Archive for the 'RPG' Category


Deus Ex: Still Going

I seem to have gotten stuck in that vicious cycle of slow progress, where low frequency of accomplishment reduces my motivation to play, which makes me play less, which reduces the frequency of accomplishment. I’ve tried to break out of this somewhat this weekend, but it’s clear that I’m only a fraction of the way through the story. I’m still in war-torn New York City when it’s clear that there are chapters to come set in Paris and Hong Kong.

It’s my own fault, of course. I keep going back to old saves to do things differently, to maximize my gain and minimize my loss. I could probably breeze through these chapters more quickly if I simply stopped caring about the cost. But if I did, I’d still miss half the story. When I go back, a large part of what I do is find special encounters that I missed. There are whole areas full of talkative NPCs that you can just pass by if you’re not diligent. Sometimes you’re told about them in advance, but even then, it’s a coin-toss whether you find them before or after your primary mission objective. (If there’s one complaint I can level at this game, it’s that supposedly-hidden secret entrances are usually not significantly harder to find than the main entrances to the public places where you get hints about them.)

When the NPCs are functioning as plot-dispensers instead of hint-dispensers, they give a certain amount of additional context to the situation. I compared the beginning of the game to Final Fantasy IV before, in that it made it clear that the player character is working on the side of evil, but frankly, the enemies aren’t winning any popularity contests on the streets. Some people agree with the NSF’s 1National Secessionist Forces, formerly the Northwest Secessionist Forces. Despite knowing this, I briefly wonder every time they’re mentioned why the National Science Foundation is so angry with us. Did UNATCO not properly cite the relevant papers on nanomachine enhancement technology or something? goals but hate the NSF anyway: apparently when an organization declares war on the United States government, it attracts the sort of recruit who just wants an excuse to shoot at people. The story seems to want you to lose your sympathy with them as you go along, perhaps to give the player better and better outs for using violence as the difficulty increases. Me, I’m still sticking to nonlethal force, if only because it seems like a shame to stop now. I keep finding ammo caches and being disappointed that they’re not lockpicks.

References
1 National Secessionist Forces, formerly the Northwest Secessionist Forces. Despite knowing this, I briefly wonder every time they’re mentioned why the National Science Foundation is so angry with us. Did UNATCO not properly cite the relevant papers on nanomachine enhancement technology or something?

Deus Ex: Locked Doors

I’ve said before that the thing a game is really about is the thing you spend your time doing. Doom is a game about shooting at monsters, The Ancient Art of War is a game about maintaining supply lines, and Riven, despite its best intentions, is largely a game about looking for animal shapes. Deus Ex — the way I’m playing it, at least — is a game about gaining access to things.

You can go about this in various ways. Often there’s more than one route to your immediate destination, with different obstacles, which use different character skills. For example, one route might have guards patrolling it, a test of your various weapon use skills, and, indirectly, your medicine skill, which affects how many hit points you can squeeze out of a health pack. Another route might have a locked door.

Sometimes you can find a key for a locked door. Sometimes there’s a keypad you can enter a combination into. Sometimes there isn’t. Mechanical locks can be picked, provided you have a lockpick, but these are single-use videogame lockpicks. I suppose this makes more sense in a dystopian cyberpunk environment than in most other milieus — after all, if the presumably-corrupt corporation that manufactures those lockpicks can make them self-destruct on use, they certainly have the financial motivation to make them that way. Similarly, electronic locks can be overcome with a disposable “multitool”, which, however, also has other uses (such as disabling security cameras). Doors and keypads all report strength ratings when selected. Supposedly the strength affects how many picks or tools you need to defeat them, but I haven’t yet seen a door that needs more than one, presumably because I’ve been sinking most of my skill points into Lockpicking and Electronics, which make the use of these tools more efficient. I do this because the supply of lockpicks and multitools is limited, and I’m afraid of running out when I really need one. I have yet to find a reliable source of either item; mostly I find them at random places throughout the levels, raising the question of who left them there and why they didn’t jealously hoard them like I do. Any mission that I finish with more lockpicks than I started is a good mission. When I chance upon a combination to a door that I already spent a multitool on, it’s time to reload an old save.

