Game Ramblings #165 – Star Ocean: The Divine Force

More Info from Square-Enix

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Windows, Xbox One, Xbox Series X|S

This is a very particular type of game in that I don’t think it’s necessarily a good game, but it was a generally fun game. It doesn’t really do anything all that well. It’s generally a pretty absurd experience. But despite that, it’s never really a huge issue to play, at least until the end. However, that’s tri-Ace in a nutshell over the past few decades, so I guess I can’t really say I was that surprised.

I say until the end up there because I never actually finished this game. Per my PS5 tiles, I finished at around 94%. What this ended up suffering from was really a case of “but wait, there’s more!” Not that it’s unusual for a JRPG, but this had too many false endings. I’m pretty sure I’ve killed the main baddy three times already and was lining up for another. However, I hit another surprise dungeon that involved my two least-favorite JRPG tropes – removing your party and making you re-fight bosses as unnecessarily tanky versions.

It’s one thing to do either of those, but both at once is obnoxious. After spending 30 or so hours getting a party setup I want with skills that I want, the last thing I want to do is have to figure out how to fight with a now weaker party or one with different mechanical pros and cons. What I really don’t want to do is then redo fights I’ve already done. Not harder mind you, just longer. Not more interesting, just more boring.

Of course, that gets us to where I don’t really think the game is good. One of the bosses in this section is a great example. It has a mechanic where it splits into four around a target, then attacks toward center. As the player, I can dodge out of it fairly easily, regardless of taking some damage. If you aren’t the target, you just….have to stand around waiting to avoid damage. The AI really loved just pulling a Leroy Jenkins here and getting themselves killed in super tanky refight variant. So what’s the easiest strategy? Let them die and be just me and a healer, because the healer will always stay back and I will always be targeted, and there’s nobody left to die. So in this case, bad AI with bad tendencies and lack of situational awareness just makes for a draining fight.

Outside of situations like this though, the game is fun despite the jank. Combat is extraordinarily fast in a way that even the Tales games don’t approach. Is it pretty button mashy? Sure is! Does that make it fun? Sure does! This is backed by some skill tree and skill strengthening that does enough to make sure you remember there’s a JRPG in here somewhere, while also giving you some flexibility in steering your party’s play style. Traversal is largely the same. You sprint like a fucking psychopath through an environment that is far larger than it needs to be, then you’re given the ability to fly like a super hero. Does it make any sense? Nope! Is it fun? Yup!

So, this game exists in a weird dichotomy. It’s not particularly good. It’s incredibly janky. It has a really bad ending sequence. But despite that all, it manages to be fun. I guess in that respect I can’t really recommend it but I don’t think it’s a bad thing that it exists. It may not be a home run, and certainly doesn’t have the life of better supported mainline Square-Enix series, but it at least gives me some hope that the series isn’t just abandoned, and within the quality bar the series usually sets it doesn’t even end up being that bad. It’s a strange one.

Game Ramblings #163 – Trigger Witch

More Info from Rainbite

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Switch, Xbox One, Xbox Series X|S, Windows

This is one of those rare situations where two types of games mixed together actually works out. The best way I can describe this is Link to the Past if it was a twin-stick shooter. At face value it doesn’t make much sense, but when you add in multiple weapons with upgrade paths you get enough of a power curve that it really fits into what you’d expect out of a Zelda style game.

It’s not too difficult to write this off as just a violent twin-stick shooter given the above video and that isn’t necessarily inaccurate. If you ignore the sort of story/meta game aspects of this, that is certainly a lot of it. The core twin-stick aspects are done really well. The guns are varied enough that you can find a set of weapons that both feel good to the pace of gameplay you want but still fit a bunch of different situations. Movement is tight in a way that you don’t often feel cornered while still giving you a get out of trouble dodge that you can use in tough situations. Basically, on its own the game probably would have been fun enough.

It’s where it starts to lean into its ARPG roots where it really starts to shine though. It’s not necessarily that it’s Zelda and full of items and stuff, but it brings in the things that make total sense within the gameplay at play here. The main overworld is definitely there, and that plays into the overall metagame. Besides getting cash from killing things, you’ve got weapon upgrades hidden all over the world that really encourage exploration. Those weapon upgrades then take cash to apply, which gets you into the main meta upgrade loop that worked so well in Zelda. There’s always a reason to be out killing things, so it never feels like wasted time even when you’re retraversing.

The dungeon loop is also the same, which is to say that it’s not really original but it’s still pretty fun. You still get keys, you still get a dungeon map, you still have some light puzzles, you still end the dungeon in a boss fight. Where they do kind of bend to something unique at least to this type of game is that the dungeons generally also have some kind of flying broom segment, where rather than being a twin-stick shooter you’re playing a vertical scrolling shooter. Again, it’s not necessarily that it’s unique on its own, but it brings an unusual little change to the gameplay to keep it fresh as you’re getting through things.

