Tuesday, June 23, 2015

Early FAQ = WTF

Yikes, GameFAQs can be such a mess.

I've decided to throttle down on Dragon Age Inquisition for a while.  I'm at the point where I'm pretty much steamrolling the main questline, and and (spoilers) I lose a party member after the final boss, and I want to do some DLC with them around, and even becoming the Lord of The Harvest has lost it's charm for a while.  Don't get me wrong, the game is still very good, but I've done too many binge sessions for the moment.

To get a break, I broke out Seiken Densetsu 3 AKA the missing World of Mana game.  It is definitely a jewel in the Square RPG lineup, and (as the internet has stated ad naseum) its a damn shame that the game didn't get a proper localization.

Anyway, it's actually a very challenging game, and has some old-school obtuse elements on top.  So I looked through GameFAQs stuff, and I stumbled on what really felt like a TXT rip of a forum topic disguised as an FAQ.  The damn thing really just lost track right before the meat of the whole thing got started.

Is it just me, or does it seem like the older, nerdier games get crappier FAQs and/or general discussions?  Just because a game is obscure doesn't mean the info you're collecting, collating, and publishing needs to be covered in ASCII art and interspersed with (albeit pretty well-behaved) arguments and random comments from fan fora and emails.  You wind up with people getting fed and up and not reading your FAQ, and you do want this thing to be read, right?  You went to all this trouble to help people play and enjoy a game you like, right?  You want people to think that you care enough about the subject to keep things organized, right?  If you're gonna go for nerdier than thou, do it right damn it!  

Have a dedicated section for things like "WebDude24601 sent me this" and "RPGeekLEEThaxxors and I had a discussion about when not to unleash the magics of doom."  Preferably near the end, especially if you couldn't be arsed to set up tags and codes for a browser's Find function.  Make sure that you properly attribute stuff, but dumping in a whole paragraph because SephirothxApplejackOTP emailed you about how his party "rocks" before you actually start the walkthrough is frickin' tacky, OK?

Going away, now, getting a little too far on my nerd rage-o-meter.

Seriously, it irks me that I can find intelligent, organized, well-written FAQs for Call Of Duty, but heaven forbid I can find the two facts I need for a piece of old-school Square craftsmanship.

Saturday, May 30, 2015

The Inquisition, What A Show

Ha HA, the interwebs are not rid of me yet!

Been tearing about and wrecking evil in Dragon Age: Inquisition.  Somebody at Bioware likes Mortal Kombat a lot, since they made a wonderful little combo of Scorpion's Get Over Here with a Sub-Zero's Freeze of Death (my terms) that makes the mooks go squish.

The characters are pretty inspired too.  I love Varric AKA Snarky the Eighth Dwarf and his Bianca AKA the +10 Crossbow of Killing Stuff.  Iron Bull is also very much the shit, especially with that pack of loonies he leads.  Sera is...well when she's not being funny I want to scream at her to go back to her tree and make some damn cookies, to be honest.  Like hot sauce, Sera is best in small doses before burnout sets in.

The loot is also pretty awesome, too, and is accompanied by the return of Badass Dress-up.  The armor sets aren't quite as extensive as, say, Dragon's Dogma, but it's balanced by having a nice crafting system, plus lot's of customizing for you death-dealing pleasure.  You can even tint your swag, so my dudes are tearing about in Luer's Raiders colors for damn once.

Psst, Bioware!  Work out a deal and give Butt Stallion a cameo as a DLC mount!

Tuesday, May 12, 2015

Congratulations, EA

You have achieved a new status today, "The Shin-Ra of Gaming."  Forcing me to sit there and do nothing but wait for and installs and updates on a fucking console game (from the damn disc) for two hours is a new one.  I avoid PC games because of crap like that, thanks very much.  May white-haired bishies with Oedipal Complexes figure BIG in your future.

Still better than Disney, AKA "The Hyperion of Entertainment."  I keep waiting for them to buy the moon and go full crazy tyrant on us.

By the way, a Shin-Ra/Hyperion merger would be terrifying and crazy damn awesome.

Sunday, May 3, 2015

Space Scurvy

Blarg-a-rant to the spambots that "read" this stuff.

Been tearing about in Borderlands The Pre-Sequel some more.  According to their website, legendary drops have been tweaked for this game and for B2, but I'm not seen any real increase in the orange glow.  That said, I've only done 1 1/2 playthoughs, and all of it normal difficulty thus far, so I can't expect too much.

