Tag Archives: grinding

Thou hast done not well in playing Dragon Quest

dq gd capture

Listening to the latest Retronauts podcast, which is all about the Dragon Quest series of RPGs, I realized that my time with the franchise is actually quite limited. I’ve only played two games from the main numbered entries, specifically Dragon Quest VIII: Journey of the Cursed King and Dragon Quest IX: Sentinels of the Starry Skies, but I put a gargantuan-size of hours into each respective adventure. As you can see, I came to this Japanese roleplaying series rather late, missing out on all things Dragon Quest numbered one through seven. Anyways, I figured I needed to brush up on some history and give the original NES game a chance, to see where this all started.

Let me drop Dragon Quest‘s storyline on y’all: in the olden times, Erdrick fought demons with a mystical Ball of Light. However, the Dragonlord has recently hidden this Ball of Light, kidnapped Princess Gwaelin, destroyed the town of Hawkness, and taken over the city of Alefgard. Quite a multi-tasker. The Dragon Warrior hero is tasked with two quests: rescue Princess Gwaelin and then track down the legendary weapons and armor powerful enough to defeat this Dragonlord. Pretty simple stuff, the sort of straightforward world-saving epicness that would come to define the JRPG genre for years thereafter. Dragon Quest was also the first to combine turn-based combat, random encounters, and dynamic character leveling–all pretty groundbreaking mechanics that I certainly take for granted today.

First, you play as a descendant of Erdrick, but you can rename your character, which I immediately did to Pauly. However, the stats screen menu only has room for four characters, which brought me back down to reality as Paul. No big deal. The game wastes no time giving the hero some gold and a key and sending him out into the dangerous, monster-laden world…so long as you figure out that, to use the staircase leading out of the castle room, you must select “stairs” from the set of menu options. Yup, it’s that kind of game. Once you are out, you can speak with people for clues, search every tile possible for secrets, or start battling monsters for gold and experience points. Battles are turn-based, and your options are fight, spell, item, or run. There’s no guarantee your hit will land on the enemy, and the same can be said for their attacks, but slow-scrolling text explains everything happening in the fight.

I know that slimes are iconic to the Dragon Quest series, and now I see why–it’s all you fight for a good long while, grinding against them for money and power. They come in two variations so far: blue and red. The blue are easy to dispense of, but the red ones will cause the player grief early on, especially when you are struggling for that next level, but don’t have enough gold to stay at an inn to recover all your HP. I was hoping to see more of the classic monsters I’ve come to know, but only saw slimes and a single ghost.

I gave this about an hour. I grinded Pauly up to level 2–that sounds gross, but only out of context–which at least gave him a sporting chance against the tougher red slimes, but wandered too far away into ghost territory, where I got a massive beatdown in two turns. Thou art dead indeed, an archaic but simple message I read a few times during my short-lived spurt with Dragon Quest. Also, that first death really hurt my protagonist’s income, as dying in these games sees you losing a good chunk of your gold to be able to start again with everything else–items, experience points, etc.–still in place. I probably should’ve spent it on better armor and such before wandering out into the tall grass and mountain paths.

Perhaps I’ll tinker around some more with the original Dragon Quest, as it does seem like the sort of adventure where, so long as you keep climbing that mountain, you’ll eventually reach the top. All I need is for Pauly the warrior to be stronger than the monster in his path, and that simply requires patience and time and buying better gear. I could totally lose all the writing, however, as everybody speaks using words like thou and art and foretold. No thank you. Or perhaps I’ll dig back into Dragon Quest VIII, something I tried doing three years ago only to walk away from easily once more in favor of other stories. Also, don’t tell anyone, but I’m kind of into the idea of that Slimecraft game, especially now that I know it is set in the same war-torn land as this.

Cthulhu Saves the World with an old-school parody RPG

Cthulhu saves the world screen gd impressions

A copy of Cthulhu Saves the World and Breath of Death VII: The Beginning have sat untouched, uninstalled in a folder on my laptop’s desktop, for a good long while now. I mean, the former came out in July 2011, and I guess I ended up getting a copy of it through some bundle promotion that I can no longer recall, but all I did was download it, not ever sure when it would be a good time to kickstart an old-school RPG adventure. Turns out, any time is good, and so I’ve been tinkering away at this pixelated 2D journey through labyrinthine dungeons brimming with treasure chests, a limited number of random encounters, and the moodiest soundtrack, with hard swings from cult-like chamber songs to a peppy, relaxing tune when exploring a village.

