Tag Archives: action RPG

Dragalia Lost is pretty, confusing, and pretty confusing

Nintendo has released a couple of games for mobile devices now, namely Super Mario Run, Animal Crossing: Pocket Camp, Fire Emblem Heroes, and Dragalia Lost, and I finally have a phone fancy enough to play ’em. Suck it, Windows phone…just kidding, I loved that phone mostly because it had games on it that connected with the Xbox Achievements system. That said, I’ve only touched the free-to-start version of Super Mario Run and found it both perfunctory and fine, but nothing worth dropping some bucks on. Hmm, I probably should uninstall it, seeing as I haven’t touched it in months. Anyways…Dragalia Lost. Hoo boy.

It’s old-school fantasy stuff, with the story taking place in Alberia, a kingdom where dragons live. Now, all royal members in Alberia have the Dragon Transformation ability, where they can wield a dragon’s power by forming a pact with it to borrow their form in battle. This is just something that happens and is accepted by all. Well, one day, a strange occurrence begins to happen in Alberia, with the Holy Shard protecting the capital beginning to lose its power. In order to save his people, the Seventh Prince, who has not made a pact with a dragon yet, sets off on his Dragon Selection Trial. It’s not the worst setup for an RPG though I am growing tired of magical crystals and shards being the McGuffin to get the plot going. Yes, Final Fantasy…I blame you.

How does this “big” game on a little screen play? Fairly straightforward. Players create teams of colorful characters obtained either through gameplay or by spending in-game currency via a randomized gacha machine-style store to assist the Seventh Prince on his mission. These teams are used to take on a series of bite-sized, action-oriented levels featuring very basic fighting mechanics. Mainly attacking enemies and collecting coins/XP. Players swipe to move, tap to attack, and press buttons via the UI to activate skills or temporarily transform into a giant beast. Yup, sometimes it’s a dragon, and sometimes it is clearly not a dragon, but the game still considers it so. Animal classification is tricky.

If you aren’t working your way through these quick levels or reading the game’s dailogue-heavy story chapters, there’s a lot of other things to manage or tinker with in Dragalia Lost. Most of it is seemingly designed to be confusing from the start. Everything can be upgraded–characters, weapons, dragon forms, dragon skills, etc. There is so much upgrading to do; however, this is a free-to-play mobile game, which means players need to grind out levels, materials, and partake in special event dungeons to acquire the majority of these essential upgrading items. Or, you know, spend real money to buy everything you want. Evidently, you eventually unlock a castle section that can help generate resources, but I’m not there yet. Nor will I ever be.

All items that you will want to upgrade share some key concepts with each other, of which the easiest to grok is enhancing weapons with materials. Each kind of item is upgradeable through the use of various rarities of material, such as crystals for adventurers. The next shared concept is enhancing items with the same class of items. Fine, fine. For instance, you can strengthen weapons by sacrificing other, weaker ones to it. Basically feeding a less-than-powerful weapon to the same type, like repairing guns in Fallout: New Vegas. The final communal upgrade path is unbinding, a term that kind of breaks my brain. Basically, this is how you get past an item’s eventual level cap. With unbinding, you will need a copy of an item to raise how much experience it can gain. It also doesn’t help that the menu UI is a little difficult to navigate, and there’s far too many things to click on at any one moment.

Here’s what really rubbed me the wrong way or just in general confused the dragon droppings out of me in Dragalia Lost. Every time I went to do something new, whether it was a quest or explore a just-revealed menu option…the game prompted me that it had to download more data. Sometimes this would take a minute or two, sometimes it was upwards of ten minutes if it was a sizeable chunk of stuff to install. I thought the whole point of downloading the game from the get-go was to download the whole game. I’m not a big fan of this piecemeal method. In fact, as I was writing this post, I went to uninstall the game and was prompted, from the home screen, that it needed to download more data to continue forward. Funk that.

Still, Dragalia Lost both looks and sounds amazing. The song that plays on the home screen is beautiful and worth the download. Or you can click this link and save some space on your phone. Everything else comes off as both a bit one-note or ultra head-scratchy, and I’d prefer something more in the middle, a little easier to digest. Maybe the Shining Force Classics from Sega–consisting of Shining in the Darkness, Shining Force, and Shining Force II, and which I have already downloaded and waiting for me to tap on–will do the trick. For now, I’ll say goodbye to Dragalia Lost and hello to more room on my cellular device. Hello!

