far from it. Despite its retro-style presentation, this is likely one of the most disturbing, unsettling games you’ll ever play. It doesn’t hold back. This game puts its characters through some of the most unimaginable suffering possible in the name of evoking an emotional response from players, and it’s all the better for it. Story is conflict, and through conflict people grow and change — sometimes for the better, sometimes worse. The fact that the characters are children drives home the fact that tragedy can happen to anyone, and the way in which we react to horrific situations can make a big difference to what happens to us next. It’s a powerful tale, for sure, and even the most strong-stomached will struggle not to wince at some of the acts described throughout the course of the game’s narrative.

Note that I say “described” and not “seen”, for Corpse Party understands that most fundamental tenet of horror — the most terrifying things are not the most spectacularly gory things presented to the viewer on a plate, but the things in their imagination. As such, many of the game’s strongest, most disturbing scenes are depicted entirely through text, colour flashes and sound effects. The understated manner in which various unpleasant incidents are coolly relayed to the player makes them all the more powerful, for it’s at these moments that the imagination comes into play, filling in the blanks about what is not described as much as picturing what is described. It’s a potent demonstration of the huge difference that having people who know what they are doing work on a game’s script makes.

Corpse Party isn’t a long game, and it won’t take you long to beat all five chapters. There’s plenty of incentive to replay, though, including discovering all the possible endings — good and bad — as well as a series of smaller “extra chapters” that fill in other events which are occurring alongside the main plot. There’s also a bunch of student ID tags to collect throughout the course of the game, providing details on previous visitors to Heavenly Host who weren’t so lucky, including how they died. It’s a diverting little side mission which is integrated nicely into the theme of the game rather than feeling like a gratuitous addition. Since the PSP doesn’t have a Trophy system, it’s clear that these tags haven’t just been added to fill out the Trophy list; they’re instead present to provide context and atmosphere to an already creepy and impactful game.

So should you play Corpse Party? If you’re a fan of story-based games and Japanese horror, then yes, you most certainly should. There’s more than enough content to get your £11.99 worth in this game, and despite a couple of niggling flaws (the lack of a “skip” button when replaying scenes being the most disappointing oversight) it’s a memorable, emotional experience that will stay with you long after it’s finished.

#oneaday Day 648: Xenoblade Chronicled

Finished Xenoblade Chronicles and can say with some confidence that it’s my Game of the Year so far. With only a few months left and only a few things on the horizon which could be contenders, it’s looking good for Monolithsoft’s epic RPG extravaganza.

Of course, my Game of the Year vote is of interest only to my friends. Gamer culture at large will undoubtedly vote Battlefield 3, Modern Warfare 3 or Uncharted 3 (hang on a minute… there’s a pattern there somewhere) as GotY. But that doesn’t matter.

Xenoblade Chronicles toes the line perfectly between JRPG and WRPG. On the J front, you have your floppy-haired protagonists who wield physically improbable weapons; you have your large-breasted female companions (one of whom spends most of the game clad in “armour” that really wouldn’t protect anything besides her modesty — and even then only just); you have your small, annoying creature; you have your ultimately quite predictable JRPG finale (I still love ’em, I don’t care how cliched they are). On the W front, you have a huge open world with minimal loading breaks — individual zones are huge in area and packed with things to do: monsters to kill, quests to complete, people to find. Straddling the line between both, we have an excellent combat system somewhat reminiscent of MMOs like World of Warcraft or, probably more accurately, Guild Wars.

Why the Guild Wars comparison? Well, like that game, you only have a finite number of skills which can be “equipped” at once, from a larger potential bank. The number of skills you acquire in Xenoblade Chronicles isn’t as ridiculous as NCSoft’s title, but then you do have several characters to manage all at once. Mercifully, you only have to control one of them at once, with the AI doing an excellent job of performing whatever role each character is ideally suited to in the party.

Gameplay-wise, it’s top notch. Simply proceeding through the areas, completing quests and following the story when I’d “cleared” an area was enough to get me almost to the very end — there was only a few levels’ worth of grinding required to safely get through the home straight, and by that point you’ve learned plenty of EXP-boosting skills so it’s not as painful as it could be.

