Game Ramblings #45 – Yakuza 0

More Info from Sega

  • Genre: Action/Adventure
  • Platform: PS4

TL;DR

  • Excellent combat with multiple styles to fit different fights
  • Swapping between characters worked well due to how the story timeline worked between the two
  • Difference in tone between serious story missions and almost 100% non-serious side missions somehow didn’t cause issues

The Yakuza series has always been more of a Shenmue than a GTA, and Yakuza 0 doesn’t change any of that.  This one provides a new starting point for the series, providing some back story to the events before the original entry in the series.  It takes the same mix of combat, light puzzle solving, and high levels of drama, and modernizes it a bit as the first PS4 entry in the series, giving us another great entry to play.  Despite being played across two characters, the story manages to send enough clues cross-character to weave together a fun narrative, with plenty of action and violence expected of the genre.

The combat in place is similar to past games, taking place in small areas walled off by onlookers, where enemy groups of varying size can be attacked.  Combos of attacks can be grouped to knock down enemies, building up secondary resources to do more spectacular (and powerful) attacks.  From a high level it’s fairly simple, but different variations of button holds, character placement, environmental interactions, and most importantly, multiple fighting styles add a lot of depth.  Of note, the fighting styles all feel fairly different, and bring advantages to different fights.  Both characters have a fairly standard brawling style and legendary fighting style, but the real fun is in one of each character’s other styles.

Kiryu’s Beast mode in action.

Kiryu’s Beast mode allows for slow but heavy attacks in a wide range, as well as a number of wrestling-inspired finishers.  More importantly, it also allows for automated grabbing of environmental objects to swing at enemies, including things like motorcycles.  On Majima’s side, the real standout is Break mode.  This uses a series of breakdancing moves to quickly and heavily take out large groups of enemies through effective AoE attack and dodge maneuvers.  In general, I was able to switch to a mode that made sense for each fight, whether I needed to do heavy damage to individuals, or keep it safe while whittling down a large group.

Mr. Libido in action…

On the story end, there’s not too many surprises here, but it’s definitely entertaining.  The more surprising thing for me was the mix of the serious story with incredibly non-serious side missions.  The side missions typically had similar gameplay, but the characters you meet during them were generally absurd, whether it’s Mr. Libido being unable to contain himself, helping out fake Michael Jackson and Steven Spielberg make Thriller, or Kiryu mixing up visas and pizza when helping an immigrant, I could pretty much expect side missions to go straight for the absurd.  Given the seriousness and level of chaos that most of the main story had, it meant I could use the side content as a way to unwind between places where I knew I could get into big fights.  This is backed by a surprisingly entertaining set of real estate content for each character to add even more depth to the things to do on the side; Kiryu runs a full real estate company and Majima runs a cabaret club.

Totally not Spielberg stares into your soul.

If there was anything I would directly point to as a severe negative here, it’s that at a number of points the story missions simply don’t tell you what to do.  You’d be given a vague goal (find somewhere to hide!), with no map marker, and no obvious place to go, and be forced to wander around until you hit the magic trigger.  More often than not these places would be triggered in areas where you had no NPC contacts, no reason to be in the area, and would never revisit the place for any other reason.  While filling gap time between story missions doing side content allowed me to accidentally wander into these from time to time, I was still forced to effectively blanket the map covering all roads until I found the specific spot.  Any sort of minimizing of the vague nature of these would have been a great help, but luckily these types of missions were the minority in place.

Overall though, Yakuza 0 was a ton of fun to play.  The combat was solid, the story was enjoyable, and the side content had a lot of flat laugh out loud moments. If you’re wanting to play a Japanese GTA, this is not the right game, but if you’re looking to rekindle memories of playing Shenmue, this is a great place to start.

Game Ramblings #43 – Final Fantasy XII: The Zodiac Age

More Info from Square-Enix

  • Genre: JRPG
  • Platform: PS4
  • Originally Released On: PS2

TL;DR

  • Battle system is still going to be hit or miss for people.  If you enjoy the idea of programming the AI, you’ll likely enjoy this.
  • Story hasn’t aged too bad.  Vaan being the up front starting main character is still weird.
  • Modifications to the license system for upgrades are neither a big positive or negative to me.  Still like the general system overall.

