Tag Archives: grinding

Drowning in random drops in Crimson Shroud’s Gerseym Waterway

crimson shroud waterway random drop gd bs

I have a problem. Well, more specifically, my Nintendo 3DS has a problem. See, there are updates to both Pokémon Shuffle and Nintendo Badge Arcade that I desperately want to install, but I can’t download them. I also have a code for Retro City Rampage: DX thanks to the latest Humble Friends of Nintendo Bundle that I can’t do anything with yet. Why? Well, of course, after many years of downloading things like games, DLC, themes, and StreetPass data, the system’s memory is just about full.

Upon reviewing everything that is installed, I noticed that Crimson Shroud is extremely large, coming in at 1,965 blocks. Yowza-bo-bowza. However, me being me, I can’t simply just delete this outright, and so I’ve gone back in to this magical land of figurines and digital dice, to figure out how to progress in hopes that I can complete the game and then feel justified in removing from my handheld. I did this with Attack of the Friday Monsters! A Tokyo Tale, though there is a part of me that wants to revisit that game relatively soon down the road, especially with summer creeping on in.

See, last I played Crimson Shroud, which I sheepishly admit was back in January 2013, I had just defeated the Zombie Minotaur boss and was looking forward to exploring the area more. Unfortunately, to progress forward, you have to work through one of the most obscure puzzles I’ve come across in all my years gaming. Which is over twenty-five. Anyways, after dealing with the Zombie Minotaur, our trio of adventuring table-top figurines–Giauque, Lippi, and Frea–make their way to the Gerseym Waterway. There, you need to recall something Frea previously said:

“If you’re going to continue to search this way, you’ll need something to dispel the darkness–a gift. Anything with a gift like that would be an enemy to any mage. More of a curse than a gift, really.”

Right. Evidently, from that, you’re suppose to know that in order to move forward and not perpetually explore the limited number of spaces over and over and over again you need to obtain a single item called Obsidian Daphne. However, you won’t find this in a treasure chest or somewhere on the map. It needs to drop from a battle encounter, one specifically involving a Skeleton Mage. Your best bet for finding Skeleton Mages to battle against them in the Gerseym Waterway, but it’s not as simple as just getting into a battle, taking them down, and walking away with their sweet, puzzle-solving loot, and this is probably why I eventually put Crimson Shroud down despite loving rolling digital dice to regain MP.

Okay, every time you move away from and back to the space for the Gerseym Waterway, you get some muddled text and the chance to fight some monsters. A choice, really. Here’s the rub. There are four types of encounters you can…well, encounter. Not all of them contain Skeleton Mages as enemies, and the only way to know is to first take out an enemy and see what it gets replaced by. I think there’s a higher chance of a Skeleton Mage showing up if you destroy the Skeleton Archers first, but that’s just me guessing. Regardless, if you get the wrong encounter, you’re out of luck, but must still finish the fight, which takes several minutes as the enemies have a lot of HP and do not go down swiftly. Then you have to rinse and repeat your actions from before and pray to the skies above that you walked into the correct encounter. Remember, each of the four types of encounters have the same initial set of forces, so it’s all a crap-shoot from the get-go. For me, this took about an hour to do, and I almost missed grabbing the Obsidian Daphne at the end from the list of available loot. Eek.

Alas, that’s all the progress I’ve made so far in Crimson Shroud. Granted, it’s big, and hopefully there isn’t another section just like it up ahead, but I found the whole thing unnecessarily frustrating. I’m only on chapter two and already looking up online walkthroughs. Also, I’m beginning to remember another major issue I had with Crimson Shroud, and that comes down to screen real estate. With three party members and upwards of four enemies on the top screen, plus other information, it can be a bit hard to see what is even going on. I’m all about portable RPGs, but this one might make the case for being on one of those fancier Nintendo 3DS systems with the larger screens.

Oh, and once you find the Obsidian Daphne, it is used up immediately to further the story along. I didn’t even get a chance to hug and kiss it–after all that.

Grabbing all of The Division’s collectibles so you don’t have to

gd post the division all collectibles and jackets

Maybe this says a lot about my personality or how I’m wired, but I can’t not collect things in a videogame if there are things there to be collected. Especially if all you have to do is run around a map and pick up said objects with minimal obstacles in the way, and that is most definitely what you can do in Tom Clancy’s The Division. There’s even a great perk that unlocks all the collectibles as icons on the map once you finish all the missions in one area, which I purchased as soon as humanly possible. The feeling of euphoria is strong both when the map updates with a dozen icons to pick up and after I grab them all for my greedy, self-serving purposes.