There’s one other way to open doors: explosives. This is also an effective way to deal with certain other obstacles, such as the aforementioned armed guards, but I haven’t been indulging much in explosions of any sort, because they tend to attract attention. Not all doors are vulnerable to explosives, just as not all doors can be picked or hacked: there’s a strength rating for how much physical damage they can withstand just like the one for resistance to being picked, and either rating can be “infinite”. I’m guessing that I’ll eventually start encountering doors that are infinitely strong in all respects, and can only be got past legitimately (with a key) or indirectly (through an air duct). There were doors like that in the tutorial, which was themed as a UNATCO training mission, and if UNATCO has access to infinite door technology, you can bet they’ll use it to guard their innermost secrets.

Deus Ex: Politics and Morality

I have to correct myself now. The ending of the first mission isn’t quite as I remembered. It’s subtler. You’re never told not to talk to the alleged terrorist militia guy — in fact, you’re reminded to do it just before reaching him, and then, when you do reach him, it happens automatically. It isn’t even as coercive as the term “interrogation” suggests: he immediately surrenders and gladly talks, seemingly relieved that you’re willing to listen. When you have the information you came for, some grunts show up and say “We’ll take it from here”. It’s at this point, when it’s implied that you’re finished, that you have the opportunity to keep on talking instead.

And it’s a little odd how that goes. First he talks about how UNATCO (the global anti-terrorist organization you work for) is a tool of oppression, a catspaw of the wealthy and powerful. And it’s easy to agree. But then he starts talking about the Rockefellers and the Rothschilds and the Trilateral Commission. Now, conspiracy theories are far from implausible in the universe of this game, given what we saw in the opening cutscene, but these really seem like the wrong ones. They’re yesteryear’s conspiracies, and this is a sci-fi world, with cyborgs and nanomachines all over the place. To still be worried about the machinations of international Jewish bankers seems almost pitiable.

I didn’t mention the cyborgs and nanomachines before, did I? It’s all part of the premise. The player character, codenamed J. C. Denton, is a nanomachine-enhanced cyborg himself. And yes, that means he and the entire organization he represents is a symbol of technology supplanting humanity. Your fellow cyborgs in the organization are blatantly brutal and unsympathetic, as well as pale and dressed in gothy black outfits and speaking in foreign accents. Books scattered around HQ explain UNATCO’s high-minded principles and precepts just to underscore how far the organization is from them in practice. Me, I’ve tried to live up to those ideals, despite the other cyborgs making fun of me for it — and the game indulges me in this iconoclasm, giving me non-lethal weapons like tranquilizer darts and knock-out gas grenades to deal with the few guards I can’t sneak past. All of which is rendered somewhat pointless at the end of the first mission, when your colleagues sweep in and slaughter anyone still standing while you’re chatting with Mr. Militia. Not to mention that the second major goal is to recover a barrel of plague vaccine that the so-called terrorists stole to give to the poor. No matter how non-violently you complete that mission, there’s blood on your hands because of it.

It all reminds me a bit of the beginning of Final Fantasy IV, where the first player character is Cecil, a Dark Knight in the service of a tyrannical overlord. Cecil overcomes his beginnings, and doubtless the player character here can do so as well. Mind you, it eventually turns out that Cecil’s employer was as ruthless as he was because he was desperately trying to contain an even greater evil. Will something like that happen here? Quite likely, if you ask me. It’s all too black-and-white at the moment for a game about secrecy and deception.

Deus Ex

The year 2000 is where my Stack peaks, with fully 40 titles, every single one of which is having its 10th anniversary. It’s the year of The Sims, Sacrifice, Hitman, and the remaining episodes of Heroes Chronicles, to name just a few that I really want to get to at some point. It’s also the year that Ion Storm rather amazingly released both Daikatana, the Edsel of videogames and a butt of jokes to this day, and Deus Ex, a critic’s darling and still lauded as influential in broadening the scope of what really couldn’t just be called the “first-person shooter” any more.

We’re well into the age of 3D now: this is a game that really needed a beefier graphics card than I had at the time of its initial release. When I finally upgraded, I recall playing the first couple of levels, then deciding I was going about it all wrong and should start over, possibly after reading the feelies (which I didn’t actually get around to until now). Partly I felt I was letting inappropriate FPS habits dictate my actions. I wanted to explore everything, and if you do that back at your own HQ, you wind up earning multiple reprimands for violating security protocols, as well as for peeping into the ladies’ restroom. As in Strife, the RPG aspect is strong enough that pursuing every single option isn’t a realistic strategy, and is in fact somewhat detrimental. But also, this is a game set up to let you choose how you want to play it. That’s its thing. I think I mainly want to play it like it’s Thief 2.5, and that’s a viable option, but one that’s trickier than playing it like a shooter.

