Category Archives: The Android’s Casting Magic Missile (RPG)

Guest Post: One Way Heroics

We haven’t updated in forever! We apologize and bring you a lovely guest post!

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One Way Heroics doesn’t try to bog you down with the kind of grandiose plot commonly associated with JRPGs. The Demon Lord is wreaking havoc and “The Darkness” is sweeping across the land, killing everything it touches. With such a weak context, JRPG fans expecting a quirky narrative will be disappointed. But those looking for a unique side-scrolling experience are in luck.

Thirty seconds after heroic Swordmaster Max is given his quest, he forgets to move right and dies. The tutorial character pops up and ridicules him—or rather, ridicules me—and explains that One Way Heroics is about moving right. Every action causes the screen to move to the right, and if you don’t keep up, the left side of the screen—The Darkness—will instantly and remorselessly murder you. Dead. Game Over.

At first, this forced scrolling mechanic seems punishingly unfair. The first few dungeons are impossible to explore before the screen catches up with you. The good treasure chests take too long to bash open. If you’re impatient or quick to anger, it might only take a single botched run before you wish it were a physical game you could hurl across the room. But One Way Heroics is not a game you win on the first attempt. Or even the second attempt.

If you want to succeed at One Way Heroics, you need to accept one universal truth: the RNG gods are fickle. Max II died in his very first battle. His attack missed, and the enemy wolf double critical hit him for instant death. But quitting is not the answer. In fact, one of the best strategies comes straight from master tactician Zapp Brannigan: simply sending wave after wave of heroes at the enemy will yield progress. Each run awards Hero Points based on stats like distance travelled and number of treasure chests opened. Those points can then unlock new classes, gain new perks, and expand the Dimensional Vault—a persistent, cross-character treasure chest that can be accessed at the start of each run.

Suicide runs are a good way to get familiar with other aspects of the game. Knowing which merchants to speak to and which enemies are tougher than others can save precious time. But it can feel like a tough, lengthy grind before the game actually gets fun. The first two classes—Swordmaster and Knight—are infuriatingly average. Swordmaster draws inspiration from the Fire Emblem class of the same name: hit first, hit often, and do criticals for massive damage. Unfortunately, enemies tend to surround you and simply mosh you to death—assuming the RNG doesn’t screw you first.

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If you can stomach the initial difficulty, One Way Heroics is insanely entertaining. But it can feel somewhat like Dark Souls; until you master it, the game is relentless and crushing. Minor errors can leave you trapped behind a wall, without enough time to smash a hole in it. Being economical with actions is the most important skill to learn. Mastering diagonal movement will also save your life more times than a big sword will.

While there are eight classes to choose from, they are somehow simultaneously completely imbalanced and startling samey. My first run with Roger the Pirate was infinitely more successful than every run with a Max. He smashed his way through enemies, walls, and chests like an angry, eye-patched, out of control steam train. He hit more frequently with his giant axe—which carries an accuracy penalty of 15%—than other classes did with swords and other supposedly more accurate weapons. And yet, One Way Heroics can still find ways to screw you over. Roger axed his way through everything, and the Demon Lord still wiped the floor with him because Roger hadn’t channelled his inner Jack Sparrow enough to recruit party members.

The ability to assign five perks—including stat boosts and special skills—helps mitigate some drawbacks to each class, but ultimately some of the classes are more useful than the others. While the classes are designed to be unique, perks whitewash the differences until they all seem about the same. And when you’re out in the field using scavenged equipment, there’s very little difference between the classes anyway. The largest variation in play style comes from equipment choice, which undermines the point of including classes in the first place.

One Way Heroics isn’t a masterpiece but it is really fun—assuming you aren’t put off by the high difficulty curve and frustrating RNG screwballs. The forced scroll mechanic is novel and provides a lot of challenge and strategy to what might otherwise be a walk in the park. Playing with conventions can sometimes result in something unexpected and enjoyable, and One Way Heroics is proof of that.

Now it’s time to see if Max III can succeed where his ancestors have failed.

Today’s post was brought to you by gaming journalist Dakota “Jiro” Barker, who can also be seen at his own gaming news blog Press Start News.