There are a disgusting number of collectibles in The Division. A total 293 items to be exact. Here, allow me to break them down for you…

  • 24 Survival Guide
  • 130 Phone Recording
  • 40 Incident Reports
  • 16 Crashed Drones
  • 20 Missing Agents
  • 63 ECHOs

Last night, I finished getting them all. One after the other after another, and this is after a couple weeks of plugging away at this task while friends in my gaming group were killing rogue agents in the Dark Zone or bashing their heads against walls in the ultra-difficult “Falcon Lost” Incursion mission, which, they quickly gave up on after learning that Ubisoft is not giving out mission rewards for it due to people glitching their way to victory. Hmm. See, once I begin collecting collectibles, I can’t stop until I have them all. Especially if there’s a bonus reward to boot, such as an Achievement and special piece of cosmetic gear.

Without any further delay, here’s my level 30 character (level 37 in the Dark Zone, pfftt) wearing all the different jackets awarded for finding sets of collectibles spread across New York City’s disease-ridden map:

Meadow Jacket, for finding 24 Survival Guides

Meadow Jacket, for finding 24 Survival Guides

Highland Jacket, for finding 40 Incident Reports

Highland Jacket, for finding 40 Incident Reports

Sierra Jacket, for finding 20 Missing Agents

Sierra Jacket, for finding 20 Missing Agents

Rose Jacket, for finding 63 ECHOs

Rose Jacket, for finding 63 ECHOs

Frost Jacket, for finding 16 Crashed Drones

Frost Jacket, for finding 16 Crashed Drones

Shoreline Jacket, for finding 130 Phone Recordings

Shoreline Jacket, for finding 130 Phone Recordings

Look, the majority of the clothing options in The Division are drab and nearly identical. I try to make my outfit as bright and stylish as possible, and it’s quite challenging. So it is a great disappointment that three of these reward jackets–Shoreline, Highland, and Meadow–look almost exactly the same. Ubisoft has some gall to ask the player to collect 130 cell phone recordings, many of which are uninteresting, throwaway bits of story and banter, and then give them a jacket that is barely indistinguishable from the one you get for collecting a fraction of those collectibles in a different set. I personally think my character looks best in the Rose Jacket and don’t plan to change out of it unless something else nicer appears in future downloadable content.

That all said, I really can’t recommend anyone going out of their way to get all the collectibles in The Division. If one of these jackets strikes your fancy, then sure, focus on it and grab just those items to unlock it. I’m sure many of the other players out there, like me, beat all the story missions and hit the level cap before beginning to tackle these checklists, so it’s not like the XP you gain for getting them even does anything. The collectibles are definitely not scattered along the main roads/areas, meaning it is unlikely you came across many as you fast-traveled from your Base of Operations to whatever mission you wanted to do next.

I suspect I’ll not be dipping into The Division as much going forward, having completed a big part of it now besides Dark Zone stuff, raising my gear score (I think it’s around 178?), and missions on crazy hard difficulties wherein I die a whole bunch. Which is weird, because I worked so hard to get a fancy new jacket, and I have no future desire to wear it out in the world, to strut my stuff. Perhaps I’m ashamed of what I did, of the ridiculous lengths I went to. But I had to know, and now you know–choose wisely.

2016 Game Review Haiku, #25 – Tom Clancy’s The Division

2016 gd games completed tom clancy the division

New York very sick
You have been activated
To shoot bad humans

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Jerky McJerk complains his way to be everyone’s nemesis

gd sims freeplay jerky mcjerk nemesis of the state

I may or may not be nearing the end of my time with The Sims FreePlay, which I only really picked up again in September 2015 after not touching it for a good long while. I say may because I just popped the last, in my mind, feasible Achievement, which involved a lot of grinding and a solid time investment, and I say may not because, even though the remaining Achievements seem unattainable, there’s a part of me that wants to keep trying. In terms of goals, there’s really not much left for me to focus on, to grasp at achieving, and because this is a free-to-play game, restrictions abound when it comes to things like decorating your house, adding more Sims, and so on. I’d rather go play The Sims on a console or PC to get the full experience…or a fuller one via cheat codes.