This is all very clinical and mechanical — and that’s fine, as an RPG can live or die on its mechanics. But the real star of the show in Xenoblade Chronicles is its cast. Brilliantly voiced by an English cast, the characters are all memorable and, despite my “floppy haired protagonist” comment earlier, manage to not fall into the usual stereotypes. Each of them is an interesting individual whom you get to know throughout the course of the game, both through story sequences and through optional “heart to heart” conversations, where two characters have a chat and come away from it either liking each other a little more or a little less.

Characterisation isn’t just limited to story sequences, however — different combinations of characters in a battle party elicit different battle cries and responses to one another. And, as characters develop their Affinity for one another, they start to talk to each other during battle differently, often engaging in some light-hearted banter that makes them seem a lot more human. Okay, you’ll hear “what a bunch of jokers!” and “my rifle’s getting hotter!” an awful lot throughout the course of the game, but on the rare occasions where they start teasing each other after a successful battle, it’ll definitely raise a smile.

For me, the sign of a good RPG is whether you have a kind of “empty” feeling after it’s all over — you won’t be spending any more time with these characters, and that’s sad. I felt it particularly strongly with Persona 4, whose ending sequence made me tear up, and I’m not ashamed at all to admit it. Xenoblade Chronicles gives me that feeling, too. It’s a different sort of ending to Persona, but once it’s over you have very much left those characters behind to get on with their lives in their post-adventure world. It’s a bittersweet moment.

By far the saddest thing about Xenoblade Chronicles, however, is how few people will get to play it. While it got a release in this country, it’s likely to become harder and harder to find as the months go on — and there’s sure to be plenty of people who will dismiss it out of hand purely because it’s on the Wii. This isn’t even getting into the whole fiasco of Nintendo of America stubbornly refusing to bring the game to the States, despite there clearly being an audience for it. The game is already translated and ready to go — we Europeans have to deal with American spellings in most games, so would it really kill you to put up with the words “armour” and “learnt”? No — but Nintendo of America apparently doesn’t see it that way, presumably believing that sales will be poor.

The thing is, though, Nintendo is in a difficult position right now. The 3DS is ailing, the Wii is fading and the core of the gamer community has all but left the company behind. For Nintendo of America to bring Xenoblade Chronicles to the States would be a gesture of goodwill to all the loyal fans who still defend the company, even amid its gradual move away from the core audience. It would give people more faith in Nintendo’s current and future products, and, in the long term, it would help attract people to the Wii U as people see it as a system that will cater to the core.

Sadly, it doesn’t appear it’s going to happen — so if you’re an American and you would very much like to play Xenoblade Chronicles, I would say don’t hesitate — import it, mod your Wii and enjoy. There’s over a hundred hours of absolutely top-tier entertainment there, and you will not regret the time you spend in its highly distinctive world.

Now I better go to bed. Off to Legoland tomorrow!

#oneaday, Day 44: The Late Review – Final Fantasy XII

Since I’m currently going through my backlog of games and beating them one at a time, it seems only fitting that I should write a sort of “review” of each one as I come to their (hopefully inevitable) conclusion. So tonight it’s the turn of Final Fantasy XII, one of several “black sheep” of the series thanks to its complete defiance of established series conventions and adoption of a quasi-Western RPG style of gameplay. I will try and avoid as many spoilers in this post as possible.

I will preface this by saying, as always, that I am a total Final Fantasy fanboy. I don’t care if they’re clichéd, I don’t care if big tentacley angel monsters as final bosses are overdone, it’s what I expect from a JRPG, and it’s what I inevitably get from the Final Fantasy series in particular. Overwrought melodrama, gratuitous and unnecessary love stories and the inevitable destruction of the world that only a plucky band of teenagers (and one guy in his twenties who inevitably gets referred to as “old man” throughout) can prevent? Sign me up. I love it.

So it was something of a surprise that Final Fantasy XII eschews most of these things. The melodrama is kept to a minimum, any romantic subplots are handled with the subtlest of nudges and winks rather than faintly embarrassing scenes accompanied by someone singing and the small ensemble cast is likeable, realistic and “human”, typically ridiculous Final Fantasy costumes aside. (Penelo must be really sweaty by the end of the game.)

