Game Ramblings #172 – One Piece Odyssey

More Info from Bandai Namco

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, PC, Xbox Series

I kind of played this one on a whim. I’ve watched some of One Piece here and there so I was familiar with the series, but I wouldn’t call myself exactly a fan of it. However, I am a sucker for JRPGs and it fit well within that. What it ended up being was a game that I enjoyed far more than I expected because of decisions they made around their core combat that really worked out to the game’s benefit.

This being a JRPG, the combat had to be good to make it worth playing. The series that immediately came to mind here was Shin Megami Tensei/Persona. It didn’t have that complexity, but the core feeling is there. The entire combat loop is around exploiting weaknesses to maximize effects. There’s the core unit type, which is a rock paper scissors mechanic that applies to most attacks. Most of the units then have some elemental attacks (ex: Nami has lightning, Sanji has fire, etc) that can be an additional layer of weakness against some units.

While this doesn’t have the same turn skipping functionality of the SMT series, the end result is similar due to the balance of the attacks. Simply put, you want to take advantage of these weaknesses because it’s effectively double damage. In SMT you’d add turns by attacking weaknesses, thereby getting you through more enemies safely. Here you’re just nuking enemies, again getting you through more enemies safely.

The other place this comes into play is with the regeneration of TP – this game’s mana stat. Most of the high end special attacks take up a significant amount of the player’s TP to the point where 3 or 4 attacks with them will often drain the entire TP pool. In a typical JRPG, I’d probably just hold onto those special attacks until a boss fight rather than spamming items to get the resource back. However, in this game TP regenerates on basic attacks. Because of this, you’ll often want to nuke as much stuff using AOE on turn 1, then finish off fights to regen TP as you mop up the rest of the enemies. Against bosses, you’ll do a bit of a back and forth where you go back and forth between heavy damage and regen phases, or in the case of the healer you spend time trying to determine when it’s the best chance to heal vs. regenerating TP to avoid running out. It’s another good way to really tie combat together.

The second piece of combat that I found smart was their use of a bonus XP mechanic. The short version of this is that a lot of fights ended up introducing some small mechanic to throw off the balance of combat – could be something like kill strengthened enemies before someone in your party dies, kill an enemy before it uses a strong attack, use a specific person to finish a boss, etc – that grants bonus XP if successful. The thing that threw me off initially is that this gave a ridiculous amount of XP, often being 400-500% of the XP of a fight. It seemed exploitative. However, over time it became clear to me that the balance of the leveling curve was actually built around achieving these to avoid grinding.

What these things do in practice is really just throw off your patterns and make combat more engaging. Yes, the enemies end up being the same as in many fights, but having to switch gears to figure out how to get people into the right position to clear out groups of specific enemies fast is fun. Having to figure out how to get just the right damage to make sure the very specific person kills a boss on next attack is fun. Having to suddenly have your party focus on something they may be weak to to get bonus XP is fun. It’s small constant tweaks to the core combat that make things just different enough to reduce repetition in a genre that is typically bound to repetition.

The final piece that just worked nicely was party hot swapping. During combat you can swap party members at any time as long as they have not yet attacked in the current turn. This could include just switching where party members are on the field, but it also includes swapping party members in from the reserves. It extends to hot swapping out party members that get knocked out, which comes in particularly handy against bosses. In practice what this does is always allow you to focus on having the right people in the right spots at all times. You don’t have to worry about figuring out what the best min/max party for an area is, but instead can just focus on having the right people for the situation. It reduces a lot of what is typical party stress in the genre and actually allows and encourages you as a player to try a bunch of different combinations. It results in the entire cast being familiar to you by the end of the game, because you’ll have been using everyone often throughout the game. It’s a smart way to integrate everyone into the experience while still only capping combat to 4 members and really goes against what is typical in a lot of JRPGs.

However, where the game nearly lost me was in the stuff that is tied to the narrative. It’s not that the narrative was bad, and honestly I enjoyed it a lot, but it was often forced in a way that didn’t feel right for the genre. There were long segments of 3-4 hours where I couldn’t explore. I couldn’t fast travel. I couldn’t go back to places that I had side quests in. I couldn’t really do anything but stick to the core narrative. In a lot of these places, there was also very little combat as it would often be sections of the game where you’re interacting with people in cities and dealing with One Piece-universe story segments that simply didn’t belong in the overworld.

As a pacing thing, this just felt off. It led to a bit of a weird situation where any time I was given the opportunity to freely run around, I felt like I had to do everything that was optional at one time. I couldn’t just go “ya I’m going to take 15 minutes to screw around” because I would often be stuck. The result of this was that a couple of the longer narrative-forced sections nearly had me shelving the game, simply because I wanted to be given a break to just do anything that wasn’t a fetch quest. This was another thing that felt a bit atypical of JRPGs, but in this case it felt like a negative to the experience.

Overall thought I was pleasantly surprised by this game. I figured it’d fill the gap between XB3’s DLC and Final Fantasy 16, but I ended up enjoying it enough to delay starting FF16 instead. It does a solid job of blending the One Piece IP with a really solid representation of the JRPG genre by borrowing combat reminiscent of Persona while doing a couple things here and there that broke some genre conventions, and it ended up being a better game for it. If you’re looking for something new to check out in this genre, I’d feel pretty good throwing this one out for a recommendation.

Game Ramblings #169 – Haven

More Info from The Game Bakers

  • Genre: RPG
  • Platform: PS5
  • Also Available On: Switch, PS4, Xbox One, Xbox Series, Windows

This is a game that for me stretched how far one mechanic could work for me to carry the game. Sure, this game has some JRPG-ish combat. It has a bunch of crafting in place to handle items and upgrades. However, it was the overworld gliding that kept my attention, and oddly that was enough.