Final Fantasy XII was at the time a pretty controversial game for the series.  It came on the heals of a long gap since X, with an MMO in between.  Even though on the surface the battle system seemed hugely different, it was still an ATB-based battle system, just with some potential for automating tasks thrown in.  However, it was that change that in a lot of ways threw a players for a loop.  Looking at this again 11 years later, I’m still a huge fan of the way the game was put together, even if some of the details still leave me grumbling at times.

Back when I originally played this, I never really understood a lot of the criticism thrown at the battle system.  At its core, it’s still the ATB-style system that had been in place for a number of years for the SNES and PS1 entries to the series.  Time bar fills, action can be taken, rinse and repeat.  To me, the ability to automate what the other party members were doing, and the ability to freely run around in real-time didn’t hugely differentiate the core of the system that much.  From my perspective, the biggest change was that battles were no longer random, and simply started up when an enemy was approached.  The fact that I could program out the party through the Gambit system meant that I could concentrate on fixing things when they went sideways, and leave the obvious things up to happen on their own.  It’s a given that I’m always going to attack, when some party member’s health drops I’m going to throw Cure, when debuffs are out I’m going to use Esuna or some variant, if the enemy is weak to an element I’m going to use magic.  The system in place here let me preset the entire party to do the obvious, and simply handle jumping in when adjustments needed to be done on the fly.  By and large, that system still works fantastically, and gets you through a lot of the game.  Boss battles are where I tend to jump in to manual actions the most, but even then I tended to spend more time adjusting my Gambits to suit the needs of the fight, and having fun doing that.

However, the Gambit system does have a few noticeable gaps that the programmer in me really wants more control over.  Target prioritization in general was typical pretty poor.  While there’s a lot of flexibility in how the target gets selected (nearest, furthest, X% HP, party leader’s target, etc), there was no way to use a priority to select a target, then stay locked on that target until they were killed.  Because of this, group fights can get really hairy really quickly if I was fully automated, with targets swapping almost every attack, rather than grinding down one enemy at a time.  It would also have been nice for some sort of binary system to place more stringent conditions on target selection (Ex: If leader is dead, use nearest target; else use leader’s target).  I also wish there was a concept of group-based conditions.  I ended up placing group spells like Cura on single-target “oh shit” conditions, and just manually triggering group buff type spells as necessary.  For example, Cura was fired on my group if ANY ally was below 30% health.  Ideally this would have been in a place where I could have done something to the effect of average group health, or similar condition.

The other real big change over normal Final Fantasy with this game was the License system.  The short version here is that while weapons, armor, magic, and skills are purchased in shops, they also have to have a corresponding License purchased.  In the original release, all characters had the same base License Board layout, with a different starting point in the board.  For the International release, as well as for The Zodiac Age, this has been replaced by job-style boards.  To be perfectly honest, there’s things I like about both and ended up not really having a preference as to which system was used.  In the original release, there was a ton of flexibility as the board filled, since all characters theoretically had access to everything.  I could very easily do high melee damage white mages, or a black mage that used gun attacks, or a ninja tank.  Characters in The Zodiac Age can still do this to some extent with a primary and secondary board, but the build out is significantly more focused, and the flexibility in class layout has to be determined at board purchase time, rather than being able to swap the character style at any point.  The flexibility of the original was nice, but being able to focus on a core build throughout the entire game in this place also simplified the nature of using the License Board system, so I ended up enjoying it just as well.

All in all, I enjoyed the hell out of the original release, and I still enjoyed the hell out of it the second time around.  This is definitely the kind of game that if you didn’t like it before, it’s not going to convince you to play it this time either.  The inclusion of an always on fast forward feature also meant that getting through the game was significantly quicker, clocking in at about 40 hours for me to complete the story, as well as a fairly large chunk of the hunt and side quest content, so the time commitment was significantly lower than in the past.  End of the day, the only thing replaying this did for me was convincing me that it’s still one of my favorite RPGs, and one that has aged pretty well since it came out two console generations ago.