In fact, for once in a Final Fantasy game, the plot almost takes a back seat to the gameplay. There are large tracts of the game where you’re given a lot of freedom—something happens, the party comes to the conclusion that what they really need to do next is travel to something that is inevitably on the complete opposite side of the game world to where they are right now and then it’s up to the player how to proceed. They could go straight there using the various means of fast travel. They could walk straight there. Or they could wander off and go and do some of the many, many sidequests, most of which are available throughout the game rather than the usual Final Fantasy trick of saving them all until just before the world really needs to be saved right now please. Granted, you still have the somewhat silly opportunity to go and do all these things while the final confrontation patiently waits for you right in the middle of the map, but you just know that people would bitch and moan if you didn’t have the opportunity to do this. It’s also worth noting that the amount of time between the “point of no return” and the ending of the game is actually pretty short, so it’s not as if you have to go off and do all the sidequests then spend 6 hours battling through the final dungeon. This is a refreshing change.

By far the most refreshing thing about the game is the battle system, though. I waxed lyrical about this back on Day 5, but it’s worth mentioning again. The combat system, combining the best bits of a quasi-real-time MMO-style combat system and the “active pause” style of a BioWare RPG whilst keeping it optimised for a console, works astoundingly well, especially once you get the hang of using Gambits. By automating common actions such as curing and buffing, you’re not making the game unnecessarily easy, you’re making your play more efficient. Are you really getting any more from a game where you’re manually selecting to cast “Haste” on your attackers every few turns?

I described the Gambit system as being akin to the “huddle” you have when playing an MMO with a well-organised group. The best way to use it appears to be to give everyone clearly defined roles. For me, this means one tanking attacker, one who solely focused on healing HP and status effects and a third who focused on buffing the tanking attacker with Protect, Shell, Regen and Haste. All of them got stuck in hitting things with sticks and hammers when they didn’t have anything else to do, but this setup worked extremely well and saw me through most of the game. Any mishaps could be quickly dealt with by popping up the menu and dealing with them manually. And in boss battles where circumstances suddenly shifted, such as them suddenly becoming immune to physical attacks? Well, that was just a case of popping open the main menu and adjusting the attacking Gambits to use Magicks instead.

It’s a great-looking game for a PS2 game, too. Sure, there’s rough edges when playing on an HDTV, but it’s clear to see this is a well-crafted, well-designed world with distinctive-looking characters. The animations in cutscenes are excellent, too, with some high-quality facial animations doing a great deal to help forget the laughing scene in Final Fantasy X. One tiny bugbear with the graphics is that all the FMV sequences are in 4:3 while the game itself happily runs in 16:9 but this is a minor issue, as the vast majority of story sequences are rendered in-engine.

The sound is probably the weakest bit of the game. The voices are heavily, heavily compressed, though the acting itself is generally very good. The music is unmemorable, however, which is quite unusual for a Final Fantasy game. It has character, and sounds like Final Fantasy Tactics (which is understandable, given their common setting) but there’s nothing anywhere near as iconic as One Winged Angel on display here, which is a shame. There’s also a couple of areas that repeat music from earlier in the game, too, which seems a little lazy, given that the vast majority of areas have unique music. It’s hardly a deal-breaker, though.

Final Fantasy XII is often described as the FF for people who don’t like FF. And it’s absolutely true—the crushing linearity of earlier entries in the series is nowhere to be seen (although the main plot is firmly on rails, you’re free to wander off and do your own thing at any time right up until the finale) and there’s very little need to “grind” by running around in circles waiting for random battles to happen. In fact, it’s possible to “grind” without noticing simply by travelling from one place to another—the numerous long-distance journeys that the plot tasks you with seem to set you up to take advantage of this fact.

At the same time, these elements may put some people off. Some people enjoy the tight focus that a strictly linear plot gives, and indeed in FFXII it’s very easy to lose track of what happened in the story when your last cutscene was eight hours ago. The plot picks up pace towards the end, though, and you find yourself wanting to press forward and see things through to their conclusion. How quickly you choose to do so is entirely up to you—so if you’re a fan of a tight plot, you could probably romp through fairly quickly. If you’re a completionist, though, there’s plenty to keep you occupied here. I beat the game after 98 hours with barely half of the sidequests completed. Then there’s secret weapons to find, a boss with 35 million HP to take down, secret Summons, optional areas to explore and doubtless many other things besides.