Looking at some reviews after the fact, it feels to me like I had the opposite experience of a lot of reviewers. I’ve seen a lot of places praising the combat and saying the overworld collecting was a drag. However, it felt like the opposite to me. I dreaded being in combat instead of just flying around the world – not because it was necessarily challenging, but because it just felt slow.

Combat in Haven is sort of a FF-lite. It’s effectively an ATB-style JRPG turn-based system. You have a couple attacks to choose from, you can combo them with your partner, or you can activate a shield to reduce damage. It works well enough, but you get all of it immediately and it never really feels….different. Every enemy type is basically a system of figuring out which attack they are weak to, recognize when attacks are coming up to shield, and then getting through it. The only real differences between early and late game are that a couple enemies require waiting until they attack to hit them while they’re dazed and most late-game enemies basically require you to always have one of your party members shielding.

As a core combat system it’s fine, but it left me wanting more. I wanted to have to use better strategy to defeat enemies. I wanted to be able to more rapidly mix attack types instead of waiting for the relatively slow attack gauge charge ups. Frankly, I wanted it to be easier to heal my party instead of having to always be crafting bandages and healing capsules at my base.

I suppose that’s another part of the game feeling slow to me. Even with shielding, you end up taking so much incidental damage over time that you have to find a camp or return to base to heal. The game requires you to eat to have the fastest combat pace which requires you to find a camp or return to base to cook. You often find items required for upgrades or plot reasons that require you to return to base to activate. You basically spend a bunch of time just having to return to base, and it all feels like padding for the sake of extending time played.

However, I kept pushing because it was fun just to glide around. The gliding is fast, but weighty. There’s a strong sense of momentum when leaning into turns, rather than just turning on a dime. There’s little flow lines all over that have you flying in the air following them that somehow bring on a sense of nostalgia of something like a Tony Hawk game, despite being clearly sci-fi. Some reviewers pointed out that all the collecting was a chore, but I often found it fun gliding around new zones simply to find all the flow lines and figure out where they went. I was having fun for the sake of gliding around, and forward progress in the game was often just incidental to that.

For me, that was enough. Gliding around was fun for the sake of being fun, and the rest of the game was there to happen when it happened. I expect most people will enjoy the combat more than I did and I also suspect that most people will be a little more streamlined with the overworld stuff than I was. So long as you can deal with the fact that story is often outwardly horny, I think there’s a surprising little gem to play here.

Game Ramblings #168 – God of War: Ragnarok

More Info from Sony

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: PS4

Being perfectly honest, you could read my ramblings on the previous game and have a pretty good idea where I fell on this one. This is every bit an iterative sequel instead of the revolutionary change that the previous entry was. However, that’s not to say that’s a bad thing. This definitely does a lot to clean up some rough edges in the series’ transition to action RPG, but more importantly it shows a drastic amount of growth in the characters. It’s for that reason that I wanted to get through the game.

The lack of core gameplay changes did end up with this one being a bit long in the tooth. Combat felt like it reached a point towards the end of the game where they kind of just ran out of ideas and started throwing more targets at you, which wasn’t particularly fun. Side quests started to get a bit samey, which meant that I was doing them purely for rewards instead of any narrative enjoyment. Despite having a lot more environments to wander through than the original game, I just kind of felt like I was at my limit. That’s the curse of sequels I guess. You’re going to have to be somewhat samey or risk alienating your audience. Unless you’re doing a years later reboot like the previous title, you are where you’re at. However, I wanted to see the end of the story.

That push to want to see the end of the story is the most important thing to me about this game. I didn’t really need or want a challenge by the end, because it wasn’t important to my enjoyment anymore. I could turn the difficulty all the way down, hammer through the repetitive combat segments, and get what I wanted out of the game.

The previous game had me in a place where I absolutely hated Atreus, and that was a huge point of celebration for the quality of the writing in place. He was a little shit of a kid that needed to learn patience and care. Kratos was a completely impatient and untrusting father that wasn’t really prepared to be the sole caretaker for his son. It was a dynamic that worked wonderfully as a reintroduction to the series after years off.

This game instead shows a lot of growth in the characters across the board. Atreus still has his little shit moments, but he’s got such a strong growth arc throughout the game that ends with him at a point where he is clearly becoming an adult. He’s more careful in his decision making throughout the game. He shows patience when he isn’t immediately getting his way. Importantly, he is able to provide a level of care to others that allows them to also grow. Kratos on the other hand is an increasingly patient individual. He shows deference to his son’s wishes while still providing growth lessons to him. He shows a clear wish to avoid war but is also willing to engage when it becomes necessary. The growth in the dynamic between the two of them is the thing that made it easy for me to push through to the end of the game, and on its own I think is a clear reason to play this.

The rest of the game is kind of take it or leave it. The combat is as solid as the previous game, but effectively unchanged if you ignore the inclusion of a spear weapon. Atreus’ role in combat is a little more flexible with some arrow powers, but in practice it acts as more of a spam when practical button than much in the way of planning. I again enjoyed the dodge/parry focus on defense that I could play with, but found enemy tells and timing of tells to be incredibly inconsistent, which could be pretty frustrating in multi-target combat. Basically, they were similar gripes I had with the original and I’m not surprised that hasn’t changed.

I guess my tl;dr here is play it if you know you liked the previous game or play it on story mode if you just want an enjoyable narrative experience. There’s really not going to be a lot of surprises here otherwise. It’s an incredibly solid first-party title for Sony that has the same strengths and weaknesses as the previous title, with just that important bit of iteration involved, leaving us with a game that is predictably great.