First, take a look at this shiny thing, which required a lot of complaining on one man’s part, bless his terribly rude soul:

nemesis of the state achievement
Nemesis of the State: Have 1 Sim be nemeses with 16 Sims. (15G)

This took awhile. I’ve been actively working towards this goal for the last few months, and even created a specific Sim called Jerky McJerk to fill this role. That way it would be easy to track, especially once my Sims count reached over twenty, with only one Sim that everyone hated as a community. I made sure to dress Jerky McJerk in the pinkest suits ever seen to ensure I didn’t forget this man’s job in being rude and obnoxious to everyone he crossed paths with, except for toddlers and babies, as they are unaffected by impoliteness. Don’t know if that’s a hard fact or not, but I’ll believe it for now.

It’s a grindy goal, one that I often did while watching Giant Bomb or a TV show during my lunch break. Basically, I’d scan my list of villagers, see who wasn’t a nemesis with Jerky McJerk yet, send him over, and hit the “complain” interaction with them–for five minutes total, requiring about 30 interactions in the end. All without having my Windows phone’s screen time out. This resulted in me occasionally tapping the screen and checking it every few seconds to make sure all was going well. Rinse and repeat until Jerky McJerk is the bane of sixteen Sims total.

The problem was that, more or less, I had Jerky McJerk make enemies with about eight or nine people rather fast, but after them, I had to wait until more Sims were added to my town. Sometimes this didn’t happen right away because I’d rather spend my hard-earned Simoleons on buying new buildings pertinent to ongoing quests, like the stables or swimming center. It was only recently that I realized I had a decent amount of Lifestyle Points–that’s the orange currency in the pic above–somewhere around 80 or so since I never spent them. You can use these to buy new houses for rather cheap. Still, once you buy a house, you have to wait upwards of 36 hours for it to be “built,” which is why this process took so long. Good thing I’m Mr. Patience Man.

So, here’s what is left for me to accomplish in The Sims FreePlay: have my town be worth 12,000,000 simoleons, have it be worth 30,000,000 simoleons, and complete 1,000 goals. Sadly, after playing the game nearly daily for nearly five months, my town is only worth about 3,500,000 simoleons. That’s kind of harsh. I’ve not spent a single real dime, and I have to imagine that if I did plop down some digital cash my town’s worth be much higher. The “quickest” way to raise your town is to buy buildings and houses, both of which are costly and take time to complete after purchasing. Then you have to go through the long process of sending your Sims off to work every day to earn enough money to buy the next building or house, both of which go up in price the more you build. I’m not prophetic, but I think I can see the future, and it’s looking like a slow burn.

Evidently, there’s an exploit to help you boost your town’s worth by 30,000 simoleons, but it too is grindy and requires dedication. Not sure if it is even ultimately worth going after in such a manner. I’d rather hit these mile markers traditionally, and if I’m looking to complete 1,000 goals then surely it’ll happen along the way. The way could be years down the road. Also, one problem: I have no idea how many goals I’ve completed so far. Sure, sure–it’s feels like I’ve done a thousand and then some, but since there’s no stat tracking in-game, it’s impossible to tell, and I’m not about to start counting now.

I suspect I’ll keep tapping away at The Sims FreePlay for a bit more, just to see if I get any closer in a quicker fashion, but a part of me already feels ready to call this adventure dead and done. Which is strange, because I probably won’t uninstall the game right away, which means this cast of characters that I would play omnipotent being to and command they do my bidding will simply sit ignored on my phone, bereaved, with no chance of progressing. Huh, it’s kind of like when I’d play The Sims back on the PC, put a fellow in a row by himself, wait until he had to use the bathroom really bad, and then remove all the doors. Yup, I was that player.

Final Fantasy IX’s Earth Guardian says slow down

ff9 Earth Guardian gd progress halt

Here’s some unsolicited advice: if you’re going to boast and hold high your mighty conquests, the very least you can do is acknowledge when you fail. You don’t need to linger on it and live your life around such defeats with a gray rain cloud hanging overhead, but coming to terms with where things went wrong will, in time, help you come to terms. That said, despite giving it a good-not-great effort, I did not complete Final Fantasy IX in 2015, which was a goal of mine after, yup, failing to not complete it the year prior. As well as the year prior to the year prior. Grr.