Now, technically, the game’s name on the title screen is as follows: Cthulhu Saves the World: Super Hyper Enhanced Championship Edition Alpha Diamond DX Plus Alpha FES HD – Premium Enhanced Game of the Year Collector’s Edition (without Avatars!). Oh boy. Quite a mouthful. We’ll just stick with the abbreviated title to save precious space, plus I have no idea how one even goes about abbreviating such a thing.

So, what’s the deal in Cthulhu Saves the World? Why would the lord of insanity want to save the world? Well, truthfully, Cthulhu was all set to plunge the world into madness and destruction, but his powers were suddenly sealed away by a mysterious sorcerer. Alas, the only way for Cthulhu to break the curse is to become…a true hero. Sometimes to save something, you have to destroy it at the same time. Everyone loves a good anti-hero in these days of Breaking Bad‘s Walter White and just about everyone from Game of Thrones.

I’d like to tell you that, as a writer, I’ve long delved into the works and demented mindset of H.P. Lovecraft, but the truth is, I really only became aware of the material due to the Munchkin Cthulhu card game from Steve Jackson Games many years ago. Still, I understand it on a surface level, and the game here seems to only demand you understand that Cthulhu is a monster forced to take on a heroic quest. At least so far. I haven’t really come across other cosmic entities yet.

Cthulhu Saves the World is a throwback to traditional 16-bit RPGs of yesterday, like Phantasy Star and Final Fantasy. You wander around towns full of houses and shops, buy potions, armor, and new weapons, and then traverse across an overworld to your next destination. That said, the battle system is a bit more unique here than your standard turn-based form, and this is what makes both playing the game and grinding for higher levels enjoyable. To start, enemies become 10% stronger for every turn they live through, feeding off of Cthulhu’s madness. This means you want to kill them as quickly as possible, as you’ll also regain more magic points the sooner the battle ends.

Here’s one of my favorite elements of Cthulhu Saves the World: random encounters are limited. When you arrive at a new zone, you can pop over to your status menu and see how many random encounters you will have to endure before they just stop popping up altogether. Praise the Great Old One! This means you can only grind for so long, though you can also start a battle if you want via a menu command. It’s both a nice and strange feeling to wipe an area clear of random fights, which makes going back for missed treasure chests less of a pain. When you level up, you have the option to pick between multiple spells or upgrades, and I’m focusing so far on Cthulhu doing big damage and Umi handling healing and attacking all enemies at once with her Flood spell.

I’m not terribly far into Cthulhu Saves the World, somewhere in Chapter 2, with both characters in my party–Cthulhu and Umi–at level 10. Like I mentioned at the top of this post, it’s a game I’ve been tinkering with over the last few months, playing it in short spouts, but always making progress. Its humor and engaging turn-based battles make it a joy to play, and, as always with old-school RPGs, I’m eager to see the next town and purchase better gear. That’s how you know you are getting somewhere, when a shop has more expensive items.

Disney Magical World is now closed for sticker business

disney magical world 100 stickers complete

Last night, which I’ll dub Fantasy Life‘s Eve, I finally got the last 100th sticker in Disney Magical World, the one that asks you to acquire a bajillion different pairs of shoes. Yes, this sticker was more difficult to unlock than crafting a secret wand. Go figs. Anyways, there’s still plenty of items to find, recipes to make, parties to throw, crops to harvest, and so on, but I feel fine putting Disney Magical World aside now, accomplishing all the main tasks the game throws at you. I still have a lot to say about this game, though some of it I can’t speak about just yet, as it is still too raw to peel back and examine.

To be honest, I gave up on trying to dungeon grind for the rarer ingredients to make new kicks and turned to a less-than-traditional method to get three more stinky pairs of shoes for my avatar to wear. Evidently, if you use the Spotpass functionality, you can visit other players’ cafés, giving them a “Nice!” if you dig their design work. Giving out one nice earns you an entire new outfit, with shoes to boot (pun intended). Three nices gets you another outfit, and then, at last, five nices nets you a third. And so, instead of spending over an hour grinding away in dungeons for maybe even just the chance to get a Mystic Thread or rare gemstone, I simply visited a bunch of cafés and got what I needed in under ten minutes. Feel free to also hop over to my café, which is called The Drinkpad, and give me a nice as well.