The other main thing I remember about previous sessions is that, at the end of the first mission, apprehending the head of a militia group that’s occupying the Statue of Liberty, you’re told by your fellow peacekeepers that you shouldn’t talk to him — and then are given an opportunity to talk to him. Well, remember that I was still in do-everything mode at that point. Naturally I wanted to talk to him if I could, and I was aware that I was rebelling against orders a little by doing so, which I wanted to do anyway: the opening cutscene was not at all subtle in establishing the player character’s ultimate superiors as bad guys with some sort of world-domination plot involving a deliberately engineered plague. (I suppose it’s common for games to use this kind of dramatic irony, where the player knows what’s coming long before the player character does — to pick an example from recent posts to this blog, the heroine of Dino Crisis doesn’t know at first there are dinosaurs on the island, while the player knows it from the very title — but it seems unusually explicit here.) What I didn’t remember is that your initial orders are not just to apprehend, but to interrogate the prisoner. So the organization you work for isn’t completely consistent in what it wants of you, which is unusual in games. The only other games I can think of where the people who send you on missions are at cross-purposes are those in the GTA series, which, like Deus Ex, places an emphasis on player freedom.

Final Fantasy VI: Tower of Mages

I’ve finally conquered the tower of the Cult of Kefka — not the tower of Kefka himself, but a lesser imitation, which can actually be climbed. It provides a nice bit of variety by changing the way combat works: within the tower, neither you nor the monsters can perform any attack other than casting spells. A largish fraction of the monsters seem to have the Reflect effect on them, too, even if they don’t explicitly cast Reflect first. This means that you can’t rely on direct-damage spells. At least, not targeted ones — area-effect spells do fine, and that includes most Esper summons, which count as spells. Alternately, you can cast Reflect on one of your own guys, and then cast direct-damage spells at him, reflecting them back at the enemy. (Spells can only be reflected once.) My favorite tactic here is to summon Carbunkle, which is the equivalent of casting Reflect on everyone in your party at once. Then you can cast a whopping big direct-damage spell like Fire 3 on your entire party at once, splitting the reflected effect four ways — and, of course, get the added advantage of complete protection from the enemy’s direct-damage spells while you’re at it. So, basically, most of the encounters here are a breeze once you figure out these tactics, as long as you don’t run out of mana — Carbunkle is one of the cheaper Espers to summon, but I still had to bring a load of mana restoratives in with me, and used most of them. Which wasn’t strictly necessary: Osmose, the mana-leeching spell, works really well here, if you can bear to waste valuable attack opportunities on it.

Anyway, the whole experience is a nice rules-puzzle. Encountering the Reflect-enhanced creatures for the first time, my reaction was basically “Aaaaah! What do I do? I can’t hurt it with spells, and I can’t take it down with a melee attack, like I’d normally do to something that I can’t hurt with spells!” But really, there are quite a few things you can do, once you think of them. You just have to get out of the rut of thinking like you do in normal encounters.

Even having mastered all that, though, I wound up basically playing through the whole thing three times, because of the tower’s boss. It’s not that he’s hard to beat — he has randomly-changing elemental resistances, but by this point, my entire team had mastered some non-elemental damage spells. I trounced him handily on first encounter, only to find that my entire party somehow perished during his death throes. On my second attempt, I was careful to keep everyone at full health and have some protective buffs on at the end, but the same happened. I resorted to hints to find out what was going on: apparently dying there is inevitable, and the only way to continue is through the Life 3 spell. Life 3? I had that spell, but hadn’t used it — generally speaking, the resurrection spells are ones you want to avoid needing to use. The in-game description of the spell was “Protects from wound”, which didn’t seem to justify its insane mana cost: there were other spells to protect you from damage, and other spells to heal damage as well. What I had forgotten is that “Wounded” is the game’s name for the status I had been thinking of as “Dead”. Life 3 is a preemptive resurrection, like the Ozmoo spell in Enchanter. Cast it on someone, and they’ll be automatically resurrected after the next killing blow.