Look, I’m still on disc three. The last time I wrote about Final Fantasy IX, I was dealing with the consequences of sending an all-magic team to a place where no magic could be used. Since then, I’ve hit a wall, and I was hoping it wouldn’t happen, but seeing as the same thing happened to my party of heroes and heroines in Final Fantasy VIII way back in the day…I should have expected it. They always do this. Basically, to better search for the Elemental Shrines, which I believe will offer further clues on Kuja and how to take him down to the ground, your group is divided up into small parties of two: Dagger and Eiko, Freya and Amarant, Steiner and Vivi, and Zidane and Quina. Yes, Quina–that strange foodporn fanatic who battles with forks and surprise surprise I’ve barely used in my 40+ hours chipping away at Final Fantasy IX. Your party will be investigating–and battling–each shrine’s boss simultaneously, but you are only actually involved in the fight against the Earth Guardian using Zidane and Quina. Grr.

Going into this boss battle with only a party of two is scary enough to begin with, but things become dire when you realize that Zidane is around level 43 and Quina is far behind at level 28. That means Quina dies in one hit from the boss, which results in burning a turn with Zidane to revive him only to have Quina die right away from another hit. Basically, it’s not doable. You need two strong party members that can at least take a few hits before having to heal up one another–otherwise, you might as well as be swinging a sword against the base of a tall building that hits back. I have to wonder if I’d be at all successful if the other duos actually asked you to command their actions in their respective Elemental Shrine fights; certainly Steiner and Vivi are a deadly combination not to be messed with.

Unfortunately, I already saved the game on my one save slot right before entering the Earth Guardian’s shrine, with some 34 hours logged in total. Thankfully, you can retreat and either get back on the airship or wander around the area, but even grinding random battles with a party of two is a slower affair because you can’t dish out as much damage each turn, which means every fight takes longer than with a strong party of four. Alas, this is my only solution–Quina needs to be a much higher level to survive this fight and help Zidane deal out the big damage.

Knowing this fact is keeping me at bay because, at this stage of Final Fantasy IX, grinding is not as enjoyable as it was when I was permanently learning abilities for multiple characters. There are no more Active Time Events to witness either until I hit the next series of story beats. I am stuck in this one spot, with the only way out being burning several hours and items/MP-restoring items on fighting monster after monster after monster in hopes of getting one character to a decent starting place. So far, I’ve gotten Quina up to LV 36 now and taught him/her/it permanently Auto-Float and Auto-Haste, which is still not good enough. Grr.

Trust me, I’m not giving up. Final Fantasy IX‘s credits will roll, eventually. Strangely, in 2016, it’s also coming to PC and phones, but that’s not where I want to see this adventure end. Ideally, it would’ve ended where it started, on the bedroom floor of the house I grew up in, some 15 years back, on an original PlayStation 1, which featured a PSM smiley face sticker on its tray lid. At least I’m still using my PSM sticker-adorned memory card to save my slowly increasing progress. I’ll let you know when I’ve crossed this hump.

Never want to go back to Final Fantasy IX’s Oeilvert

ff9 oeilvert maxresdefault 2

Last time I wrote about Final Fantasy IX, I expressed my concern over the fact that I just couldn’t help myself wasting hours and hours on grinding for permanent abilities for all potential party members. The siren’s call to fight Zemzelett over and over simply so both Garnet and Eiko had all potential summons at their disposal was too hard to resit. Well, all I can say is that, despite wanting to do more ability grinding, I moved the plot forward after my summoners stocked up on epic, screen-defying magical beings from beyond. I mean, it’s scary–2015 is nearly over, and I simply cannot let another year go by where I don’t see this adventure through.

Unfortunately, I was watching Giant Bomb‘s Drew and Alexis Extra Life 2015 stream–for the kids!–while playing, and missed an important piece of dialogue before selecting which party of members I wanted to bring to Oeilvert. Other than the name of a place that is deviously tough to spell, it’s also home to some mystical maguffin called the Gulug Stone that Kuja wants, but is afraid to gather for himself. So he kidnaps Zidane and his friends, and in order to save some of them from dropping to their death, tasks Zidane and three other people with traveling there and obtaining the thingy for him. The important part of dialogue I missed though was that Oeilvert is a no magic zone; naturally, because I missed this, I brought Vivi, Eiko, and Garnet with me, all three of which are heavy on magic casting and not so much on hitting enemies with sticks. This made Oeilvert much harder than it needed to be, but by then I had already committed to the task, plus saved my progress.