There–I did it. Just popped the cartridge out of my Nintendo 3DS and returned it to its case on my shelf. Well, no, it’s actually in a shoebox on top of my dresser, but it sounds way more normal to say shelf despite me now revealing my strange organizational skills. Grrr. That said, I hesitated for a moment and considered at least putting the cartridge back in my travel case, but really…I could probably play this game off and on for a good long while, much to the dismay of other bereft 3DS/DS titles I’ve barely scraped the surface on, such as The Legend of Zelda: A Link Between Worlds, Professor Layton and the Azran Legacy, and Mario & Luigi: Bowser’s Inside Story. It’s better if Disney Magical World is out of sight.

And here’s some of my final stats (for now) for the myriad collectibles:

  • 69/148 outfits
  • 17/23 wands
  • 169/303 furniture
  • 82/126 food
  • 20/21 fish
  • 68/70 farming
  • 212/300 cards collected

Oh man, there are SO MANY outfits to create in this game, and I barely saw half of them. Boo to that. Dressing up is one of my favorite things to do in games, whether it is Grand Theft Auto V or Dragon Quest IX, just give me fun clothes to mix and match. I have no idea what single fish I missed pulling out of the pond, but one can only fish for so long, as the fishing minigame is perfunctory, not amazingly engaging. Lastly, those cards…mmm, probably my favorite collectible to gather in Disney Magical World. Some are concept art-style drawings of the expected cast members, but others are old-timey posters, like of Steamboat Willy and such. I don’t know. I could look at them for days.

Lastly, look at the insane amount of hours I’ve logged in this thing since getting it way back in April:

WP_20141024_001 copy

Clearly, I wouldn’t play a game I didn’t enjoy for such a length, even if it has its dry spell sections, where you are just waiting for crops to grow and people to eat in your café. Again, there’s more to this story than I’m ready to reveal, but this is the only game currently on the 3DS that even comes close to matching logged hours with Animal Crossing: New Leaf. I’m looking forward to discovering if Fantasy Life can overtake that coveted spot, but alas I probably won’t get to play until after Extra Life this weekend.

Disney Magical World is not goofing around

disney-magical-world 77 stickers

Disney Magical World is possibly one of the most deceptive videogames I’ve ever stumbled upon. At a quick glance, it seems like it is an uninspired stab at trying to steal from the popularity of Animal Crossing: New Leaf, but set within the Disney multiverse. Instead of a house and town to take care of, you manage a popular café and must keep the locals entertained with extravagant parties, as well as running errands. However, there’s more layers to peel back, and they are all built upon the idea of grinding, something I’m usually averse to, but Disney Magical World is always doling out some new goodie or three that will help you progress down one of your various paths. The grinding is far from terrible, and it’s had its hooks me in for a good while.

So far, I’ve noticed a few spots along the way where the game ramps up in difficulty. Getting to about 22-25 stickers is fairly easy, but after that you really have to plan what you plant in your farm, what ingredients you use and save for later, and what dungeon levels to replay in hopes of getting some rarer items you missed the first time through. I think I hit another slow roadblock around 38-40 stickers, and then once more around 68-70. Eventually, you have to just sacrifice your plans and focus on something else, like having Daisy help create pretty froufrou dresses and making Pauly wear them, as they did count towards your Ace Ensemble total. I’m close to finishing up the fishing goals. Seems like the biggest things for me to work on still are creating furniture and throwing parties so all the cool peeps show up–I’ve not seen a lick of Jack Skellington despite some Halloween-themed items showing up in the store.

Right now, I have 77 stickers out of what I assume is a capped 100 stickers. Getting that 77th sticker the other night allowed me to open up a chest, which evidently had the game’s credits in it–along with a “happy crown” to wear. Is this Nintendo’s way of saying the game is over? Not from where I’m standing. I still need to craft a better fishing rod, throw more parties, gain a bunch of funky hairdos, harvest special honey, and so on. I think I only need one more garnet bubble to appease the mighty Donald Duck, and that means another go down an Aladdin-themed dungeon or dive beneath the castle and see if luck is on my side. Either way, it’s probably 20 minutes I have to set aside, just for one single gem, so I can build a new rod to help me catch bigger fish and, I assume, better gems. That might sound maddening, and it probably is, but it’s also extremely satisfying completing these quests. There’s no cheesing it; you gotta make the effort.