So in summary then, I was very, very impressed with the whole game. As a Final Fantasy fanboy, I enjoyed the fact that it still felt like a Final Fantasy game whilst playing very differently to the more “traditional” entries in the series. And as a fan of good games? Well, this is very much a Good Game.

The only thing that makes me a little sad is how few people will probably be inclined to play it these days. With the lack of backward-compatibility on new PS3s, playing it will either involve tracking down a PS2 or using an emulator. It’s wholly worth it, though, as it is without doubt one of the best RPGs I’ve had the pleasure to play for a long time, and certainly one of the finest entries in the Final Fantasy series. A pity we probably won’t see its like from Squeenix again.

#oneaday, Day 5: The FF Gambit

In an attempt to batter the shit out of my Pile of Shame, I’m playing Final Fantasy XII, a game which I bought upon its initial release—just like every Final Fantasy—and have spectacularly failed to finish—just like every post-IX Final Fantasy. (I have since finished X and X-2 and maintain that X-2 is an excellent game despite being almost—but not quite—as gay as Space Channel 5)

The thing is, FFXII is good. Really good. Like, “it’s a Final Fantasy for people who hate JRPGs” good, in that it dispenses with all the usual bullshit (rigid linearity until the last hour, when saving the world can be inexplicably put on hold to go and raise some chickens, endless random battles) and provides an experience that is altogether more “Western” in its feel. We have a much more open world. We have enemies wandering around in the field. We have immensely satisfying combat which takes place in the field. We have sidequests with a bloody quest log and we have an interesting, if unconventional, character development system.

And we have Gambits. I was all set to dismiss Gambits as a means of getting the game to play itself. But having played it for about twelve hours now (coming up on the point that I originally got distracted by something else on my initial partial-playthrough, so we’re nearly into new territory) I’ve discovered something: Gambits are awesome.

If you passed on FFXII, let me enlighten you. A Gambit is a means of “programming” your party members to act in particular ways. You give them a particular condition, such as “Ally has less than 50% HP”, and then give them an action, like “Cure”. You can prioritise the actions, too, so certain things will take precedence when more than one of the conditions are true. And as such, you can plan out the way you’d like a battle to unfold before it starts.

In many senses, it’s like that “group huddle” you have in something like World of Warcraft before you take on a dungeon’s boss. Everyone has a role to play, and it’s important that people stick to that plan where possible, but be able to adapt to the situation if necessary. That’s why FFXII gives you the opportunity to immediately issue direct commands, too, which override any and all Gambits in play. In fact, it’s technically possible to play the entire game by micromanaging every action all your characters do, but it would probably take you approximately ten times longer to play the game if you chose to do that. Gambits aren’t letting you leave the game on autopilot—they’re letting you plan out a battle before it happens and then just focus on responding to situations as they arise. You’ll frequently have to switch them out to take advantage of particular enemies’ weaknesses, and I’ve noticed myself spending a lot more time in the menu in FFXII than I would do in earlier, more traditional entries in the series. Planning out the way the characters will respond is interesting and addictive, and immensely satisfying when it goes right.

In fact, the only thing which may be a bit off-putting to some people about FFXII these days is the graphics. In this HD age, FFXII looks pretty ugly, and ironically this is because it was a pretty good-looking PS2 game. There is a lot of detail in both the textures and the characters, but the low resolution which the game runs at gives the whole thing a very “muddy” and flickery look which some people may find a bit difficult to deal with. It’s certainly not unplayable, though, and spending a bit of time in the company of the PS2 serves as a reminder that games didn’t always need HD graphics and Achievements to be good.

(Interestingly, FFXII does actually feature a proto-Achievement system in the form of the Sky Pirate’s Den, which fills with trophies as you fulfil certain accomplishments in the game.)

So, if you’re hungering for a great almost-Western-style RPG with a JRPG aesthetic? Give ol’ FFXII a chance. If FFXIII didn’t push your buttons with its “here’s a straight line to the finish, apart from this bit” mentality, FFXII is what you need. Join me in my quest through my Pile of Shame!