After you complete Oeilvert, you switch back over to Cid, now a frog instead of a oglop, as he helps free the other party members. How? Through a time-based stealth puzzle section where you have to also place certain weights on scales…naturally. It’s goofy and tricky, and I’m not going to hide the fact that I looked up a solution to the weights puzzle as I was running low on time and worried about losing a good chunk of progress. It’s certainly not the best part of Final Fantasy IX, that’s for sure. With everyone else freed, you get to search the Desert Palace, light candles, and fight monsters. However, now my party was made up of Freya, Steiner, Quina, and Amarant, none of which I look to for magic stuff.

See, in this area, you fight Grimlocks, which have different strengths and weaknesses based on what colored head is on the top. The red head deals out high physical damage dealer, but has a low defense to magic. On the flip, the blue head casts status-inducing spells and has low physical defense. Basically, it boils down to this–when the red head is on top, cast magic, and when the blue is on top, attack with weapons. Basically, I had to constantly wait for these beasts to don their blue heads and then attack with everyone, though Quina did have a water spell in his/her/its inventory. This made these fights extra long, and when you get into a random encounter every few steps, it can begin to feel a bit maddening.

Somehow, I got through it all and am now on my way to the Last Continent. It might not have been the clearest cut path–and that’s my fault for not selecting better balanced parties–but I’m right behind Kuja and his army of questioning black mages as they cross through Esto Gaza. Progress, people. Progress.

Look, I don’t know how Final Fantasy IX concludes, nor do I want to just yet, so please refrain from spoilers in the comments section. Somehow, I’ve remained blissfully ignorant when it comes to plot details for the end of this story, as well as Final Fantasy VIII, but I really do feel like we’re dragging our feet now. The conclusion to disc two felt more like a finale than anything else, but I guess then that would be too short for a JRPG from the mammoth Squaresoft. I’m not as invested in Kuja as a villain as I was with Garnet’s mother, and so I am simply following after the effeminate man because the game is telling me to. Also, I hope I get an airship like soon.

100%-ing LEGO Marvel Super Heroes nearly broke me

lego marvel superheroes 100 percent grind

Naturally, I saved all the elements I hated the most for last when working towards hitting the 100% completion mark in LEGO Marvel Super Heroes. Like races, of all variety. Like replaying every story level a second time to find the last few collectibles. That’s it, really. Those are the two mission types I disliked the most, as the fetch quests and bonus levels kept things lively, and so long as you have a character that can fly–my go-to was always Galactus or Ms. Marvel–then you can zip around the hub world and start checking off tasks…somewhat quickly. Getting there is no big problem, but one still has to factor in solving the puzzle to unlock the gold brick, vehicle, or character.

Races in the sense of a competition between runners, horses, vehicles, boats, etc. to see which is the fastest in covering a set course are just the worst when it comes to open-world videogames. I avoid them at all costs. I think I did the obligatory one in Grand Theft Auto V and never went back. There are a few types in LEGO Marvel Super Heroes: in air, in vehicles, or on foot. None of them are fun. One mistake generally costs you the entire race, forcing you to go back to the mission giver and try again, which is sometimes not an easy process. The flying ones are a real hassle as the controls for zipping through the sky like some cool person are clunky and, nine times out of ten, work against you. Here’s a real kicker though: Maria Hill challenges the player to a go-kart race on the S.H.I.E.L.D. Helicarrier, but it’s on a digitalized, floating track in the sky, and if she wins, the track disappears, and you fall all the way down to the city below. Want to try again? You have to either fly back to the Helicarrier or use a warp station.

Let’s talk a bit about Stan Lee. You know, the iconic American comic book writer, editor, publisher, media producer, television host, and actor who loves making cameos whenever it comes to all things Marvel. He’s a collectible in LEGO Marvel Super Heroes, and there’s fifty in total to rescue. One Stan Lee in Peril is found in all the story levels and bonus levels, with the rest, a good twenty or twenty-five out in the hub world somewhere. Thankfully, an icon appears on the map to let you know where he is, but you can naturally only rescue one at a time. He’s not Multiple Man, mind you.