Which leads me to the combat, the one aspect I suspect my sister Bitsy will hate when I show her the game this upcoming Christmas. The dungeons are not mindless walkthroughs, but the majority of them are easy to deal with, so long as you have a good outfit (provides health) and a strong wand (determines how much damage you do and how many special attacks you can cast). Strangely, whether it is a tough or easy fight, I find the combat rewarding. It’s all action like Dark Cloud 2, but you can’t lock on to enemies; instead, you can do a twirl to get out of the way and hit them from behind for more damage. Mix this in with timed fights and traps, and you actually have a lot to think about. There’s also something so evil and awesome about the red gems, which revive you if you run out of health, but are also used to open the big treasure chest at the end of each mission. This means that poorer players get poorer and fewer rewards, and skilled players truly reap the benefits of being on top of their game. Combat is a big part of gaining new alchemy items and such, so it is vital to be at least competent at it.

At the beginning of this post, I put out the idea that Disney Magical World is a wannabe Animal Crossing clone. Let me now officially squash that thought; it couldn’t be farther from it. Whereas everyone in your Animal Crossing town has a personality and goes about daily life on their own, the people of Castleton are soulless pods, existing only to give the player a card or quest. If they have neither, you can simply move past them like the New York homeless. Decorating your cafe boils down to putting everything with the same theme in it, which is not very creative, but leads to better bonuses and guests. Yes, you can decorate your bedroom above the cafe as you wish, but it pales in comparison to what you can do in Animal Crossing. The big focus is on dressing your avatar and completing random quests, though I’m also a huge fan of collecting cards from everyone. Some cards are basically old artwork from the golden era of Disney, while other pieces are the same ol’ you-know-whos in stock poses.

I’m really hoping to have 100 stickers unlocked by the time Fantasy Life comes out next month, as I know there is simply no way I can juggle this, that, Animal Crossing: New Leaf, and Tomodachi Life. If I’m being honest, those last two have gotten a whole lot less love from me these last few months–my bad. I don’t mean it; I’ve just got stickers on the brain. And gem birthstones. And Pixie Dust so I can complete Peter Pan-themed furniture. And…

Finished up everything in Saints Row: The Third

Saints Row the Third final blog post

Back in May 2012, y’know, two years ago, I polished off the last of the assassination targets in Saints Row: The Third as I pursued completing that game fully to 100%. And by fully, I mean doing everything there is to do in the main vanilla game–I never ended up buying any of the DLC due to less-than-stellar reviews–and that includes a bunch of small things that, more or less, equate to grinding. Thankfully, fun grinding. Here, let me list what I still had on my saintly to-do list:

  • Complete all 30 vehicle theft targets
  • Complete all 41 challenges
  • Start the game over and complete Act 1 in a different way

Well, I’m happy to report that I finally, y’know, two years later, finished off all of these goals. Now, truthfully, it did not take me two straight years to do this, as I ended up playing Saints Row: The Third again sporadically, but when I did get back into it, it was for a good while.

I first focused on the vehicle theft targets, squeezing one or two in during my lunch hour whenever I did get around to turning on the ol’ Xbox 360. These missions were made much easier thanks to being able to use your avatar’s cell phone to wipe either the cop alertness or the gang alertness after you steal the car. This makes driving it back to the chop shop a breeze as nobody is now chasing you and you can cruise to the location in style, blasting anything but talk radio. But it takes some decent amount of in-game time to respawn the two wipes, so I’d usually just goof around for a bit or go after another goal while waiting. Stealing the army vehicles was probably the toughest, as the helicopters would get shot down before I could make the call, thus me wasting the opportunity.

The 41 challenges…by the time Saints Row: The Third was over, I’d say I had almost half of them completed. Many, like grenade kills, cars destroyed, and hoods found get unlocked easily by just playing the game. Other challenges, like streaking and robbing stores, I didn’t even know you could do, but were easy enough to polish off once I got the hang of it. And then there were the ones that just required grinding, doing them over and over and over: hostages taken, gang members taunted, vehicle surfing time, EMUs destroyed, and survival missions. Thankfully, the game is just fun from top to bottom and, due to all upgrades purchased, it is nearly impossible for the main character to die, so you can just go ape-shit with grenades and rocket launchers. The only damper was having to wait five minutes for your cell phone to ring to start a new survival mission, especially knowing you had like fifteen more to do after it; I guess I shouldn’t have ignored it so much during the main campaign, but, like real life me, I’m hesitant to pick up a phone when I don’t recognize the caller.

