Game Ramblings #189 – Sand Land

More Info from Bandai Namco

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

I don’t really know why I expected this to be more of a traditional ARPG than a tank game, but I’m glad I was wrong. The game throws you into a bit of ARPG action early on, but from there it’s almost entirely a tank game and boy did it hit far better for me because of it.

There’s just something that was so satisfying about the tank combat for me in this game. The moment-to-moment combat was solid on its own, but it wasn’t the core of what drew me in. I think ultimately it came down to how well the ARPG aspects were integrated into the tank crafting system. The core power curve of the game is the player level, based on normal XP. As the player levels, enemies in the world get stronger. However, that is not how the player gets stronger. The player’s vehicles get stronger purely through crafting.

The core vehicle levels then have some basic stat increases, but the core power curve is through vehicle parts – weapons, engines, suspensions, etc. This customization is obviously driven by the player’s need to get stronger but it also lets the player hugely modify the vehicles around their play style. Want to be a bit pray and spray? Go into fast fire with lower damage that reloads quick. Trust your aim? Go huge damage and one-shot enemies. Want to move quick at the expense of lower defense? Go ahead and be a turbocharged glass cannon. This all takes place over a whole slew of different vehicle types (tanks, walking bots, motorcycles, dune buggies, hovercraft, and more) to also fit all sorts of environment styles. The game gets a huge amount of flexibility out of the customization options available, which really drove me to experiment and constantly be crafting new things to try.

None of that would have mattered if the crafting itself was a slog, but luckily that isn’t the case. Enemies are incredibly common to find if you need something, but easy to avoid if you don’t. Every kill drops something and often multiple somethings. Side quests give rewards of all sorts. Treasure chests are available all over the place that give crafting and vehicle parts. This all really just feels tuned around the idea that they want you to play around with everything available to you without the game wanting to be in the player’s way.

It’s also worth noting how good the variety of vehicles ends up being in core gameplay. My tank was my obvious #1 in combat as it tended to have the best overall weapon set for huge damage. However, it’s a relatively slow vehicle. For large traversal I would swap out to a motorcycle. It had some weapons for taking out trash enemies but the main benefit was how fast it moved. However, the speed didn’t matter in tight spaces. For those I’d swap out for a walking bot that I had equipped with more crowd control-style weaponry to give me some strong offense that I could lob around hallways. These are then available to quick swap at any time through a clever use of the storage capsules from Dragon Ball to allow the player to “carry” a bunch of vehicles with them at all times. The game wants you to be using your full arsenal in a variety of situations and just gives you every tool imaginable to do so.

The rest of the game then just kind of falls into place. Main quest line objectives are far enough apart that you inherently explore on the way between them. Just as you’re generally finding the bulk of things in an area, the story will push you into a new region with new stuff. Just as you’re starting to feel bored of going back to old areas, you open up new vehicle types that open up new stuff in those areas. Just when you’re starting to get bored of the main Sand Land, you then open up Forest Land with entirely different environmental aspects to it. I’m not going to sit here and say that this is a blow your socks off game by any measure, but boy could it be far worse and I’d be lying if I said I didn’t enjoy it the entire time. It’s just far better of a licensed game than it had any reason to be.

When I looked into the developer of the game that made incredible sense though. ILCA was also the team behind One Piece Odyssey. That game fell into a similar place for me. It wasn’t a blow your socks off game, but it had such incredibly fun core combat that I didn’t want to stop playing it. This feels like a studio who understands that they can adapt an IP to good game mechanics, rather than adapt game mechanics to an IP and it’s been hugely to the benefit of their last two titles.

This was just a pleasant surprise. It has great combat mechanics, great customization mechanics, and doesn’t overstay its welcome. It was a trim 25 hours or so for me to mostly complete everything and I enjoyed it all the way. ILCA‘s next title looks to be a new entry in the Ace Combat series after they assisted development on the incredibly fun Ace Combat 7 and boy am I now looking forward to it more than ever.