Anyways, after rescuing a bunch of Stan Lees in the hub world, I noticed there was no new icon showing up, which lead me to both recheck the map several times, but also assume that any new Stan Lee rescue missions were locked until I did something else. Or hit a set percent completion. As it turns out, that was not true; instead, there was a Stan Lee icon on the map the whole time, just hidden underneath another icon, one for a story mission that I had already completed. I only saw it visible when glancing at the mini map; you can’t see it through viewing the large map. In short, I could have been collecting Stan Lee the entire time, but didn’t because the developers thought it was a good idea to hide the icon on a map they clearly knew gamers were going to use as a means to set waypoints and track down things. In shorter, screw Stan “The King of Cameos” Lee.

Lastly, even after hitting 100% completion and enjoying the warm fuzzies of seeing all those collectibles collected, I still wasn’t done with LEGO Marvel Super Heroes. See, I began playing the game co-op with my girlfriend, and evidently the Falling…with Style Achievement for successfully sky-diving off the S.H.I.E.L.D. Helicarrier is glitched if you try to do it first in co-op. The only way for me to pop it was to start a new game and never bring in another player. More frustratingly, you don’t get access to the S.H.I.E.L.D. Helicarrier until after the first story level is completed. Imagine me, drained from grinding my heart out on LEGO Marvel Super Heroes, having to play a story level for a third time simply to be fully done with this mutation. Also, you can’t skip cutscenes the first go around. I grumbled through it, jumped off the Helicarrier, saw the Achievement pop, and felt an invisible weight lift off my shoulders.

At one point during my seemingly impossible climb to 100% completion, Deadpool mocked me for even trying. Made fun of me going after all these collectibles or doing another vehicle race simply to check it off an imaginary to-do list. I get that that’s Deadpool’s thing, breaking the fourth wall and whatnot…but when the videogame you are attempting to master is leaning back and laughing at you, one has to wonder. Super heroes are often defined by their sacrifices. I feel like LEGO Marvel Super Heroes is one of my greatest.

Turn LEGO Marvel’s post-game grind into power

gd lego marvel super heroes final grind

When I beat LEGO Marvel Super Heroes over the weekend–and by beat I mean finished all the mainline story levels and watched the credits roll–I was around the 17% completion ratio. Yowza. I’ve since then been plugging away at all the miscellaneous tasks in the hub world, finding new side levels to unlock, as well as replayed a level or two to get all its minikits or save that Stan Lee in peril I missed on the first attempt. I’m now around the 34% completion ratio–double yowza–and that’s after several hours of doing my thing. Yeah, these LEGO games are becoming more bloated with each new release.

Let me list everything out that I need to complete for LEGO Marvel Super Heroes in terms of collectibles to convince myself that I’m not a crazy fella:

  • 150 Minikits
  • 50 Stan Lee in Peril
  • 11 Deadpool Red Bricks
  • 250 Gold Bricks
  • 156 Character Tokens
  • 40 Vehicle Tokens
  • 11 Hub Missions

Triple yowza. Yeah, this, as far as I can tell, is the largest LEGO game to date. If you’ll recall, I really struggled with hitting the 100% mark in LEGO Lord of the Rings, and I only just topped off LEGO Pirates of the Caribbean recently after keeping my distance for four whole years. At times, it can feel overwhelming or simply frustrating, as finding where the collectible is and gathering it are often two very different things. Here, it requires constantly finding the right character to use and then switching to another and then maybe even to a third. Also, I ran into a problem before completing all the story levels where, if you had Spider-Man or the Hulk in play and tried to hold the “change character” button, instead, they would perform a transformation animation. Which meant the only way to change characters then was to find a blue machine via the map; thankfully, this doesn’t seem to happen anymore now that I’ve kicked Galactus’ butt.

Replaying the story levels in Free Play mode continues to feel like the developers are stretching the content a little thin, especially when the only goal of going back is to get a few items previously locked off. Now that hub worlds are a bigger focus for these LEGO games, all collectibles should be kept there so that you only need to experience the story levels once. It’s not like the critical path changes because you bring in Absorbing Man or The Blob instead of the traditional heroes. Look, when I’m president, whether of this country or the Republic of Videogames, I’ll make this happen–I swear it.