What’s Gold Is New

Over the course of the last couple of days I have been replaying Pokemon Gold. It has probably been a good 12 years or so since I last played this game – I never even got around to playing the HeartGold/SoulSilver remakes. While I was initially wary of going back to an older Pokemon game after being spoiled by the ridiculously good Pokemon X/Y, I’ve found that, much to my delight, the game is actually really pulling me in. I do often feel like I’m m-o-v-i-n-g v-e-r-y s-l-o-w-l-y, but since I’m emulating I just press the turbo button when I want to get from place to place quicker. Hey, it’s a valid replacement for the roller blades, right?

"But... that's like... 1000% speed rollerblades."
“But… that’s like… 1000% speed rollerblades.”

Other than that I’m having a blast. What a great game. What a great Pokemon generation.

Dear readers, when is the last time YOU played through an older game that you hadn’t touched in forever? And how did that go for you?

Has There Ever Been Something Similar to Twitch Plays Pokémon Before?

Genuine question. I want to know. I can’t think of anything.

Now for all three of you who don’t know what I’m talking about, well, the good old BBC has got you covered (and so does Twitch of course.) Basically for the last week or so tens of thousands of people from around the globe have been trying to collaborate on a romhack of Pokemon Red. It’s about as chaotic as you might expect, although somehow the stream has managed to get about halfway through the game.

Essentially
Essentially

I keep trying to think of something that this can compare to but for the life of me I can’t. We’ve seen multitudes of people get together for a gaming event (like a game launch), even multitudes of people all in the same place in the same game (like Ahn-Qiraj in World of Warcraft), but all controlling one single character and trying to collaborate on a single player game?

I’ve been playing games for three decades and can’t think of something similar. This might be unprecedented.

Go check it out or alternatively help me think of a previous similar event of this scale so I stop beating myself up and racking my brains over it.

The Merits of Experimentation

I was recently seized by the desire to play some Final Fantasies so I went back to the beginning and played through I in a couple of days, and then I started II. Now, like Pike when she started it a couple of years ago, I had never played FF2 before now. And like Pike I had heard a lot of polarizing talk about the game, especially with regards to its somewhat unconventional character growth system.

See, in FF2 you don’t gain experience points to level. Instead, much more in the vein of western RPGs like The Elder Scrolls, your characters grow according to what they do in battles. If they take a lot of hits they’ll gain HP and Stamina. If they cast magic, MP and Spirit or Intelligence, depending on whether it’s White or Black magic. Dodge and you gain dodge and agility. You get the idea. This doesn’t just apply to stats though, but also to your weapon proficiencies and magic. Use a particular class of weapon more and you’ll get better with it. Use a particular spell more and it will grow more powerful and more accurate, though also costing more MP.

I’m playing the PSP version which has enjoyed some years of refinement and polish over the original so it’s quite possible that the original’s balance was all out of whack. But I can safely say this system is one of the most engaging I’ve encountered in a JRPG in a long long time. I’m enjoying it tremendously and I cannot even begin to fathom what the complaints are. (I mean, I know what they are because I’ve read them, but if I hadn’t read them I’d never have figured them out by myself.) It’s deeply satisfying to get such feedback and results to how you play and it feels like there’s a lot more freedom here than in typical party-based RPGs.

wow very hate much dissent very opinion
wow
very hate
much dissent
very opinion

But this goes, in my eyes, further than just being a system I am enjoying. What I’m finding is that I’m very naturally finding roles for my party members and that it’s not based on preset things but rather what feels sensible when a role needs to be decided. For instance, at the start of the game Guy, a big dude, seems like the obvious choice for heavy hitter. And he is a pretty heavy hitter. But he’s also loaded with the exact sorts of spells that have moderate, occasional, or intermediate use. I don’t need to stick Teleport on a dedicated mage, and I’d rather have Life on someone with a ton of health. The thing that makes this work is that you can level your spells as well. Guy doesn’t need to spend much time on his magic to still be useful with it. On the other hand Firion is carrying my offensive spells and because the spells grow as you use them, I find myself ensuring I do some casting regularly. I’m still early in the game but it already feels like a much more natural and sensible system than many RPGs manage. It’s a system which influences how I play without dictating it, and a system which rewards investment without being too malleable and having characters end up being very easily swapped because their abilities are tied completely into equippable items. It’s pretty simple to turn Barret into a mage and Aeris into a heavy hitter once you’ve got the materia to do it.