Game Ramblings #185 – Final Fantasy VII: Rebirth

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS5

This game doesn’t have the benefit of being the first in line. It comes on the heels of the astoundingly good FFVII: Remake and continues the ongoing story. However, that wasn’t really a problem for most of the game. It continued to really push the things I liked while adding a larger open world adding a huge, varied, and beautiful open world experience. However, finishing it left me a bit at a loss – the game was definitely extremely good and had I not played the final boss I would be higher on the game, but something about the way the game wrapped up left me at a place of wanting something different.

Note: This ramblings is mostly going to be spoilers, so I’m hiding it behind spoiler tags. Obviously, read at your own risk. My ramblings for the original game absolutely covers a lot of the good here, particularly with combat, so I’m not going to retreat that stuff here.

My disappointment was tied to both the final boss from a mechanical standpoint and the way the story wrapped up, but for now we’ll start with the boss fight.

Spoiler

The final fight is (unsurprisingly) against JENOVA and Sephiroth. Where Remake had a fun spectacle fight against Sephiroth and the Whisphers, this game had a slog. The final fight in this game is at least 8, or maybe 10 phases (honestly, I lost count) full of all the worst JRPG tendencies. The fight is too long, it has too many unblockable RNG attacks, it has too many party wipe elements, it’s not hard until you get immediately wiped, it changes your party without control too much. It was just not a fun fight. Spectacle, yes. Fun, no.

The party changing was really my biggest gripe with the fight, because it made a lot of the phases not particularly fun. After playing a game for 60+ hours, I kind of had some built-in likes and dislikes to my party. Aerith was always the right one for me to have in the background handling heals. Cloud was my main damage person due to his ranged/melee flexibility, but I was always comfortable swapping him with Red. Barrett and Tifa were pretty swappable for me in terms of decent damage but great stun build-up. I was never particularly effective with Yuffie, but I could make use of her as an NPC in the party due to her useful elemental switching. Cait Sith was always a black hole for me because of his ineffectiveness without the Moogle being present and the requirement to charge the ATB meter to bring it out. I’d say I could generally switch between 3-4 of them and be immediately comfortable as long as I had some of them around.

However, each phase of the boss fight swapped the party around without your control. Some phases were just Cloud/Zack solo, which is not really all that fun. Healing while also damaging while also avoiding incoming damage is a lot, and it resulted in me caching ATB charges in case I needed them for healing instead of burning the boss. Some phases had me in random combos of the non-Cloud cast, such as a phase of Rifa, Red, and Yuffie needing to take out wings that switch their magical weakness to stun Sephiroth. The unfortunate thing is….I really didn’t have the party setup for varied magic because my focus for that had been on Cloud and Aerith, neither of whom were available. Ya I could redo my materia with a reset, but I was already 40 minutes into the fight. The final phase was the real kicker though, and it wasn’t because it was hard. It was because it felt incredibly random.

I had a series of wipes that basically resulted from “lol bad timing sucker” that didn’t feel avoidable. One wipe I had just used my ATB to heal and it was followed by Sephiroth throwing out Heartless Angel, which reduces the party to 1 HP. Because I had just used my ATB, I didn’t have any leftover to heal and couldn’t avoid damage long enough to charge it. One wipe was caused by me using an ATB attack, which was long enough that Sephiroth started Skewer during my animation and triggered it right as I finished my animation, leaving me unable to avoid it. Cloud died, and Aerith didn’t have enough ATB or really much of an ability to dodge Sephiroth’s attacks long enough to build up charge to get Cloud back up and heal Cloud and heal herself. The final wipe of the night was me getting to the last phase, which involves dodging a deadly moving attack for a bit, while also requiring you to burn him down, while also requiring you to stun him before the move ends and he wipes the party.