All that said, I can’t stay away from these games. They are silly and fun and not terribly punishing in the moment-to-moment action sequences, though I did look up a cryptic puzzle solution or two. You can sort of pick back up where you left off and, so long as you’re gathering studs and got some multipliers on, you are making progress. Slow, but steady. Plus, while I don’t know every single character making an appearance here, I do have a deep fondness for all things X-Men, which means I’m constantly using Cyclops to destroy gold statues, Jean Grey to mind-control innocents, and Wolverine to dig up junk. Characters that fly or hover a foot off the ground can be tricky to use, especially since some like to speed up in the air on their own or never want to touch terra firma ever again.

Even now, as I’m grumbling about trying to finish off my current LEGO logjam endeavor, I’m still thinking about getting LEGO Jurassic World for the home console, as the 3DS version really did not do it for me. Plus, though I only saw the first of the three Hobbit films–talk about bloated, Peter Jackson–and didn’t much care for it, there’s also LEGO The Hobbit to consider. Let me look up what other ones I’ve missed out on in the last few years: there’s two other LEGO Batmans, The LEGO Movie Videogame, and a couple from the Star Wars universe that I’m not really foaming at the mouth for. Toss in the inevitable LEGO Ghostbusters for good measure. Yeah, I should have enough block-building, stud-collecting grinding for years to come. Join me.

Exploration is the name of The Legend of Legacy’s game

gd impressions legend-of-legacy-3

Yesterday, during my lunch break, I did two things: one, I picked up a copy of The Legend of Legacy, which is a new JRPG from Atlus, and two, I put down some cash money on a pre-order of the forthcoming Xbox One bundle for Fallout 4. Now, of those two, one is certainly more exciting than the other, but I’ll talk about my decision to go with an Xbox One as my entryway into the current generation of videogaming at a later date. For now, it’s all about mapping and grinding, sometimes simultaneously.

Some of you might remember a wee unassuming game back on the PlayStation 1 called SaGa Frontier. In fact, I used to own a copy. Anyways, despite not sharing the franchise name or even having a unique, catchy title of its own, The Legend of Legacy is a spiritual successor from Furyu, in conjunction with former staff members for Square Enix and Level-5. Namely illustrator Tomomi Kobayashi and designer Kyoji Koizumi of the SaGa series, Masato Kato, writer of Chrono Trigger and Chrono Cross, Masashi Hamauzu, Final Fantasy XIII‘s composer, as well as ex-Level-5 staffer Masataka Matsuura as its director. Yup, it’s got quite a pedigree of creatives behind the wheel.

I’m going to hit you with a truth bomb right from the start: I don’t know the plot. I might not ever know the plot. It’s seemingly going to be told through poetry and over-dramatic descriptions of things done in the ancient past. At the start of The Legend of Legacy, you get to pick one of seven characters to play as, and I went with the default swordsman Meurs, though there are a bunch of other traditional tropes like the girl with amnesia or the ambitious, smarmy treasure hunter. After that, stuff happens, and the fellow who first discovered the island of Avalon and now goes by the uninteresting title of King of Adventurers has sent you and two others off to discover…um, I have no idea. There’s a rock that sang to my party of heroes, and then I filled in a map of a forest. Yeah.

The Legend of Legacy‘s combat is turn-based, which means it has to have more to it than just that to stand out in the crowd. Bravely Default allowed you to either burn later turns or store them up for extra actions at the risk of not being able to do anything later on if you didn’t kill the monsters right away. Paper Mario: Sticker Star requires precise button presses to deal extra damage or survive a bit longer. Some games can get by on simple turn-based combat, but not all. Anyways, The Legend of Legacy takes its leveling system from the classic SaGa games of old, which means characters don’t gain levels per se, but rather parameters and abilities based on how they acted in a fight. Ideally, this means that your sword skill levels up the more you attack with it, you gain more HP by taking damage more often, and so on, though it can feel random as it dishes out these upgrades. One nice touch is that your party is automatically fully healed after each fight.

I will say, while I abhorred filling in maps for the DS remake of Final Fantasy IV, it seems kind of fun here. Heck, I suspect that if one is fast enough they could fill in the maps quickly while still avoiding on-screen enemies in pursuit. I’ve not done this yet, but once you complete a map and all its sub-areas, you can return to town and sell it for big money, which is st in The Legend of Legacy. I know not what st stands for–stitches, perhaps–but it is an acceptable currency, and that’s enough for me.