Starting the game over and burning through the first main missions of Act 1 again takes around an hour or so, and it’s still a blast. I forgot how many big and goofy moments are there early on, like parachuting into the penthouse. I decided to play as a woman this time around, and I noticed a few lines of dialogue had changed to specifically reference this. Anyways, at the end of Act 1, you get a choice to blow up a tower or save it by driving the bomb away. In my original playthrough, I protected the tower, but this time I let it crumble to dust and ruin, and listen to the sweet sound of the last Achievement popping. Well, the last one I can get without dipping into the unnecessary DLC. If I still had that list in the right sidebar, you’d totally see a green star next to its name.

So, Saints Row: The Third is a very good grieving game. It is a game you can lose yourself in without dedicating too much time or emotion, and it makes for a great slice of distraction. Want to just cause chaos with the cops for minutes on end? Go for it. Want to see how many people you can knee in the nuts in a row? Go for it. Ever try taking out a tank with a chainsaw? I have. Last year, after Ryan Davis passed away, I remember Jeff Gerstmann talking on one of the Bombcasts a little bit about replaying Saints Row: The Third with cheats turned on, just goofing around and not having a care about the consequences. It’s such an easy game to get into and play, and I’m thankful to have it in my collection.

Well, I’ve squeezed every last purple-colored drop out of Saints Row: The Third, deleted my save data, and put the game back on the shelf where it will sit untouched for, likely, the rest of my existence. Honestly, it’s more like a pile near my game shelf. But either way, it’s done, and I’m done with it. Had a fantastic time with it over the last few years, but I’m not moving on to Saints Row IV any time soon as I have plenty of other different games asking for my attention. Not sure what will hit that sweet spot next…

Lara Croft mourns her first deer kill, slaughters dozens more

Tomb Raider hunting deer

I think I’m just about done with Tomb Raider. No, wait. I am done. Given the new low that I stooped to last night, it’s best that I just put it and its unlocked Trophies, as well as untouched online multiplayer aspect, behind me, orphaned on some storm-hidden, sun goddess-worshipping tropical island, one which, with any luck, I’ll never find again.

Tomb Raider‘s story came to a close a couple weeks back for me. I don’t remember the exact percentage number at the end of it all, but since then I’ve slowly been working towards that soul-settling 100%. Basically, nabbing all the leftover collectibles. Well, that’s not going to happen. Sure, I’ve upgraded all my weapons with every mod available, finished every optional tomb, collected every relic and document from every level that had ’em, earned all the ability skills, and done most of the GPS caches and challenges.

It’s that last mentioned category that will go incomplete, thus robbing me of a full completion rating. Oh well. The GPS caches actually end up getting marked on your map, making them easier to find since they are only glittering lights, but the challenges, which are things like “shoot down eight tiny wind chimes that blend in really well with the background” or “find 10 specific mushrooms in a forest filled with mushrooms” are not labeled on the map. That means you spend a lot of time running around the same environment, constantly clicking left trigger for Lara’s hunting vision in hopes of seeing something glow. At this point, I have two mushrooms left to find in the forest levels, and that seems like an impossible task–even with an online walkthrough–as I can’t tell which ones I’ve already collected and which ones are still out there, being fun guys.

But let me talk about earning salvage in a post-game Tomb Raider world. In order to pay for weapon mod upgrades, you need salvage, which is earned from finding crates of it in the environment, looting fallen enemy bodies, and skinning slain animals. However, the first two–crates and enemies–are quite finite once the game ends, with little to no respawning for both of them. This means that if you don’t have enough salvage by then, you’re going to have to grind for it, and the quickest and easiest animal to kill over and over again like some mindless sociopath are deer, the same forest friend that gave Lara Croft some minor heartache when she first had to kill the beast to feed her tummy.

Let me start at the start. Early on in Tomb Raider after acquiring the bow, Lara is given a quest to kill a deer, with the implication that she needs to do this to stay alive. To eat, keep her energy up, etc. She goes through the hunting motions and even apologizes to the deer as she guts it. This is supposed to be an emotional scene, but it quickly dissolves into just perfunctory videogame mechanics, as gutting the deer earns Lara both XP and salvage. Note, not food. The quest was for food, and the reward was other stuff. I’m not a huge fan of hunger meters–looking at you, Minecraft and Don’t Starve–as they constantly put pressure on you to always be looking for something scrumptious to keep that meter high instead of letting you just play the game, but here, where hunting is emphasized, it would’ve made sense to have Lara kill a deer every now–for hunger’s sake.