Ultimately my problem with the last phase, and the fight in general, was that it never really felt hard but kept finding ways to just wipe my party with single attacks. It’s not fun when that happens in general, and it’s even less fun when the party setups have changed how you’re used to playing 70 hours in, and it’s even less fun when those attacks are unavoidable and you’re an hour into the fight. The way to get through the fight is to basically just not use ATB segments, keep them around just in case, then burn them when you’re hit with the big unavoidable things. For the last phase’s big final attack, keep them around, spam them when the attack starts, and just burn to the end. Chipping away with basic attacks and storing the ATB charges just made an unnecessarily long fight even longer. As I found out I was about one Thundara away from winning on my final wipe when I finished the game during my lunch break today, which is a really annoying way to have ultimately gone from about 80% health to 0 in an instant.

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On the story front, I was also kind of disappointed with how things wrapped up, though the jury is still out there based on whatever the third game ends up being.

Spoiler

It was obvious from the previous game that this one was going to end right at the point where Aerith died in the original game. I have no problem with the fact that she died here, but I do have a problem with how they arrived at that. The previous game’s entire core conceit was that the party was able to defy fate and set their own future. This entire game felt like it was doing its best to ignore that. This was as close of a step by step retread of the original game between Midgar and Aerith dying as possible, other than some sidetracking with alternate universe Zack. However, you get to the altar in the Forgotten City and Cloud blocks Sephiroth’s attack. It’s a huge moment meant to shock FF7 fans. It’s then immediately ended by a static screen that transforms it into Aerith being stabbed. That part felt like it was directly meant to evoke the same shock of the original game’s death scene, but when it immediately follows Cloud changing fate it feels deflating and unnecessary. It’s obvious that this is now Sephiroth having direct control over fate and returning it to what he wants. It makes sense. But it also feels unearned.

One of the big things about the entire ending segment is that it’s obvious that Aerith also has control over fate in some form – whether that be direct control or at least an ability to cross between different parts of the multiverse shenanigans at play. She’s able to bring Zack into the Sephiroth fight. She’s able to bring Cloud between multiverses. She’s able to join the Sephiroth fight despite dying, presumably by coming in from the Lifestream. It just feels like she died because she was resigned to dying because that’s the fate that is required to block Meteor in the original game. It feels like the hope of fighting against fate from the original game is gone because that is what was required of the story. It again feels unearned.

If the entire point of the original game was that the party can decide their own fate, this all feels wrong to me. Sephiroth being able to so easily set fate despite showing no ability to do so at this scale previously feels sudden. Aerith suddenly not wanting to decide her own fate despite being so for it previously feels sudden. My problem with all of this isn’t that these things happened, but that they feel like they were conveniently done to maintain the original storyline. Where Remake felt like it was setting up for a new future, this feels like it was purposefully to reduce new things from occurring. It feels like a setup for part 3, rather than something done to result in an interesting part 2, and in turn it weakens the impact of both Remake and the original FF7 because it all became predictable in the end. I guess I was ultimately hoping for Aerith to live, not necessarily because I wanted her specifically to live but just because I wanted part 3 to be something different. Now I feel like I know exactly what is going to happen. The excitement of possibilities I had coming out of part 1 is now just gone.

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I don’t really want all that to make the game sound like it was bad though. I was disappointed by how it was wrapped up, but ultimately I played it for 70 hours because it was fun. The combat is a refined version of what we saw in Remake and it’s still an absolute blast – as long as you’re in control of your party make up. At this point I’m now curious what part 3 will be. It feels predictable at this point to expect it to wrap up precisely how the original game did, but I’m hoping that they go in a new direction. The story team has laid enough potential places for story changes to occur instead of being a retread of the original. Remake gave me hope that we were going to get something new and interesting, and I’m hoping that they don’t miss the opportunity.

Game Ramblings #171 – The Legend of Zelda: Tears of the Kingdom

More Info from Nintendo

  • Genre: ARPG
  • Platform: Switch

It would be extremely easy to point at this game and just go “it’s a sequel, whatever”. It shares the characters from Breath of the Wild. It largely shares the overworld, which at a glance simply features the changes that come from progression of time. At a glance it looks to be largely the same mechanically. However, it’s just a bafflingly better game than BOTW, which was already a bafflingly good game.