This is just one of those indie games that hits the right positive notes. It’s not that it’s incredibly unique, but it blends a few genres in a way that feels interesting without needing to push too many boundaries. It’s fast moving, tight to control, and doesn’t take itself seriously (….I mean come on, Mecha Stalin.). It’s super easy to just jump in and enjoy without really worrying too much about fussy mechanics, and after some of the longer games I’ve been playing recently it felt like just what I needed.

Game Ramblings #159 – Tiny Tina’s Wonderlands

More Info from 2K

  • Genre: FPS
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series X|S, Windows

It’s been a long time since I played a Borderlands. I loved the first couple, quickly fell off The Pre-Sequel and altogether skipped 3. However, this one pulled me back in with a somewhat more unique setting thanks to them diving full into Tiny Tina’s shenanigans. I’m not going to pretend that the writing felt like it was aimed at anyone older than 12 years old, but boy does the game loop still just work.

If I was to point at one thing that made this work so well for me, it’s that the typical Borderlands gameplay just slots right in. Those games already had elemental attacks, so there’s your fantasy magic. Those games already had alien creatures, so fantasy-focused characters just slot in. Those games had the sirens, so mages just fit in place. The core was there, so even in a completely D&D focused setting it all feels entirely familiar. Guns are perhaps a bit weird, but whatever it’s D&D. I’m sure someone has made it work.

That’s not to say that things felt stale though. The way I built out my character felt unique in a way that I don’t remember being able to push in previous games. I ultimately went with a two-class combination of the Spore Warden and Clawbringer class archetypes. The first of those is a poison summon-focused class with an emphasis on critical hits. The second is a fire/lightning summon-focused class with an emphasis on damage mitigation. The obvious thing to notice there is that I’ve got three elemental damage sources already, but it’s more than that. The crit + damage mitigation let me do silly things with stats.

Ultimately my character ended up being a glass cannon. All of my stats went into three things – crit chance, crit damage, and elemental damage. I did nothing with any mitigation stats so if I took damage I was more often than not dead. However, my increased crits meant I could save myself in almost all situations extremely effectively with a kill while bleeding out. If not, my mushroom summon could also revive me while my secondary wyvern contined to dish out damage. Also, because my summons had three elemental types I could build into a fourth (in this case, health drain) that helped me stay alive at a higher rate while still hitting enemy weaknesses. I furthered this by exclusively picking shield wards with low health pools but quick recharges, where my goal was to have its recharge be less than 2 seconds. Basically, I could probably take one hit but would need to be getting out of harm’s way, but could quickly rejoin the fight afterwards.

It’s a build that for me really hit into the strengths of how they setup the classes for this game. They really kind of just turned the ridiculousness knob a bit more and pulled out some unique combos that feel like they’re pushing the mechanical boundaries for the game in fun ways. It let me mould my gearing around my class setup, and in this case allowed me to treat the game as more of a cooperative experience despite playing in single player. It’s the kind of thing that really is truly unique to the Borderlands series.

I will give a shout out to their overworld change as well. Getting rid of vehicles is one of the best things about the metagame here. Rather than travel through miles of garbage to get to your main story locations, you have a relatively nice area to explore. It’s got a lot of side quests and collectables and combat encounters to do. However, it’s also much faster to get through. It’s a fairly common improvement that the game has shown. Everything here is much tighter. As an example, the side quests feel much better integrated into the story’s golden path, so you can do them as you wander through instead of going out of your way. They’re also generally more often substantial side stories rather than collection quests. The whole experience is very much Borderlands with less padding, and it’s to the benefit of the game.

That said, the screenshot above in which you seduce a drawbridge is indicative of my main problem with the game. The comedy just feels immature. Some of it is funny, but I found myself groaning instead of laughing more often than not. In a lot of ways, it really just made me feel old…..which might be true, but it’s not something that I ran into in past games. It’s things like the queen of the land being a unicorn named Butt Stallion, or seducing the drawbridge, or Torgue’s cursing being bleeped while being far more common under the guise of trying to stick to a teen rating. Rather than trying to hit a rating, it just feels like it was written for that level of audience. It was never egregious enough for me to not want to play the game, but the writing definitely was not helping the game for me.

This game feels like it’s going to end up on my long term short list. Borderlands 2 filled that role for a long time as the game I could hop into and just play for the sake of playing. Diablo 3 filled that role for a while, especially on the Switch. Of late that distinction has gone more towards games like Forza Horizon. However, this one may take over for a bit. It’s just such a well refined gameplay loop that it’s easy to hop in, and for me it’s made the series feel fresh again. In good news, gear hunting after the first play through also means I can just ignore the comedy and gear grind, which is probably what I wanted anyway.