Tag Archives: turn-based combat

GAMES I REGRET PARTING WITH: Vandal Hearts

At first, I couldn’t remember the name of this game. Was it Valiant Hearts? No, that was the dramatic Great War take starring a cool dog from a few years back. Was it Vigilante Hearts? No, though something under that title does appear to exist. At last, after some light Googling, I figured it out and everything came rushing back…Vandal Hearts, one of my first stabs at a strategy RPG, as well as the title that helped pave the way for future classics like Final Fantasy Tactics and the Ogre Battle series. Too bad this one didn’t really go anywhere. Also, don’t expect it to show up on the forthcoming PlayStation Classic…though I’m surprised that both a sequel and a prequel were later made.

Anyways, this Vandal Hearts is a turn-based tactical role-playing video game developed by my once favorite companies Konami Computer Entertainment Tokyo for the original PlayStation back in 1997. It’s got a lot of what many modern, staple SRPGs have these days, such as Fire Emblem and its ilk: a grid-based map, a variety of abilities to employ, and rock/paper/scissors combat. Y’know, warriors with swords kill archers, archers kill hawknights, and hawknights kill swordsmen. There’s also healers, mages, heavy armor warriors, and monks to contend with–who later can turn into ninja, y’know like all monks eventually do. Your enemies for each mission is comprised of similar classes, and it’s your responsibility to exploit their weaknesses, and not every mission is about destroying all the enemies as other objectives are in play.

Vandal Hearts‘ story, as far as I can remember and dig up info on, revolves around one Ash Lambert, a young warrior tormented by the traitorous legacy of his father. Ash and his wonderfully named cast of allies have dedicated themselves to stopping a power-mad dictator named Hel Spites–what a name–from rising to power. It’s a bit traditional, but I liked a lot of the characters and dialogues, and there are some early twists to deal with that make their progress slow and, at times, a little dull.

I definitely did not ever beat Vandal Hearts. I probably didn’t even get too far into the whole affair as I knew early on that SRPGs just weren’t my cup of tea. Though many years later some titles would change my mind momentarily. I do remember being confused why archers were not able to shoot diagonally. Also, moving a cursor around with a PlayStation console was a chore and never felt fluid. Still, it’s a game I think about from time to time, maybe because I dig its aesthetic so much, or because I spent so much of my lonely teenager years hanging out with my best friend the gray videogame console adorned with PSM lid stickers, and the music is super solid.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

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2018 Game Review Haiku, #22 – Dord

Ghost dreams of knighthood
A casual adventure
Of strange combat moves

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #18 – Legendary Gary

A battle of turns
Make Gary legendary
Find motivation

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

An outlandishly intriguing echo of Legendary Gary’s life

For many, videogames are not just a way to kill the hours, a delightful form of digital entertainment, but rather pure escapism. They are a doorway to elsewhere. I know that when I was going through my divorce a few years ago I leaped at the chance to lose myself in some other world than this, to worry instead about equipment, side quests, and skill points versus dividing up household items and signing papers full of legalese. I’m not ashamed to name some of them either, such as Remember Me, Transistor, Fantasy Life, and, uh, Disney Magical World. Sometimes avoidance is the easier path, though usually not the best one in retrospect.

Legendary Gary, made by Evan Rogers, who previously worked as a programmer on What Remains of Edith Finch and The Last of Us, is a literal take on escapism. It’s about a young man named Gary who lives in his mother’s basement and would never be described as legendary by those around him. He’s been recently fired from his job at the local supermarket, and he’s struggling to find motivation to do anything responsible-like. Thankfully, there’s Legend of the Spear, a turn-based strategy RPG that he can play on his computer, day and night. to keep adult-ing at bay. This game within the game stars Winkali, a heroic warrior who somewhat physically resembles our leading lad and must save his kingdom after his King mysteriously disappears during an attack. Eventually, Gary’s personal life and Winkali’s quest begin to share some similarities, and the line dividing them weakens, to the point where even Gary himself is questioning everything around him.

Gameplay in Legendary Gary is divided up into two beats. For normal, everyday slacker Gary, you’ll walk around small areas like his mom’s house and workplace, talk to friends, family, and co-workers, and tend to the garden, which basically involves planting some seeds and ensuring all the flowers are watered once a day. At first, I was worried I’d be falling deep into another farming-like simulator, but that was not the case; so long as the flowers are healthy and wet, you’ll gain extra abilities during fights. There’s also a “motivation” meter to be aware of, affected by Gary’s relationships and decisions and whether or not he gets a good night’s sleep, and this determines some dialogue choice options, but it never seemed to go further than that, so don’t get too upset as it climbs and dips as the story moves forward.