Anyways, since killing deer obvious meant nothing to Lara in the end, just a means to more skills, I took her down a dark path for my last half-hour with Tomb Raider. Back in the coastal forest sections, I had her running in circles, assault rifle at the ready, blasting deer to the ground with a single shot, sometimes  popping off a rabbit or two while waiting for the deer population to respawn. When ammo ran out, I took to practicing how far I could snipe a deer with a loosed arrow, as well as how high they could bounce into the sky once I got the “exploding arrows” perk unlocked. Evidently, kind of high.

This sort of obsessive, stalker-like hunting all became methodical, something which I think an archeologist would appreciate, approaching a task systematically, even if that task is basically slaughtering deer after deer after deer, and all for salvage, a secondary currency that lets her grow in power. Strangely, even after all the weapon mods were bought, Lara can still earn salvage, but that only makes the hunting seem even further without point. No thanks. I’m done voraciously knocking down digital deer, though I don’t expect their death-cries to leave my head for some time.

Removed two more games from my Xbox 360

BGAE HD beat again copy

The title of this post says it all: Beyond Good and Evil HD and Torchlight got removed from my Xbox 360’s hard-drive space to help make room for future games and content I’ve already paid for, such as the remainder of Telltale’s second season of The Walking Dead, if they ever get around to releasing another episode. I think I ended up freeing around 2 GB of space, but I plan to tackle some more arcade titles I have sitting untouched for awhile to see if I can polish them off enough for me to consider to removable. Previously, I polished off Shadow Complex and then immediately uninstalled it. We can all blame this on my neurotic nature to use every oodle of storage space I have to its full potential.

For Torchlight, though I had long beaten the game back in 2011, I was sitting pretty at 11 out of 12 Achievements. The last one to unlock was called “Superstar” and requires you to “achieve maximum fame.” You mostly earn fame by defeating unique enemies in dungeons, and you can always tell these apart from regular grunts because they have names like Moggath the Dragonkicker and Sh’gorl the Darkstink. In short, you probably need to kill around 200+ unique monsters to hit this target, and my saved game showed that I had only killed, at that point, around 125. And so I grinded, which was not the most exciting task, but it was mindless enough, and I had plenty of potions and healing spells to keep me going. Only took a few hours of going at it and ignoring picking up new weapons, enchanting gear, and worrying about what skills to enhance and so on.

This also served to remind me that Torchlight II is much better than Torchlight, especially because I built a range character there with the ability to create random chaos whenever making a critical hit. It was much more taxing to grind as a melee character for the “Superstar” Achievement because it meant getting in close and taking more HP hits. Though I do like the idea of these “clicky” action RPGs on consoles; maybe I should look into Diablo III one of these days.

Next, I moved on to Beyond Good & Evil HD. Now, I played and completed the original Beyond Good & Evil on the PlayStation 2 a long time ago; in fact, it’s one of the first games I wrote about back when I got into writing about entertainment media on the side, over at my stupidly named Blogger site Game Beliefs. In 2011, a Cyber Monday sale for XBLA had the HD version of the game priced at $3.00, and I happily paid for it a second time, fondly remembering how many photos of strange wildlife I snapped during Jade’s journey to stop the DomZ from stealing away the inhabitants of Hillys. I played a little bit of the game then, and then nearly finished the whole thing a second time in June 2012 when I was permanently stuck on the couch for an entire weekend with really bad back pain. I got all the way to the end section and…well, just stopped. Not really sure why, but I guess my back got better and I was so excited to leave the couch that I just dropped everything off my plate and went elsewhere.

Anyways, the last section of Beyond Good & Evil HD basically involves some “reflect this light properly to open the door” puzzles, a spat or two of direct combat, some flying-but-on-rails ship battle, and a surprisingly difficult final boss. I don’t remember the final fight being so difficult last time, but I suspect the fact that I went into the fight with only a small number of health-healing items played a major part in its difficulty. Without spoiling what happens, the controls for Jade during combat get reversed, and you basically have a split second to hit the boss and/or dodge out of the way, and the reversed controls take some time to get used to. Took me several attempts, but I did it; I saved Hillys all over again. I missed unlocking four Achievements, but they didn’t seem like any fun–more grinding, and not in a do-able, mindless way–so I just watched the credits, appreciated the soundtrack once more, and removed the game entirely. Oh well. Bring on Beyond Good & Evil 2; that was a joke, by the way. That game is never becoming a real thing.