I’ve been told by now that the edition I’m playing is not a very good translation. I keep finding more and more evidence of this. Some of the creatures in the tower had a spell called “Merton”, which seemed to be an area-effect heat-damage spell, judging by the graphics. Merton? I finally figured out that it was probably a bad re-romanization of “Meltdown”, and a glance at Wikia confirms it. But that didn’t impede my ability to play the game. This confusion over the meaning of the word “wound” did. I suppose “death” isn’t really a good description either — this is an effect that can be cured by a stay at an inn. “Unconscious” or “Knocked Out” would be good, and apparently some games in the series use the latter term. Maybe even the better translations of FF6 do. But I’ll keep playing the one I have.

Final Fantasy VI: Moving On Again

To judge by my last few posts, you’d think that I’m on the verge of completing the second half of Final Fantasy VI. And I am. But it’s a very wide verge. I spent about three months in a similar state at the end of the first half. Admittedly, that was because I wasn’t actually playing for most of that time. But the reason I wasn’t playing was that I had grown impatient with the game: I felt so close to the momentous transition that all the mopping-up I felt compelled to do before taking the plunge became burdensome. As much as I want to face off against Kefka — recently named 18th greatest videogame villain of all time by IGN, right above M. Bison — I also want to see the rest of the game.

Rushing through the game is no way to play it, if only because the game makes it impossible. Sometimes you only get to take a couple of steps between random encounters. Some games in the series have a rare and special piece of equipment that decreases the rate of encounters, or even eliminates all encounters with anything other than bosses. If such a thing exists in this game, I have yet to find it. And if you’re approaching the game from a position of impatience, these constant interruptions will only make it worse. I wrote before about the annoyance of all the system’s little delays when working under a time limit. My self-imposed time limit of two weeks is no exception.

So, on to 1995. I’ve already started on my next game as I write this. But I intend to keep dipping back into FF6, in small sessions, for however long it takes.

Final Fantasy VI: Splitting the Party

I began this weekend hoping that I’d have just one more post to do on FF6, but after multiple hours of play, I still haven’t made a serious attempt as Kefka’s junkyard-like tower of magically-attracted debris. Oh, I’ve visited it, and I think I might even be able to conquer it at my current level, but it’s going to take more time and preparation than I felt like giving it at the time. You see, it splits the party in three, and that complicates things.

This isn’t the first time the party has been split. Way back near the beginning, there was a part with three sub-scenarios that I had to play out with different characters, but that was different: the scenarios were self-contained and independent from one another, and were played out in sequence. More recently, the descent into the treasure cave to find Locke involved splitting the party however you like into two groups, then switching to control whichever group you like at any given moment. And you couldn’t just use one group and leave the other alone: every so often, each group would run into an obstacle that could only be cleared by having the other group stand on a pressure plate somewhere.

Kefka’s tower works like that, but with three groups, which makes it a lot harder to decide how to split things up. Through most of the game, you get your pick of four characters out of the entire party roster, so it’s easy to take your choice of combat specialist, your choice of mage, and your choice of guys with weird special abilities, and still have one slot left over for whoever you’re trying to level up. With three groups and 14 playable characters, you don’t get much choice of who to take. You just get to choose who to partner them with — and my experience is that some combinations have a much easier time surviving than others. It isn’t just a matter of taking one from each of the four categories I just mentioned — you have to take into account that characters are going to be killed or disabled sometimes, and get some redundancy in there, like a mage who can fight in a pinch. (Or, I suppose, you could just grind until everyone is level 99 and not worry about it, but I want to enjoy playing this game.)

Then there’s the equipment. The very best armor and weapons are, of course, not available in stores: you have to find them locked away in dungeons or loot them from bosses. There’s an item called the Atma Weapon 1Another questionable transliteration: some versions call it Ultima Weapon. But Atma fits pretty well too. It’s a glowing lightsaber-like thing that visibly grows with the wielder’s experience level, as if responding to the strength of your soul. that simply does way more damage than any other weapon I’ve seen. I try to always have it equipped, but there’s only one in the game, which means only one of the three groups can have it. I suppose I could just unequip it whenever I switch control to a different group, but that starts to get cumbersome. And it becomes even more cumbersome when you factor in the Espers. I frequently swap those around between characters even when I’m dealing with only one group, to make sure everyone gets a chance to learn their spells, and also because many of them grant permanent stat increases when their wielder levels up. I’ll probably have to just abandon that habit in the tower if I don’t want to spend 90% of my play time in inventory menus.