#oneaday, Day 331: Like A Ro-ogue, Killed For The Very First Time

Horatio Spankington was one of several children to a Serf, and a credit to his family. He had brown eyes, curly red hair and a dark complexion, lending him a somewhat distinctive look that his father often joked would probably “end him up in some freak show somewhere”.

He joined the ranks of the Paladins at an early age, and by the time he was 18 he had determined that it was time to go dungeon-delving. He rented a room in a small village above a notorious dungeon, and prepared for the long quest ahead.

One morning, he awoke, and his God spoke to him, granting him the power to detect evil things. Rushing straight for the stairs down into the dungeon, he was eager to try out his new power. Concentrating as hard as he could, he prayed fervently for sight beyond sight, to see where the evil things dwelled.

The effort caused him to faint out cold for a few minutes. When he awoke, all was as it was before, though he wasn’t in a hurry to ask his God for anything else for a little while.

He pulled out the makeshift weapons and armour that he had acquired, and lit his torch. He looked around.

“What a boring place,” he thought.

He looked around the room he found himself in and found a curious scrap of paper on the floor. It read “pro redam.”

“Pro redam,” he said out loud. Suddenly, he felt more knowledgeable, and figured that he could probably figure out exactly what the next thing he looked at was, whatever it might turn out to be. He stowed the magic scroll in his pack and headed for a tunnel in the wall nearest to him.

The tunnel was quite long, and went around several twisting corners, but eventually led him to a long, narrow room. There was a curious smell in the room. He gazed around, looking for the source of the stench and eventually found it in the form of a patch of grey mould. Figuring that he may as well cleanse the dungeon of filth as well as evil, he strode boldly toward the grey mould, broadsword in hand.

The mould let out a cloud of spores, which tickled his nose and made him sneeze. Undeterred, he whacked the patch of mould with the flat of his sword, dispersing it.

He looked around the room. There was nothing of interest here, save several tunnels in the walls. He chose one and strode valiantly into it.

After a couple of twists and turns, he came to a closed door. Trying the handle, he found it to be unlocked, so he opened it carefully and peered into the room beyond. He couldn’t see anything in there, so he stepped through the archway and took a look around.

The room was pretty dark, so he walked along the walls, using the light from his torch to get his bearings. His first impressions were correct; there was little of note here. In fact, the room was more of a wide corridor, with two tunnels leading off in different directions at one side, and another closed door at the other.

He tried the handle on the door, and found it to be locked. Pulling out a safety pin he always kept for emergencies such as this, he inserted it into the lock and fumbled around inexpertly and to his surprise, succeeded in opening the door. He stepped through the doorway cautiously, unsure what he might find beyond.

The corridor beyond the door extended for a short distance and turned a few corners before opening up into a large, light room. This, too, was empty of interesting details, but there were tunnels leading off in a number of directions, along with another door in one wall.

Figuring that the doors hadn’t steered him wrong yet, he headed for the door and tried the handle. It was locked, but again he tried his safety-pin trick and to his surprise, it worked.

Beyond the door was a long, twisting and turning corridor that seemed to go on forever. Eventually, it opened up into a long, thin room, and there was that terrible smell again. Another patch of mould sat waiting for him. Feeling bold, he charged for it.

Suddenly, an acrid black smoke filled his nostrils and stung his eyes. He tried to brush it away, but he couldn’t. He tried to blink his eyes clear, but he couldn’t see anything. The smoke was too thick. He staggered around blindly, setting off the trap several more times, stinging his eyes more and more each time.

The stench of the mould was getting stronger and stronger. He flailed wildly at the mould, trying to destroy it, but he felt the spores blow up his nose, into his throat, filling his lungs. He began to feel sick.

Something crawled on him. It felt blubbering and icky, and he heard a chewing sound. He still couldn’t see, and the foul smell and darkness were confusing him.

He felt weak. Finally, coughing up blood and vomit, he barged head-first into a granite wall, collapsed onto his back and whimpered.

Horatio Spankington died just 50 feet below the surface of the earth. Few people mourned his passing, least of all the family of the drooling village idiot he claimed to have “accidentally” killed upon leaving a shop one morning.

The dungeon lay unconquered still. Many had come to tackle its dangers. None had survived so far.

Try it for yourself if you can stomach a bit of hardcore ASCII dungeon-crawling. Download Angband here.