One of the things that struck me was that it felt weird that they threw out the runes from the original game. That felt like such a core part of the gameplay of the original that removing them just felt wrong. When you get the new ultra hand and fuse abilities early on, they kind of feel like a weird replacement. But then you fuse a bomb flower to an arrow and you suddenly don’t miss the bomb rune so much. You start to realize that the utility of ultra hand replaces the use of the magnesis rune. You start attaching rockets to your shields and suddenly using stasis launches just feels like a slow part of the past. Then you’re busy building something stupid like the vehicle I made up there and by that point you’ve completely missed that the system has so well clicked in your head that you don’t miss the systems of the original game.

The thing that is so wild as a developer about the set of abilities in the game is how often I would try something and be surprised that it just worked. There’s obvious things like attaching an arrow and bomb together would do something cool because Zelda games have had that in the past. But attaching an eyeball to an arrow? Well of course it’s now a homing arrow because it can see. Attaching meat to an arrow? Now you’ve got something to lure enemies. Attach a rocket to your shield? Now you can fly. Attach a wheel to a rope? Now you can open gates. Attach a control stick to some fans? You’ve got a flying motorcycle. Those are nothing next to some of the crazy things the community has been up to.

It’s one of those things that I can understand conceptually how they pulled it off. Ultimately it’s more of an issue of scale of problem solving than anything else. However, I’ve never been in the position where I could simply make anything work simply because that’s the core idea of the game. Everything within these systems is so well polished because they’ve spent the last six years just perfecting every interaction that you can have. These interactions are also completely not accidental either, because most of them are covered in some place in some shrine in some corner of the world where it was clear that something was made simply because some developer along the way said “I want to make a puzzle, I want this mechanic, let’s get it working” and it became another potential tool in the chest for the team and ultimately for players.

All this is to say nothing about the fact that the game isn’t just a slightly modified overworld. Yes that’s there, and yes there’s a lot of differences that players of BOTW will appreciate. However, there’s an entire set of new sky islands to explore and puzzle through that offer unique challenges in terms of trying not to fall off of them. The introduction of the ascend ability that allows you to pass through things above you greatly enhances traversal in all situations. You then start going into the depths and quickly realize that there’s an entire second overworld as big as Hyrule to explore and find cool stuff in. The depths’ core change is that it’s completely dark until you light it up, and that change alone transforms the game into the strangest combination of survival horror and ARPG that drastically changed the pace of how I was playing the game. That alone is enough of a reason to warrant this being considered a full new experience instead of simply a retread.

All that said I do have some gripes about combat, which felt like the weakest part of the game to me. There was something about the timing of dodges/parries that just felt off to me and I could never really quite place my finger on what it was. So much of the combat once you get past the intro red enemies is about dodging or parrying to lay in maximum damage and it always felt like I was just a bit early or just a bit late. I would make adjustments and end up on the other side of that, never really getting to the point where I was really ever comfortable engaging in combat in the overworld where multiple enemies were around. I felt like I was often just taking a ton of what should have been avoidable damage, but just never could quite make it work.

The frustrating part is I never had this problem against bosses. I beat all the temple bosses first try and had similar results against Ganon, despite the fight feeling like a callback to Wind Waker in being so heavily based around specifically dodging to lay in damage. The fact that bosses tended to be fine while overworld combat was problematic for me made me think that I was battling some sort of input latency or frame pacing issue since overworld framerate tends to be less consistent than the tailored boss areas. In those situations combat just felt nice. Timing things felt fair and appropriate without being too easy. It was rewarding to nail your dodges and get a flurry rush while laying in huge damage. I guess ultimately my problem with combat was that things like late-game Bokoblins felt like more of a threat than Ganondorf which is something I can’t really reconcile in my head.

My combat issues didn’t really negatively impact my feelings on the game though. This is absolutely a game worth playing and if for some reason you still don’t own a Switch, this is game worth getting a Switch to play. It’s so fundamentally good across nearly the entire experience and just constantly throws things at you that will surprise you. It takes what was originally a top game of all time framework and enhances it in ways that sets a new standard for what open world ARPGs should be striving for.