That said, the rate  I've seen them in vending machines is absolutely epic so far.  I've managed to find two Moonlight Sagas, an Oxidizer, a Whiskey Tango Foxtrot, a Nasty Surprise, an Avalanche, and a Logan's Gun (I tragically couldn't afford that last one, *sob*), making for a whopping seven legendaries on Normal (and five of those solo).  That's a ridiculous amount compared to my long B2 run with at least six playthroughs, including True and Ultimate VH difficulties.  All together, two Bitches, a Quasar (!!!), a Sledge's Shotgun, a Fastball, and...I think that's it actually.  Five legendary pieces in regular vending machines.  (NOTE, this doesn't include the Torgue machines, which have a guaranteed legendary Torgue item)

While the actual drop rate is still somewhat ambiguous right now, the vendors in PS seem to have been tweaked for the better thus far.  I really hope it stays that way.

Tell you what, the vehicles in PS are crap, though.  I want my damn Truck-a-pult back!

Saturday, May 2, 2015

Why Torgue Should Love Lasers

It's actually very simple.  A weaponized laser actually delivers thermal energy to the target, and happens so fast that things explode.  While Borderlands PS laser weapons don't do that, so what?  They're also used in, y'know, rock concerts.

Fun fact:  did you know that the "sandwich" coins (in the US these would be dimes, quarters, and half-dollars) are actually exploded during the initial process.  The copper and nickel parts are rolled into sheets, explosive gel applied to each side, and BOOM!  This forces the layers together.  Then the sheets are cut into round blanks, and minted into coins.

See, even making money can be badass!

Wednesday, April 22, 2015

All Ur Mythril R Belong 2 Us

Blarg-a-rant!  I live!

Finally have a bit of a breather for a couple of days.  Things are going mostly ok, but springtime at work is somewhere between a riot and a Cub Scout meeting.

In the nerdy front, I'm going to put my playthrough of Shining Force EXA on ice for a while.  It's not bad, really, but it's getting really bland and same-y.  I have some thoughts on the game to share, in no real order.

The Good

The combat is ok, but one thing I really did like was the defensive battles concept.  While tearing about, your home base gets attacked by a semi-random pack of mooks and a boss.  The fun part is that you have to defend a big shiny generator from big-ass swarms of nasties, and not only do you get good rewards for beating the baddies, you seem to get a boosted drop rate for cash and gear.

Another nice thing is that you actually can call in support fire from your base (which is pretty much looks what would happen if Aztecs got their hands on a Death Star).  Canonizing freaks doesn't get much cooler than this.

One really cool thing is the base itself.  You get to upgrade its capabilities, with nifty stuff like blowing more stuff up harder, robot buddies for defensive battles, radar abilities for shiny hunting, and an randomized dungeon you can tear around and plunder in.

The Bad

Could be the hardware, could be somebody at Sega just not thinking things through, but getting a certain threshold of enemies on the screen starts some serious slowdown.  Unfortunately, this is a hack-and-slash style RPG, with extra emphasis on reflexes and mobility, so things can get really crappy really quickly.

One major flaw in the game is that combat overall just doesn't really evolve for your characters.  Toma the warrior is your archetypical beatstick with two similar styles.  One handed weapons which hit faster and allow for shields and more mobility, and two handers which...don't.  Cyrille the Sorceress gets spellbooks which allow for you to cast spells of various kinds and smack fools with a big-ass book.  She also gets crossbows, which tend to be suited for particular enemies.  None of these are crap in and of themselves, but in a genre where one expects at least some game-changers over time, in the from of special loot or level unlocks, this stuff gets monotonous quickly.

The difficulty comes in two flavors, and unfortunately is almost exclusively determined by the character chosen at any particular time.  Toma is simply much beefier and more nimble than Cyrille.  He's far from invincible, but he has a much easier time with both big bosses and swarms.  Cyrille is powerful, escpecially when you can exploit elemental weaknesses, but one unlucky hit and it's game over.  For me, this had the bizarre effect of primarily using Cyrille in the field, since Toma is much more viable in defensive battles, which are all about big swarms and being able to tank some hits to get going.  The end result is that I have to save every five minutes now, since any time I confident, Cyrille dies.  Fricking Horrible.

The Shiny

The loot drops in this game are your standard gold and gear.  Gear is randomly generated, with up to two special properties (usually along the lines of stat boosts, hits a mook type harder, elemental properties, though sometimes a special move comes along).  An interesting twist is that you get "Secret Arts" which act as a third special property and have specific bonuses.  These are earned though various challenges throughout the game like fighting supersized enemies or arena battles.  Another interesting twist is Mythril (not mithril!), which you collect like a second currency, and can spend on "Power Arts" which are basically stat boosts.  Mythril is harvested from big crystals out in the field, can be extracted from gear with special properties (vanilla gear has to be sold or discarded), and dropped by monsters (boosted by a special Change Mythril trait), and also is gained in large quantities from denfensive battles.  Get all the Mythril you can.