So that’s three games now played and polished off enough for me to feel okay with uninstalling and never looking back. I’ve got more to go after, but for now I at least have enough room for the next episode of The Walking Dead, which I think drops sometime in March. Whew.

Some JRPGs demand you grind from the get-go

grinding early in RPGs GD

I finally got around to trying out that free and standalone-like 3DS demo for Bravely Default: Flying Fairy last night, but this post is not going to be explicably about that game. I need more time with it to both figure out my thoughts and overall opinions, as well as to decide on whether or not I’ll pick up the full retail copy, which drops today. I suspect I will, whether I love or loathe the demo to pieces, because these kind of strange JRPGs are far and few between, and my thinking is that by supporting it with a purchase, I’m helping to make strides towards a North American release for Fantasy Life. Wishful thinking, sure…but it’s better than doing nothing.

But Bravely Default got me thinking about the various RPGs and JRPGs that really make you grind for levels and money from the very start, because, at least in the demo, it downright demands you do it. The very first fight outside of town resulted in one character in my party of four dead, two badly hurt and poisoned, and the remaining member okay at half of his HP. I’m on the default–pun intended–level of difficulty, and I’m pretty good at turn-based combat, but I don’t think I have the whole brave and default techniques down just yet. That said…yowzas. The combat is brutally tough, and so for my first hour and change with the demo, I’ve just been going back and forth to the inn to heal up, fight monsters in the desert, and rinse and repeat until my eyelids grow too heavy to keep playing. It’s honestly not terrible, as I’m used to grinding, but I always find it strange when a game makes it impossible to progress without it at the very beginning of the journey. Let me list a few other examples.

One of my fondest gaming memories, just in general, always comes back to Dragon Quest VIII: Journey of the Cursed King. See, when I moved out of my parents’ house and up to northern New Jersey for my newly acquired post-college job, I lived off the grid for several months, relying on previously purchased videogames and DVDs for nightly entertainment while I held off on getting cable and Internet. DQVIII filled that space greatly, but it’s a slow game, and you do have to grind for a little bit in the very beginning at the Waterfall Cave section, otherwise the final boss of that area can wipe your party out quite quickly. If I recall, there’s a small section of healing water you can keep drinking from to restore your team’s health, making this place perfect for grinding, and, at the time, it certainly seemed necessary.

Dragon Fantasy (Book 1) is made up of three different storylines and a strange one-off inspired by all things Minecraft. Ignoring the latter and focusing on the former, of the three separate but connected plots, one storyline, by its very design, requires you to grind a whole bunch before you can even get to the first dungeon and safely explore it at a decent clip. In Ogden’s storyline, he is an old, washed-up man out to make a name for himself again, but that means fighting all the battles by himself, which is slower and more grindy than the other two campaigns. It meant fighting battles until Ogden was nearly out of health, run to the nearest inn, spend some gold to heal, and go back out to do it all over again. Not the most exciting time, but I ended up playing a lot of Dragon Fantasy (Book 1) while watching Netflix or Giant Bomb videos.

The first hour or so of Ni no Kuni: Wrath of the White Witch is both magical and devastating, and not just because something terrible happens to Oliver’s mother. I’m talking about the area just outside the Golden Grove. It still gives me the shivers to this day. The monsters here are so powerful and aggressive that your small team of nobody really doesn’t stand a chance, and so you have two options: run and hope to avoid every fight, or go back into the woods and grind a bit for levels, money, and health-restoring items. Naturally, me being me, I ran for it. Which was not very successful for the first few attempts, though I did eventually get out of the area, only to find myself in an even more dangerous spot, though much more suited for grinding.

Oh boy. Now, truthfully, I only stopped playing Phantasy Star II because the cold weather is here, and the Xbox 360 is in the living room, which gets no heat for the whole horrid season, and so it must wait until the snow melts before I can get back into it. And by it, I naturally mean grinding for levels and much-needed moolah while trying to figure out exactly where to go next. Thankfully, the music is so good that it makes grinding more pleasant than not, but it took me forever just to reach the first Bio-Systems Lab areas.

Hey, remember Eternal Sonata? I sometimes do. Beautiful grass in that game, and it’s not every day you come across an RPG so heavily themed and dedicated to that theme. I mean, really…Polka is a terrible name for a young girl. But whatever. Every now and then, I think about going back and playing it some more. But that would mean starting over because I got to that ghost ship section and found myself severely under-leveled with no hope of gaining enough levels quick enough to defeat…uh, the boss Captain Dolce. From reading up some walkthroughs, it sounds like I messed up and didn’t spend enough time aimlessly grinding when I could. Oh well.