Ultimately what I’m enjoying is that character development fits into this wonderful niche of being freeform and not constricting without simply turning the characters into identikits of each other. By the standards of Final Fantasy this was a highly experimental game and I’m very glad Square made the choices they did with it because it has resulted in a real gem.

What about you guys? Do you have opinions on FF2, or perhaps you’ve come across interesting leveling systems in other games? Feel free to share your opinions, and remember we’re as interested in hearing about games that tried and failed as much as those which succeeded! Not every experiment will succeed, but learning about why one failed is at least as important as why another succeeded.

I Will Figure Out Dark Souls If It’s The Last Thing I Do

Quite some time back I tried to figure out the infamous game Dark Souls. I really did. I dumped hours into it, trying to like it. But I didn’t. I found it to be very puzzle-game-esque, which isn’t exactly bad in and of itself, but trying to figure out the puzzle every time you want to beat a sequence just grew tiring to me– especially when you’ve been stuck in the same sequence forever.

However, several months later people are still telling me how wonderful and amazing this game is and so I’ve decided it deserves another shot. I’ve reinstalled it and having put a half hour into it so far I… uh… well my opinion hasn’t changed much from last time. But I refuse to give up for at least another few hours! Eventually I am going to figure out this game!

This is actually occurring in game right now because I'm alt-tabbed out to write this.
This is actually occurring in game right now because I’m alt-tabbed out to write this.

So that is what I am going to do. I am going to play this game, dagnabit, until I like it. Or at least until I remember that I’ve got a great Victoria 2 save going on right now. Probably the latter.

…yeah, let’s face it, the latter is going to happen. Hey, it really is a great Vicky 2 save though. I’ll tell you guys about it later.

Bravely Default Is Looking Super Fun So Far

So let’s talk about Bravely Default, aka Final Fantasy But Without The Name For Some Reason.

I haven't seen any chocobos yet either, come to think of it.
I haven’t seen any chocobos yet either, come to think of it.

Now this is a bit of a backwards case where the rest of the known universe managed to get this game before us Yanks did, much to our chagrin and to the rest of the world’s amusement. There is a free demo on the Nintendo eShop, however, and I recently downloaded it and then proceeded to spend the next four hours playing it nonstop.

As I said at the beginning of the post, it’s basically Final Fantasy, right down to most of the jobs and their roles as well as item names. If you’ve played any old-school Final Fantasy game before, you will jump right into Bravely Default with zero issues. Specifically, Bravely Default is a lot like Final Fantasies III, V, or in a way Tactics, because the focus is on jobs and doing fun things with job combinations. Then you go around and beat on things with a dragoon (“valkyrie”, but it’s the same thing) dual-wielding lances just because you can.

Cooler than you.  And everyone else, for that matter.
Cooler than you. And everyone else, for that matter.

There are a couple of new twists thrown in that are rather unlike previous Final Fantasy games. For starters, the first random battle I encountered included a cat in a wizard hat who promptly one-shotted one of my guys. (This resulted in me immediately exclaiming to Mister Adequate that “You need this game because it is the Dark Souls of JRPGs.”) Secondly you have a nifty little mechanic where you can either “Default” – hunker down, defend, and earn a sort of combo point – or “Brave”, where you spend those combo points to attack/cast something/heal/whatever multiple times. Timing these right can be part of your battle tactics, or alternatively you can just have your dragoon use up all his Braves and then destroy everything at the start of the fight. You know, it’s up to you.

It all sounds so simple, and yet it’s somehow very addictive, and anytime I’ve picked it up recently I’ve wound up playing for a lot longer than I expected I would. In short, if you like grindy JRPGs and giving your nondescript Heroes of Light all sorts of fun class combinations then this might be the game for you. Give the demo a try and see what you think. As for me, I think I’m picking this up when it comes out next month.