Game Ramblings #39 – The Swapper

More Info from Facepalm Games

  • Genre: Puzzle/Platformer
  • Platform: PS4
  • Also Available On: Windows/Mac/Linux PC (Steam, GOG), PS3, Vita, Wii U, Xbox One

TL;DR

  • Fantastically well crafted puzzle/metroidvania style game
  • Interesting sci-fi driven story presented with a light touch, invites players to connect a lot of dots on their own
  • Great visual style based on a unique clay-model construction

The Swapper at its core is a game that derives straight from its title.  You play a lost explorer that finds a tool allowing them to create and swap with exact clones of themselves.  This is wrapped in a set of pretty simple mechanics and a Metroidvania-esque traversal that expand out into a huge amount of puzzle depth.  This is combined with some good visuals, and a simple but effective audio backing to create a really fantastic game.

When dealing with a puzzle game, the obvious question is whether or not the mechanics work to create interesting puzzles, and in this case, the answer is a resounding yes.  The swapper tool that the player has can only spawn new clones (to a limit of player + 4 clones) and shoot a projectile to swap to a clone.  Clones then all follow the same inputs that the main player character is doing, moving as a largely controlled herd.  However, the lighting in the levels can disable these abilities; blue lights disable clone creation, red lights disable swap projectiles, and purple disables both.  On its own, these combine to slowly ease you into the gameplay, with some of the early puzzles being some clever mix, with the player creating and moving around to platforms that are out of reach of just plain jumping.

One of the first things I noticed when I got the tool is that when I was creating clones, the game would go into a super slo-mo state.  At first this didn’t make much sense to me, until the puzzles started requiring multiple swaps in mid-air, then it became another fantastically fun ability to use.  Later puzzles started introducing gravity manipulation and pressure pads, mixing all of them together into rooms where the control of your clone herd became the ultimate goal.  By the end of the game, the puzzles were becoming a devious mix of creating clones, warping between them, and finding ways to either recombine with or kill clones in order to keep up completion of the puzzles.

The puzzles are backed by a really strong visual style.  One of the things that brought this game so much acclaim was that they quite literally created clay models for their source art, and that’s very apparent while playing.  The lighting they used was typically extremely dark, allowing for a great use of a flashlight to lead the path in hallways, then the strong colored lighting for puzzle mechanics.  I’ve thrown just a few screenshots I took below to give an idea of what the game looked like, though it certainly looks even better in motion.

It’s also worth noting that this has one of the more hilariously fucked up story endings I’ve ever played.

Story Spoiler

Given the core gameplay concept, it’s not too big of a surprise that there’s the possibility of swapping with other people, and there were some hints throughout that it had already happened. The end of the game takes full advantage of that. After crash landing on the planet below, a rescue ship finally finds you, but cannot rescue you due to lack of quarantine facilities. The game presents you with two options, die on the planet alone, or swap with the rescuer without anyone knowing what happened. The second option then takes this a step further, and gives you control of the rescuer you swapped with, causing him to fall off of a cliff to his death. Because of the rescue ship’s lack of knowledge of the swapping device, they simply saw it as the player character jumping off a cliff as a suicide.

In the end, hilariously unexpected, and a pretty fantastic way to wrap up the core mystery behind how you were going to actually get home.

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In general, I was somewhat caught by surprise by how much I enjoyed this game.  I’m generally a fan of Metroidvania-style games anyway, but without combat I wasn’t sure where this would fall fgor me.  However, the game had a really smart difficulty curve, introducing one or two mechanics, then doing a series of puzzles to reinforce the new mechanics. Ultimately, there were probably 30 or so puzzles to complete, interspersed with general traversal where story elements were introduced, and it felt pretty appropriate in length.  As far as puzzle-based games go, I can’t think of another I’ve played lately that I’d recommend as much as this unless I go back to Box Boy 3, and I think that says all that I need to say about it.