Paul’s Preeminent PlayStation Plus Purge – Blood Knights

I’ve talked before about playing bad games previously here on Grinding Down and the importance of seeing them through and even finished one last year solely to get my first Platinum Trophy, but I won’t be completing Blood Knights. It’s just that poor. I mean I want to, because I like finishing things–whether that’s art projects, books, nicely cooked meals, laundry, whatever–but the amount of frustration this undead monstrosity is throwing in my face is not needed. Not in 2017, not in 2018, not ever. I’d rather eat a garlic bread sandwich and watch the sun rise. Thankfully, Deck13 Interactive’s hack-and-slash RPG from 2013 can now participate in my highly praised and much copied PlayStation Plus purge program.

For those that don’t know, like me when I got this thing for free for PlayStation Plus some many months back, Blood Knights is a downloadable action RPG for Microsoft Windows, PlayStation 3, and Xbox 360. The game was developed by German studio Deck13 Interactive and published by Kalypso Media, also from Germany. You play as bland-as-bread Jeremy, a renowned vampire hunter who is trailing behind a priest in order to stop an army of blood-suckers who have stolen the Blood Seal, a magical artifact which…due to it being stolen, shattered the moon. I won’t fault you for not comprehending that sentence because I played the game for a couple hours and did not comprehend much altogether. Also, Jeremy has been “bonded” to a female vampire named Alysa for unclear reasons. Well, maybe videogamey reasons.

Blood Knights features both single player and local cooperative gameplay modes, but does not allow for online co-op, and so my short time with it was spent playing by my lonesome, mouth agape in disbelief at almost every step of the way. When playing solo, you can swap between Jeremy and Alysa with the touch of a button, which strangely has a short cool-down period, but the other character simply disappears from the level instead of hanging around, being controlled by AI and helping you fight the bad guys. Both share the same lifebar too. Which is strange for a game built on co-op and dropping in and out of play, but hey, I’m no videogame developer.

The main gameplay is linear dungeon crawling with sword swingin’, loosing arrows, magic spells, and picking up loot, kind of like Diablo 3, but far inferior. Far, far inferior. You gain experience points and pick up small piles of gold along the way as you battle back people who hate vampires, and all of that feeds into upgrading your character’s skills or buying new gear, but I found the menu UI and look to be so ugly that it was difficult to even navigate. I struggled to see the stat differences between the weapon on the ground and the weapon in Jeremy’s hands that I often left the sword where it lay. Same goes for each character’s respective skill tree and the controller layout, both of which are hard to grok. Attacking enemies is unsatisfying, even with Jeremy having a super-move clearly inspired by the likes of one Crash Bandicoot.

I feel like it is almost cruel to talk about the game’s graphics and voice acting–because they are atrocious, a heavy adjective for sure–but it’s a big part of what turned me almost immediately off of Blood Knights. Here is the game’s intro. Everything is so wooden and, excuse the wordplay, lifeless, from how the characters move to their speech to the attempt at creating a stirring moment from a dramatic score. I also experienced a good amount of jank, such as frequent slowdowns and popping and flickering shadows. This speaks to the PS3 and Xbox 360 generation as a whole, but there’s also a ton of light bloom happening in nearly every scene. Lastly, take notice of how Jeremy is dressed in a full set of armor, and Alysa is yet another highly sexualized female protagonist for the industry, forced to do battle against enemies with swords and spears in an outfit incapable of protecting her skin from getting poked.

Blood Knights isn’t even close to mediocre. Cue the sunrise.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

2017 Game Review Haiku, #104 – Ever Oasis

Keep chaos away
Watch your oasis blossom
Through quests, skill, routine

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Ever Oasis, a refuge from the hardness of life

Ever Oasis comes to us from the studio Grezzo and is Koichi Ishii’s latest project, who you might know as the designer who created the Mana series of action, fantasy-based role-playing games, of which I’ve dabbled in Secret of Mana back on the SNES, own an untouched digital copy of the PlayStation 1’s Legend of Mana on my PlayStation 3, and have no further experience with any other games in the series. Boo to that, boo to me. Ishii is also tied to the creation of those adorable Chocobo and Moogle characters, and the Noots found in Ever Oasis, with their rotund figure, feathery eyebrows, and bouncy walks, are sure to become another beloved trademark. Any way you slice it, there’s pedigree here and a whole heap of ambition.