Guest Post!: Valkyria Chronicles

Because Mister Adequate is busy being sick, and Pike is busy working on a writing project, we are proud to present you with a guest post from one of our very good friends. Enjoy!

I met Mister Adequate last year, and one of the first conversations we had was about the true definitions of the terms “strategy” and “tactical.” These were both terms he was intimately familiar with, and terms which I have no doubt I will use incorrectly throughout the rest of this article.

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Gursahāiganj Valkyria Chronicles is the first installment in the series of the same name. Categorising this game is a challenge, as it seems to blend elements from JRPG, turn-based strategy and third-person shooter. The resulting mix is an enjoyable, anime-styled tale of a misfit group of soldiers who turn the tide in a war. For a game that is almost 5-years-old, buy modafinil duck Valkyria Chronicles has not only aged gracefully, but is also an example of how to innovate in an industry that, at times, feels very “samey.”

Plot-wise, Valkyria Chronicles is just a colourful reimagining of World War II. Set in the supposedly-fictional-but-way-too-obviously-inspired Europa, the game concerns a massive conflict (the Second Great War, would you believe?) between the East Europan Imperial Alliance and the Atlantic Federation, a coalition of allied democracies.

The similarities are painfully obvious, but Valkyira Chronicles makes up for it in other areas. Our heroes are from peaceful and independent Gallia, a little nation rich in “Ragnite,” a material highly prized for its uses in medicine, technology and armaments. The Empire invades and Gallia struggles against them – I’m sure most people can figure the plot based on tropes. It’s presented through a history book, a concept I enjoy quite strongly.

Battles and cutscenes are all played out from this menu. It would be perfect if it didn’t ask you to reconfirm your action every freaking time you try to start a scene or battle.
Battles and cutscenes are all played out from this menu. It would be perfect if it didn’t ask you to reconfirm your action every freaking time you try to start a scene or battle.

The cast is mostly comprised of stereotypes, all the way from protagonist Welkin Gunther (idyllic country boy rises to the challenge) to the minor squadmate Marina Wulfstan, whose lone-wolf sniper personality is textbook – and the allusion in her name doesn’t go amiss either. The characters are fun and light-hearted, and Valkyria Chronicles goes out of its way to develop the backstories of the squadmates you can recruit in an attempt to get you to care whether they live or die. Some of the racism-related discourse is actually decent quality too, but it tends on the didactic side and it’s almost too in-your-face at times.

The true value in Valkyria Chronicles, the thing that really sets it apart from its rivals, is in the battle-system. Blending turn-based strategy and real-time shooting sounds confusing (explaining it is going to be an absolute bitch), and while it is hardly perfect, it works.

This is the command map. Pick your unit and send them alone into the firing line, you monsters.
This is the command map. Pick your unit and send them alone into the firing line, you monsters.

You’re given a set number of units (of varying skills and abilities) as well as a set number of moves. Moving units involves a transition into third-person and real-time, where enemy units will open fire, you can move (up to the extent of your movement points), take fire and attack. Multiple units can be moved on your turn, or you can move the same one multiple times.

After your turn, the enemy follows the same process, giving your units the chance to automatically return fire as the enemy approaches. Battles are simple “capture the flag” type affairs for the most part. It invokes feelings of Fire Emblem and Advance Wars, if Fire Emblem had guns and heavy-handed allusions to World War II and Advance Wars had units you were meant to give a shit about. It really is one of those things you have to see to understand.

Conveniently, I have a link. And yes, it takes 2 minutes for the battle to begin; Valkyria Chronicles isn’t for those who love fast-paced action.

It is far from perfect, however. Of the five classes, you only really need one – the Scout – with occasional assistance from the anti-tank Lancer units. After each battle you’re given a ranking. The only way to achieve a decent rating is to throw strategy to the wind and simply rush the objective, hardly an exercise in effective tactical warfare and one that punishes the careful commander.