In Legend of the Spear, it’s all about the combat, with a couple of name-guessing puzzles to boot. Battles are predetermined and limited in number, taking place on a small hexagonal grid. Both the heroes and enemies attack in a turn-based fashion, except the wrinkle here is that everyone is technically moving on the same turn simultaneously. You kind of need to see it in action to grok it. This type of combat requires a different type of strategy and takes a few attempts before everything really begins clicking, but thankfully there are some helpful tools readily available from the start to get you up to speed. For instance, you can preview every single turn to see what your enemies are planning to do, determining your actions based on this bit of future sight. You can also rewind turns if things go sour quickly, and they will because if one character in your team dies, it’s over. If you’re successful, you’ll get to see an entire uncut replay of the fight, and it’s like watching a young child’s interpretation of a theatrical song and dance about good versus evil, sped up slightly.

So, the combat is probably the big seller for the game, the thing that makes this a narrative-driven RPG, and I found it initially underwhelming. However, with each fight, I felt like I was getting better and beginning to master how to move everyone around the field, conserving SP and using everyone’s abilities smartly. Your party, at most, is made up of three team members, but you’ll also have some solo fights to deal with. Still, some fights were absolutely brutal, like the one against Sintravos, which took me 70+ turns to see conclude. In retrospect, there were some abilities I never even used, and I found myself sticking to the same-old patterns and tricks to get the job done, such as having Winkali winding up for a stronger punch on the next turn. I initially assumed there would be grinding involved and leveling up via experience points, but each fight has been designed to teach and test you appropriately. In reality, they are more like combat puzzles.

Perhaps my favorite element of Legendary Gary is its soundtrack. It’s weird and weirdly mesmerizing. All the music is done by xXsickXx, and there’s a tribal, electronic pop tint to it all, like something you might imagine was born and bred in the 1980s, in a jungle, with a fever. Sometimes the disconnect between the songs and what is happening in the game is super strong–mostly because the soundtrack only veers its strange head during fights–but it never took me out of the experience completely. Also, you might be surprised to hear someone singing in a couple songs, as most soundtracks for games are instrumental only, but it does become an integral plot piece later in the game. The artwork in Legendary Gary is just as striking, reminding me of an illegal fusion of Squidbillies, Disney’s Pocahontas, and that 1982 Franco-Hungarian animated science fiction classic Time Masters, and it’s extra neat to see how people in Gary’s real life appear in Legend of the Spear. There’s a simplicity to the style and animations with bright, flat colors, but it works well and helps create a unified world.

Despite all that, I still had some issues with Legendary Gary. The Augur egg puzzles, which basically require you to input a specific name, are at first unclear and ultimately not fun to do because you have to click left or right a bunch of times to find the correct letter, and it just slows everything down to a snail-like crawl. I’d have preferred using my keyboard to type in the specific name; I’m a fast typer. Pathfinding is problematic too, especially in the supermarket. Gary’s friend Dave is a sour note, relying on way too many jokes about having sex with Gary’s mom who you come to realize is degrading in mental health, and his gross humor just didn’t sit well with me. Lastly, and this is a big point for me, considering my day job is editing the heck of out other people’s grammar, there were several spelling mistakes throughout Gary’s journey, such as using “effected” instead of “affected” and “weilding” instead of “wielding”, and each instance of these broke my copy-editing heart.

In the end, I wanted more from Legendary Gary. I really enjoyed its look and sounds and felt ready by its credits to take on some even tougher battles, but by then it was over, and the story was told. Still, if you enjoy turn-based combat and want something a bit different than the standard stuff, along with a soundtrack that will have you bobbin’ your head from the very first beat, give this a try. It’s available on Steam.

A copy of Legendary Gary was provided to me by Evan Rogers for review. It took me about four to five hours to complete over a couple of sittings. At one point, during a battle, I closed my eyes and drifted away on a gloriously fluffy soundtrack cloud, returning several minutes later to, y’know, play the game proper. I don’t know if I grew every flower in the garden, and I’m still pretty upset about Gary’s mom, who reminded me way too much of Ellen Burstyn’s character from Requiem for a Dream. Anyways, pay them bills.