In Ever Oasis, you play as either Tethu or Tethi, a young seedling, who with the help of a water spirit named Esna creates an oasis after your brother’s oasis falls victim to the evil force known as Chaos. I went with Tethi and gave her purple skin. Your main goal is to find more residents that can help fight these Chaos creatures, as well as create a safe and functional oasis for all to live in. That often requires doing specific tasks for wannabe residents and, once they’re in, setting up shops, called bloom booths, for them to sell their wares and keeping those shops well-stocked. Alas, the story is cookie-cutter basic and far from ambitious, yet the character designs are fun and memorable, and seeing a new possible resident show up in your oasis is exciting, even if the most they can offer you is a fetch quest.

However, it’s not enough to build a new oasis in Ever Oasis. No, no, it has to be prosperous, absolutely perfect. You hit this goal by completing missions in dungeons and caves outside the oasis, in the dangerous desert. Players can form a party of up to three characters and battle a range of enemies possessed by Chaos, but more on that in a bit. Dungeons also contain puzzles and treasure chests full of materials needed to restock bloom booths. Shopkeepers with popular products produce dewadems, this realm’s strangely named currency, which you can spend on various things, like building more booths or crafting new weapons/bits of armor. Bloom booths can also be upgraded by re-stocking them and completing quests for their operators.

Something the Mana games all have in common that is also found in Ever Oasis is a seamless, real-time battle system. One nice option is the ability to switch between any of your three party members at any given time, providing options for weapons and abilities, though I have mostly stuck with Tethi. Combat is a mix of light strategy and button-mashing, with an emphasis on rolling away from an enemy’s attack. You yourself have a Normal Attack, a Special Attack, and unlock combos as you level up. Because you can’t move after landing an attack, you want to ensure you don’t leave yourself open for damage; thankfully, so far, all the encountered enemies have a tell just before they lunge at you, which allows you to time your rolls and keep your HP up. One nice bonus of maintaining a healthy and happy oasis is that your health, when out in dungeons, is extended because of this. As more people swarm to your oasis, it grows and levels up, providing you with new crafting recipes and more safety net HP.

There’s little bits and pieces of things I love very much in Ever Oasis, but they are currently not enough to get me jumping for joy. Like, you can plant seeds and assign an unemployed Seedling to tend to your crops, but this is no Stardew Valley or even Disney Magical World 2. The farming aspect seems ultra basic. You plant seeds, you can either spend dewadems to help them grow faster or not, and wait for them to grow. An oasis of loyal and almost-loyal Seedlings sounds lovely, but this is no Animal Crossing, as they don’t have much to say other than their initial questline and just sort of wander down the road aimlessly. Also, the menus are clean and fine, though I found the section on main quests to be lacking; I want to be able to select a quest as a priority over others and have it drop the necessary waypoints on my map screen or at least see how I’m progressing towards it.

I do worry that Ever Oasis will turn into a grind, something I’m beginning to see as I prepare to throw my first festival, which first requires obtaining a number of stamps from happy shopkeepers. I’ll keep at it for the near future because I simply cannot fall back down the wormhole that is upping my completion rate in Disney Magical World 2, which would basically require me to craft a ton of princess dresses and outfits for girls.

The Paul gives his impressions on the first hour or so of Bastion

Like most gaming entertainment, Bastion begins with some narration. This is to set the scene, tell a little backstory, get the proverbial ball rolling. However, with Supergiant Games’ first release, there’s a hook; the narration never stops. Voiced by Logan Cunningham, the game’s narrator is ever watchful and never a bit shy to comment on the fact that you’re slashing everything in your path apart or that you need to leave that adopted pet in your stronghold alone for now or that you went left instead of right first. It’s interesting and a little creepy, but it certainly gives one a sense of their own experience, something true to only them, and that their version of the Kid is being role-played as they deem.

Bastion is about rebuilding. An event known as the Calamity has split the world into a series of floating islands, and the Kid, our silent protagonist, heads to the Bastion, a safe haven of sorts that his people created to live at protected during these hard times. Unfortunately, upon arrival, it is clear that there is a lot of work yet to be done, and so the Kid sets off across the floating map to find new resources. So far, I’ve been able to upgrade the Bastion with two new buildings: a distillery and a forge. The former is a place of potions and magical unctions, and the latter lets you tweak your current weapons with passive abilities, such as improving the speed of your bow or your chance to land a critical hit with that mighty hammer. Standard RPG flair, but the stat personalizing and slight customization is welcomed.

The game is highly stylized, with gorgeous artwork, vibrant colors, and a playing field that forms all around the Kid as he moves forward. It’s amazing to see the path constructing right before your feet for the first time, and it’s still equally amazing the fortieth time it happens. Kudos to the developers for that neat trick. The monster designs are adorable, like something from a Hayao Miyazaki film. At times, the camera zooms in for a closer look at the action, which I greatly appreciated. Every place is a place of import, nabbing a cool name that any fan of epic fantasy fiction will love. My personal favorites: The Rippling Walls and Breaker Barracks.