At the end of the day, Valkyria Chronicles tries something new and half-succeeds. Even though it was far from a commercial hit, it isn’t a surprise two sequels have been made – though Sega really dropped the ball by releasing both on PSP and only one outside of Japan. Valkyria Chronicles is not only decent, it is a shining example of an attempt at something creative. While most innovation in the current day centres around narrative (as if injecting narrative into any game automatically improves it), it’s nice to see that some people are trying to do interesting things with gameplay too.

Today’s post was brought to you by the immensely talented and lovely Dakota “Jiro” Barker, who can also be seen at his own gaming news blog. Don’t forget to imagine everything in an Aussie accent when you read!

Grim Dawn

Grim Dawn is an ARPG made by Crate Entertainment – largely refugees from Iron Lore, who made Titan Quest – which I have previously mentioned being excited for. Now that the game has reached Alpha stage it has been available to various backers and such, and having spent a decent amount of time with it now I’m ready to share some thoughts on the game. Do remember it’s still an alpha so nothing I say should be taken as absolute.

If you’ve played Titan Quest then Grim Dawn will immediately feel very familiar. The engine is the same and there haven’t been truly revolutionary changes in that regard. That said they’ve not been idle either and the engine is certainly a lot more impressive than it was in TQ. At first I was a little wary and wondered if I hadn’t just booted up a reskin of TQ, but Grim Dawn soon reveals that it has made a lot of changes from that game and the engine similarities aren’t indicative of the whole experience.

There are two major things I want to praise about this game. The first is that the pacing and character advancement seems to be spot-on, even though it’s still just an alpha. Leveling is far faster than the incredibly slow experience in TQ, where it rapidly became a chore. You similarly pick from a ‘Mastery’ – a skill tree – and can pick a second after a few levels to make a hybrid character. As you advance through these trees you obviously gain more powers and abilities, both passive and active, and there’s a pretty nice big mix of different things you can choose from. You can also spread skill points thinly or focus narrowly, and I’ve not played enough different characters to say for certain yet but it does seem both are viable in different ways. I never felt really overpowered unless I went back to older zones, and challenges were commonplace without being either overbearing or unreasonably hard. Basically GD has taken any criticisms and comments about TQ and worked to address them, and it has done so very successfully. Given that TQ is one of the better examples of the genre to begin with that says something about how GD is handling things.

This is the Demolitionist tree. It's not terribly glamorous but it does the job perfectly adequately. The Demolitionist herself is, however, both effective and explosively glamorous.
This is the Demolitionist tree. It’s not terribly glamorous but it does the job perfectly adequately. The Demolitionist herself is, however, both effective and explosively glamorous.

The second, and perhaps even more impressive achievement, given the genre’s pedigree, is that loot is damn well balanced. Not just in terms of giving you appropriate items, but inasmuch as you’re not inundated with tons of useless crap and vendor trash. You pretty quickly are able to graduate into only picking up yellow or better items for sale, and for my part I never felt like I was being punished because I wanted to get on and play instead of constantly warping back to town to sell stuff. On the other hand rare drops are indeed fairly rare, but they tend to come with stats that really do make them unquestionably better than anything else you’ll find at that level. Unless you get something for a totally different class it doesn’t seem likely that you’ll very often discard a new blue item because your current green is better. There does need to be a little more tweaking of the ‘gem’ equivalents in the game, I think, but nothing terribly drastic there.

Between those two major factors already existing at this stage the game really seems to be refining the ARPG genre to a fine polish so I’m eagerly awaiting new content updates with the arrival of the beta. That all said there are a couple of things that could do with some improvement. The sounds in the game aren’t terribly inspiring and contribute to a niggling sense that your weapons and attacks lack ‘Oomph’ (the music is superb though). Guns especially feel like they fall short of this, and whilst guns in reality rarely sound like they do on the movie screen, these more subdued and realistic sounds in GD make the things feel quite weak. Similarly, although there’s not much you can do about it given the nature of the genre, attacks in general can sometimes feel rather lightweight regardless of the damage they actually do. It’s especially strange because I never really shared this feeling in Titan Quest, where combat wasn’t the most immersive ever but never felt like it fell short either in that regard. So I would say the one big area the game needs to look at improving over the coming months is that the combat needs to become more visceral, to feel like there’s more impact and power to blows, and a bigger bang with guns and bombs.