Or, like I said, I could stop optimizing and do more grinding. I think it was Ben “Yahtzee” Croshaw who said that Final Fantasy gives you a choice at the end: you can spend 40 hours building up your characters to the point where you can take the end boss easily, or you can spend 40 hours fighting the end boss. This kind of applies to the entire final dungeon as well.

References
1 Another questionable transliteration: some versions call it Ultima Weapon. But Atma fits pretty well too. It’s a glowing lightsaber-like thing that visibly grows with the wielder’s experience level, as if responding to the strength of your soul.

Final Fantasy VI: Dragon Hunt

The story in the second half of FF6 is all about finishing things, tying up loose ends from the first half. And it’s funny, because a lot of those loose ends are things that I don’t remember until I see them tied up. There was even one major loose end — the Terra vs Phunbaba 1A bad transliteration: it should be Humbaba, the demon from the epic of Gilgamesh (and in some later editions, it is). Mistakes like this happen a lot in the translations of the Final Fantasy series, due to their predilection for throwing in random elements from diverse mythologies that the translators aren’t necessarily familiar with. arc — from the early part of the second half that I didn’t remember. Things I don’t remember are things that I can’t pursue as goals. But that hardly matters, because implicit goals are provided by the game’s very structure: you visit every dot on the map, talk to every NPC, and explore every dungeon, and in the process, you wind up completing the story.

But there’s one other set of major goals the game has provided for me: finding and slaying the great dragons. There are eight of them. I know this because the first time I killed one, I got a message telling me I had killed 1 of 8 dragons. Re-exploring the parts that Celes passed through alone a year ago, I find there’s an NPC who explains how the dragons were released by the cataclysms or something — I don’t remember the details, but there’s some kind of reward for killing them all — probably some magicite yielding Bahamut, the dragon-king summonable from previous games.

I’ve racked up 5 dragons already without really trying, because they tend to show up in places where you’d go anyway: slightly off the main trunk of a dungeon, for example. One of them was even squatting in the opera house. Unlike random encounters, you can see the great dragons as you wander the area: they show up as single-map-tile sprites just like heroes and NPCs, and they look misleadingly cute in that form, like geckos with little wings. So you know when you’ve found them.

Nonetheless, I’ve pretty much run out of places to look, and I’m still short three. I suppose I should recheck the places that I visited with only Celes and Sabin. I would have been avoiding optional boss fights at that point, so I might have passed a dragon by. And after that? I’ll just have to recheck everyplace else. This is basically the stage of the game where it all comes down to grinding: I’m preparing to assault Kefka’s tower, but I need to be stronger before I can make a serious attempt at it. The dragon hunt at least turns the final grind into something purposeful. It gives you something to do other than just wander back and forth and wait to be attacked.

References
1 A bad transliteration: it should be Humbaba, the demon from the epic of Gilgamesh (and in some later editions, it is). Mistakes like this happen a lot in the translations of the Final Fantasy series, due to their predilection for throwing in random elements from diverse mythologies that the translators aren’t necessarily familiar with.

Final Fantasy VI: Pixel Art

Final Fantasy VI really is the pinnacle of its form, but that shouldn’t be surprising, considering that it’s also the last of its form. The next game in the series shifted to blobby low-polygon-count 3D, and, while that style has its charm, it required different techniques than the rest of the series up to that point. There’s a real craft to storytelling via tiny pixelated sprites, and it was pretty well-developed by now. The human figures have a large library of emote animations for use in dialogues and cutscenes, some of them quite expressive despite differing from the neutral expression by only a few pixels — although others involve running back and forth or leaping in the air several times the character’s height. Everything I said about the theatrical gestures in Police Quest 4 applies even moreso here.