Visually, The Legend of Legacy is pretty. It has a pop-up storybook element to its dungeons, with trees and rocks and strange, singing structures lifting up from the ground as you get closer, filling in the world around you. Not quite to the snuff of Bastion, but the idea is the same. Back in town, the game uses that zoomed out trick from Bravely Default, pulling the camera in closer as you move around and explore the inn, shops, and local inhabitants. The character designs are neat, and I almost selected the strange frog warrior because, c’mon, it’s a frog warrior, but decided to go with Meurs, which the game defaults to. Either way, I managed to recruit the frog warrior to my team in town later on, so I guess it doesn’t ultimately matter who you start with if they all team up in the end.

I’ve only put an hour and a half into The Legend of Legacy, and I’m seeing a lot of reviews call it a slow grindfest with no incentives, which is worrying, but we’ll see how things progress from here. As one knows, I’m okay with a game heavy on grinding, though I do like to be constantly working towards something in the end. If it’s just more singing rocks, then this legacy might not last very long.

Final Fantasy IX’s middle ground really drags

final fantasy 9 disc 3 slow start

I am freaking out. Not in a way that anyone would know by looking at me, but on the inside, and the inside of my insides, I am freaking out. It’s October 2015, and I’ve still not completed Final Fantasy IX, a game I set out to take down in 2013 and then, upon failing that, put in the crosshairs once more for this stretch of three hundred and sixty-five days. I could present y’all with a list of excuses, of things that got in the way and stole my limited attention span away, but it doesn’t matter. I’m in charge of this ship, and I have two months and change left to see Final Fantasy IX‘s credits roll, as well as every Active Time Event unfold.

Unfortunately, after an epic finish to Final Fantasy IX‘s second disc, which saw the ragtag group of adventurers battling the Soulcage at the Iifa Tree and then witnessing the power of Bahamut, the start to the third disc really drags. It’s got a ton of great stuff in it, but it’s all turtle-pace storytelling and character development, for nearly every character, and there’s little freedom put in the player’s hands, which means a lot of reading, watching, and doing as whoever is in charge currently says.

There’s some playful–and Broadway play-like–silliness involving a found love letter, wherein everyone who comes across it misinterprets its meaning. Next, you travel to Treno to participate in a card tournament; since I’m terrible at Tetra Master, I found myself nervously saving a lot and reloading when I’d lose a rare card to an opponent. After that, there’s the fall of Alexandria, and one could get through this seeing little action, but I did at least discover a bookshelf and hidden Tantarian in it, which awards everyone with lots of AP upon defeat; it’s a tough, long-winded battle, but worth it in the end. Lastly, there’s some action and cutscenes and rebuilding of Alexandria, with the plot pushing forward to have everyone go after Kuja with a smoldering passion, but not before trying to restore Regent Cid to human form. Spoilers: it doesn’t work.

After all that, I’m back to actively controlling my party–all members, too, even Quina–and exploring the world of Final Fantasy IX. Plot-wise, we’re off to the Black Mage Village. However, I can’t head directly there just yet. I mean, technically, yes, I totally can, now that I’m riding the ocean in style on the Blue Narciss, but my brain won’t let me. See, there’s abilities to be earned for all these party members by equipping all sorts of gear, and that means a whole lot of easy, but mindless grinding to do. I can’t not do it, I’m sorry. I need for every party member to have as many options as possible when it comes to abilities and spells to cast. Sometimes this means equipping weaker armor or weapons just to permanently learn these things. I’m sure there’s a saying that relates wells here, like to go forward, one must tumble backwards for a bit.

I think what I need to do is put aside Super Mario Maker, Fantasy Life, and Pokémon Shuffle as my late night, pre-bed gaming fix this week and focus squarely–pun intended–on getting my team up to snuff so that they can move and do actual story stuff. I care about these people and what trouble concerns their land, but I also care about earning enough AP for Steiner to learn Level Up so he can constantly level up faster, as well as Dagger to get every summon locked under her belt. You never know when you’ll need to cast that Odin or Ifrit, but you’ll be glad you can when the moment arises.

Final Fantasy IX‘s credits or bust.