Despite those concerns the game is shaping up to be something pretty darned good, especially for still being in alpha. Due to the limited content so far I can’t really recommend the buy-in price for alpha access at this point ($50) unless you’re a huge fan of the genre and really jonesing for a fix, but if you want to hop on the beta bandwagon when that rolls around I’d be very surprised if you don’t get your money’s worth, and I’m confident that by the time release rolls around we’re gonna have a pretty damn good ARPG on our hands.

Deus Ex: Human Revolution is Great

“You’re late to the party, Pike!” Yes, I am, and I’ve no real excuse. But if you’re like me and slow when it comes to playing new games and haven’t hit this one yet, then read on.

Very recently I played through the original Deus Ex in its entirety. I went even further than that, though: I played it in full pacifist/stealth mode, avoiding encounters when I could and using darts or my prod when I couldn’t. I’m relatively certain I managed to get through the entire game without killing a soul aside from maybe a couple of bosses. It was fun. And challenging. And long. If you have never played the original Deus Ex, rest assured that it’s an incredibly long game. Worth it, though.

From there the plan was to move on to Invisible War but it decided that it wasn’t going to work on my computer. Undeterred, I decided to jump ahead to Human Revolution.

And damn, I had a blast with it. As soon as I got into it I hardly stopped playing, often going on for six or eight hour stretches. It really did hit a lot of things right on the head correctly. The atmosphere, the story, the questions it raises– oh, and of course all the little love letters to fans of the first game. Seriously, every time a radio started playing the UNATCO theme I’d stop and listen.

I was also fond of the character development of Adam Jensen and how you, as the player, get to influence this. Like Adam, you as the player are learning about using your augmentations as you go along, and like Adam, you get to see both the positive and negative effects that these can have.

Mostly positive, of course.
Mostly positive, of course.

The game also came with some neat mini-games in the way of the hacking mechanic and being able to influence people with your pheromone aug (which isn’t really a mini-game but it reminded me of Oblivion’s speech minigame, so.)

Anyways, this was a highly enjoyable game all around and I think it’s easily one of the best AAA titles to hit gaming anytime in the last handful of years. I highly recommend it for anyone who hasn’t played it yet, regardless of whether or not you’ve played the original Deus Ex– although if you haven’t played that yet, well, get to it!

Dark Souls is a Puzzle Game, or Why I Can’t Get Into It

Hey everyone, Pike here!  Yes, yes, I know.  I’m scared too. Anyways, let’s get down to business, shall we? By which I mean VIDEO GAMES! Always video games.

I’ve played quite a few games over the past couple of months and at the moment I’m trying to get into Dark Souls. Trying, but I don’t know if I’ll succeed. See, I’ve put a few hours into it and after spending the bulk of those hours trying to figure out the controls (which seem rather unintuitive to me), I have come to the conclusion that this is, in fact, not an action game. Rather, it is a puzzle game that happens to be dressed as an action game. It’s a puzzle game that requires an intense amount of trial and error and repetition to learn patterns and muscle memory and that sort of thing.

It’s a neat idea and I wholeheartedly support anyone who’s into it! But I’m not sure if I am. There’s only so much trial and error that I can take before I get bored. This is the reason why I’ve yet to beat some really neat (and mostly indie, oddly enough) games like Super Meat Boy and Braid which I think are brilliant but which bore me when I get stuck at a certain level. I can only do repetition in small doses.

Average day in Dark Souls right when you think you've got a section figured out
Average day in Dark Souls right when you think you’ve got a section figured out

Does this make me a “casual” or too willing to give up? Maybe. That’s cool, though. My backlog is getting bigger by the day so rather than banging my head against a game that I can’t get into, I think it’s better to move along. I might continue to pick at it every now and again and see what happens.

Still, I can see the appeal if you really like testing yourself like that, so if it sounds like your sort of game and you like dying, then go check it out. Mister Adequate has a lovely and optimistic post about it so go check that out too!