If there’s one complaint I could toss onto the field it’s that the dynamic narrator is sometimes talking right as a swarm of Squirts appear out of nowhere and attack the Kid. Unfortunately, at that point I am more concerned with staying alive and swiping my enemies to bits to really listen, meaning I’ve missed out on whatever he said. Granted, it might have been something minor, but it might not have been. A narration log would be nice, or some kind of codex to keep track of everything. Also, at least for me and my television from 2005, Bastion is another example of a tiny text game.

But so it starts:


The Stranger (10G): Complete the Wharf District.

Looking forward to building more of the Bastion tonight after work.

JUST BEAT: Musashi: Samurai Legend

musashi_samurai_legend_cover

Developer/Publisher: Square Enix
Platform: PS2
Genre(s): Action Adventure/RPG
Mode(s): Singe player
Rating: Teen
Time clocked: About 22 hours

The Basics
Though claiming to be a sequel to the charming and fun action RPG Brave Fencer Musashi that was released for Sony’s PlayStation in 1998, Musashi: Samurai Legend is anything but a trite re-imagining of what was once charming and fun. The story starts off with Princess Mycella summoning a hero from another world in order to help save hers. That hero—hapless and helpless as he is—turns out to be Musashi, who takes on the training of Yoda Master Mew in order to rescue the princess back from the evil hands of President Gandrake. Also, he needs to collect the legendary five swords along the way.

The Good
If anything, as an action RPG, Musashi: Samurai Legend does offer a solid amount of action. Each spot on the world map offers tons of enemies to slice apart or learn techniques from, with also a splash of platforming and puzzle-solving thrown in for good measure. Musashi himself can learn a number of special attacks, but it’s mostly hacking and slashing and occasionally blocking for him as he pushes forward. Some sections really offer a lot of action with never-ending spawn points for enemies.

The Bad
As I recall, Brave Fencer Musashi was somewhat linear…but never to this extreme. You can’t get lost in this game, and there’s only a pinch of retreading familiar grounds (which are handed to the gamer so stupidly that there’s no point in even feeling proud when you remember you can now access a certain area thanks to your new “walk-on-water boots”). One task dropped upon Musashi’s feminine shoulders is that of rescuing 28 lost villagers…don’t worry, you’ll get them all as just about every single floating blue orb hosting a stolen soul is right along the main path. Way to make it challenging, Square Enix.

Also, every time you rescue one of the Mystics, you must carry her from the end of the level back to the beginning. While fighting off hordes of enemies. This, my readers, is complete bullshit and will most certainly have you grinding your teeth at the screen. The game is very repetitive in that sense, and even the boss battles become nothing more than “learn the pattern, attack here”. A little more variety and branching would’ve been appreciated, as would’ve the day/night cycle from the previous entry.

The Fugly
Where to start?

First, Musashi from Brave Fencer Musashi dressed the part of a traditional samurai, which made sense given that that’s what he was. Here, Musashi has changed up his style to be some sort of California surfer/drug addict supermodel with no money for a haircut. Is there a reason gamers need to see his midriff?

Second, the writing. It was either the writing or the voice acting, but since the voice actors are only reading what is written in their script, I went with the former. It’s bad, people. Overtly bad, especially when it tries to lighten the mood. Musashi attempts to sound tough, comes off cheesy. The Mystic of the Void tries to sound seductive, comes off cheap and whorish. Master Mew dramatically attempts wisdom and being wizened, sounds like a dying cat.

Third, the graphics. They’re not terrible, really. Not by PS2 standards at least. They’re just…so odd. Soft lighting, with thick brown outlines for everything, and no one seems to have noses. Think Dark Cloud 2 and every Impressionistic painting created. It’s like a re-imagined cel shading technique that, while colorful, really could’ve been a lot more. It seems most of the money was spent on the fully animated intro, which is ham-fisted and replete with words like legendary and power and fate.

The Overall Vibe
I will not lie. I got this game for $4.99, and when you pay that price expectations cannot be too high. Still, I was looking for something a little deeper, a little more fun and punny like Brave Fencer Musashi. The game’s not terribly tough or deep, and beating it allows one to start a new campaign+, which means nothing to me. I have no idea why someone would need to go through this more than once unless they really missed collecting digital playing cards of enemies and such. I won’t be going back.

4 out 10