I’m sure if I spent some more time looking through my collection I could come up with another five to ten RPGs that are grind-heavy early on, but I need to end this post somewhere. If you have one I missed talking about, let me know about it in the chat! That is, if you can spare some time away from your efficient, but meticulous level-gaining strategy.

The good, the bad, and the grind of Dragon Fantasy (Book 1)

Dragon-Fantasy-8-bit-Screenshot

So, I beat Dragon Fantasy (Book 1) recently, as well as earned all of its Trophies, which makes it the first game on my long list of mostly untouched PlayStation 3 games to have a shiny 100% next to its name. No Platinum Trophy though, but that’s okay. Maybe I’ll get my first Platinum somewhere else, like say Ni no Kuni or Grand Theft Auto V. ::runs off laughing maniacally::

Anyways–it’s pretty good. As I mentioned before, Dragon Fantasy (Book 1) really is an old-school JRPG with a few modern conventions tossed in for good measure. Now, I would not say I have true professional gamer experience with the classic RPGs of yesteryear, though I’ve dabbled in the early Dragon Quest and Final Fantasy games enough to know what they are about and how they helped shape the roleplaying genre as a whole: straightforward plot, tough fights, and a whole lot of grinding. Muteki Corporation’s celebration of all this sticks to its guns….er, swords, and it’s kind of a mix of good and bad, though I was still able to find a lot of enjoyment in this 16-bit fantasy realm of nostalgia.

Dragon Fantasy (Book 1) is basically split up into three chapters (and an intermission), which can be played in any order, though I went with linear; any other way felt wrong.

Chapter 1 focuses on the character Ogden, who is a washed-up former hero trying to get back into the business of saving the world from great evil. You’ll travel solo across the map looking for magical pieces of armor. I found this chapter to be the longest and most dull in terms of gameplay, and since you only have one member in your party, fights are pretty tough and it takes a while before Ogden has the upper hand. Expect to use a lot of Herbs.

Chapter 2 is all about Prince Anders, brother of Prince Marlon, who one saw kidnapped at the beginning of Ogden’s adventure. Well, he wasn’t kidnapped exactly, and you’ll eventually see Anders discovering an important artifact. This chapter is extremely short compared to Ogden’s, probably made easier by the fact that you have a bigger party for those never-ending random battles. I actually missed two Trophies related to this chapter and had to pop back to it for twenty minutes or so.

Chapter 3 introduces two new characters to the journey: Jerald and Ramona, a thief and his niece. They are trying to escape the eastern desert empire of Sandheim, but first need to save up enough money for passports. After some grinding and stealing and plot twists, the two of them end up robbing a ship that the heroes from the first two chapters are using, thus bringing everybody together for, what I assume is, further adventures in Dragon Fantasy (Book 2).

Lastly, there’s a whole intermission chapter devoted to praising Minecraft and its creator Notch. It’s totally throwaway though the monster-recruiting ability is a nice change of pace, and I found it to be a bit overly gushing, and heck, I like Minecraft. You can skip it, unless you want all them Trophies, like I did.

My favorite thing about Dragon Fantasy (Book 1), besides its punny names and comedic writing, is how you can push a button to speed the game up. I’m no mathematician, but it felt like maybe three times as fast. It helps make the grind less of a, well, grind, but you still have to pay a little attention as you just can’t button-mash your way to higher levels here as your attacks miss often and one needs to constantly before of how much HP the characters have left. However, after a bit, even with the game on ultra-speed, the music and random battles, which happen just about every three to four steps, can become grating. Mostly because, with time sped up, you will hear the first few notes of the overworld map, then the first few notes of battle music, then the first few notes of battle victory music, and then back to the overworld, only to rinse, lather, repeat for all eternity. That said, I found myself playing the remainder of chapter 2 and chapter 3 (and that intermission) on mute, listening to a podcast or a playlist.

I’m not quite ready to move on directly to the SNES-inspired Dragon Fantasy (Book 2), but when I get that itch for some classic RPGing, warts and all, I know where to look.

2013 Game Review Haiku, #31 – Dragon Fantasy (Book 1)

2013 games completed dragon-fantasy-book 1

Old-school roleplaying
With a button to speed up
That vital grinding

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.