On a final note, natural Mythril Crystals look an awful lot like the mineral crystals from StarCraft.  If I get enough Mythril, can I build a Goliath or Siege Tank?  That would be the shit, man.

Tuesday, April 14, 2015

Metallurgy, Mineralogy, and Monster-Mashing

Blarg-a-rant!

Let's not mince words:  I love games that have crafting systems.  Going out and finding stuff, then bringing it back to base to make your own special shinies just doesn't get old.  It has also sparked something of a real life interest in how stuff like swords and armor are made, what ores and techniques are involved, and how to alloy, temper and otherwise alter things.

In light of all this, I've done a bit of IRL research into stuff, and compared my finding to how various "craft-heavy" games I've played relate to it.  Some of it is actually pretty close along, some of it not so much.  In any case, I'd to talk about a few things I've found and/or inferred along the way.

TES V:  Skyrim

Let's bring a big name right out of the gate.  This open-world masterpiece manages to benefit from a whole ton of both RL research and both in-house and in-universe traditions.  Put very simply, what you can smith, brew, or magically enhance is directly related to how good your character is at these respective tasks.  While somewhat inefficient compared to getting paid instruction, the act of crafting improves your abilities, with the improvement directly related to the value of the final product i.e. make costlier products to get more experience.  Some of the more interesting things here is that we have iron and steel as separate things in game (with steel as an alloy of corundum and iron), where I've notices plenty of games that treat them as identical or near-identical in properties and strength.  We also have analogues to several "traditional" materials as well:  Corundum for copper, quicksilver for mithril, and Dwarven metal for orichalcum.  While there is an orichalcum named as such in the game, Dwarven metal actually fits much closer to the classical definition, being a brazen or golden colored metal with special properties and associated with an advanced, long-extinct civilization al a Atlantis.

Of interest is that, in-game, alchemy and metallurgy are treated as very separate disciplines, with few connections beyond skill enhancement potions.  The closest in-game connection is a minor "radiant" quest involving bringing an unusual ore sample to a nearby alchemist.  Amusingly enough, your character identifies the mystery sample immediately, but there's no way to just tell the guy instead of ferrying the thing to the shop.  Interestingly, this is the same town (Riften) where fetching alchemical agents for specific purposes is a commonplace thing.  Maybe the local "expert" is the lazy idiot he seems, since people actually know a thing or two themselves here.

Romancing SaGa:  Minstrel Song

I'm deliberately contrasting here.  This game is very much an opposite to Skyrim.  It's a tragically flawed JRPG for the PS2.  I won't go into details about the game as a whole (I plan on doing a Wreckonomics article at some point), but one of the more interesting points is the smithing system it has.  The gist is that you 'temper' equipment with various materials ranging from ores to monster parts to special patented alloys available at certain guild-affiated shops.  While in most RPGs you just get straight stat boosts (and the odd penalty) right off the bat, you actually have some immediate changes (usually in durability), while the full effect of the alteration only coming into play after using the weapon, with the change coming faster the harder you are on it.  It's quite possible to break a weapon and then re-temper it before the full effect appears.  To add a bit of depth, most weapons have 'harmonious' materials that when used and broken in result in stronger versions (+X) that end with a final, 'named' weapon at the end of the chain.  This is usually worth doing, by the way.

The very interesting part, is that the ores in this game are, to date, the closest to real life i have encountered in a video game.  There's plenty of fantastic ores, monster parts, and such-like, but real life ores and terms are present.  Notable ones include marcasite (iron ore, related to pyrite), meteoric iron (besides the traditional mystical significance, the best way to get nickel-iron alloy in pre-industrial times), native silver (native as in found in a mostly pure, not compounded state), electrum (despite the traditional disdain among some older D&D fans, this stuff was very real), and finally, mullocks (a term for waste ores.)  You are quite welcome to run a search on this stuff, in fact.  Also of note is vermillion (a red pigment, containing mercury); I believe that this was a mistranslation of the mercury ore cinnabar, but I have no real proof.

One final note is that, as mentioned above, this game has two 'patent' alloys, Vernie and Garal.  Two separate guilds hold the patents on these and jealously guard it, to the point that while the player can have these alloys tempered to equipment, they will never find any out in the field.  Both have very separate properties (Vernie for light gear, Garal for heavy stuff), and are the trademark specialty of the patent holders, much like how various alloy blends are patented and guarded by real life organizations.

Quite a level of depth for a game that expects to race your way through it.

Well, I have plenty more to say, and a few more games to talk about, which I'll be covering in a future article.  Stay tuned, and keep smacking them monsters!