Cutscenes are the obvious place to show off sprite animations, but there’s even more impressive work in the combat. The most noticeable part of this is in the special moves, such as when Cyan swoops into the midst of the enemies, with a comet-trail of desaturated afterimages behind him. The movement there doesn’t doesn’t look at all natural, but then, neither do fireworks. Personally, though, I’m more impressed with the subtler touches, like the alteration in posture to indicate each character’s state. Someone who’s been ordered to cast a spell, for example, will bow their head and make muttering motions until it’s their turn to act. This actually provides useful feedback about what’s going on, whereas the flashier attack animations are just a matter of showing off. The one disappointing thing is that the monsters aren’t animated in combat at all. Certain monsters — mainly bosses — have a fully-animated sprite representation that’s used in the main movement-and-exploration mode, but during combat, all monsters use larger portraits that just stand still. Presumably it would have been prohibitively space-consuming to include animations for every monster type in the game within the constraints of the SNES — even using still images, most of the monsters are palette swaps of other monsters. I suppose the shift to 3D in the next game helped there: suddenly animations were relatively lightweight, consisting of differences in vectors instead of a full copy of the bitmap for every frame.

Today’s indie game developers are in love with minimalistic pixel art, partly because it’s the aesthetic of least effort. But that’s certainly not the case here: the artists put in loads of effort and want you to know it. To the extent that it goes all “less is more”, it’s a product of systemic constraints. Considered purely in terms of style, the closest recent game is probably Braid, which similarly tries to be as evocative as it can with a super-deformed sprite with a limited number of cels. But even Braid was deliberately retro, and there was nothing retro about FF6 at the time of its release.

On the other hand, the game’s biggest reach beyond sprites is something I regard as its biggest failure: the character portraits. In my posts about FF5, I described the concept art created by Yoshitaka Amano, and how little it resembled the stuff in the game. FF6 puts a closer approximation to the concept art in the party stats screens, fitting in greater detail by showing just the head. There’s just something off about these portraits. Some of the faces are just ugly in a way that their sprites are not: Gau looks misshapen, Setzer has scars that you can’t normally see. But even the pretty ones look very wrong to me. I don’t think this is the famous “uncanny valley” effect — even the portraits are too far from human for that. It’s more like Scott McCloud’s famous observation that it’s easier to identify with simplified and cartoony characters than with highly-detailed ones. So anyway, here’s a case where I think it would have been better for the art to be more minimalist than it is, and therefore for the artists to choose minimalism rather than do as much as allowed by the medium (and the budget, and the deadlines).

I’m kind of wondering now what FF7 would have been like if the series had stayed 2D. Would it be a better or a worse game? It was astounding at the time, but today, I tend to think that the primitive 3D of the day has weathered worse than well-crafted 2D of the same era. A remake of FF7 in the style of FF6 seems like such an obvious fan project that I’d be a little surprised if it doesn’t turn out that someone is already working on one. But a quick google only yields rumors and arguments about Square going the other direction, doing a HD remake for the PS3. I guess we all at least agree that FF7 in its current form falls short of ideal.

Final Fantasy VI: Yeti Attacks!

I’ve finally reassembled the whole team. Actually, I’ve done more than that: I’ve picked up a couple of extras. In fact, I have more characters now than are mentioned in the manual. Mog the dancing moogle, who showed up only briefly in the first half, is briefly described there, to document the basics of his dancing abilities (which hardly need documentation, really — it’s not as if they made a DDR-like minigame or anything out of it, intriguing though it would be to try to combine such a thing with ATB combat). His yeti friend is another matter. The presence of a yeti doesn’t come as a complete surprise, because I recall hearing the miners of Narshe talk about it back at the very beginning of the game, and I remember wasting some time hunting for it. But that it joins my party? That was unexpected.

I suppose the reason it’s not mentioned in the docs is that, unlike Mog, there’s no special interface associated with it. In fact, the distinguishing feature of the yeti is absence of interface. You can’t give the yeti equipment, or teach it spells, or even give it orders during combat: it is, in effect, always berzerk and naked. It’s like the Barbarian class from previous games taken to its logical extreme. This makes it the simplest of all the characters to play, and therefore the least interesting. I doubt I’ll be using it much, unless I have an urgent need for more melee power, which it’s got in spades.

But I really don’t think that’s going to happen. Maybe it would have been useful to have a yeti around when I made my assault on the treasure cave where I picked up Locke, but I tackled that cave and the yeti’s lair in the wrong order. Once you have an airship, the game doesn’t much try to force you to do things in a particular order, but there’s definitely an optimal sequence. There are soft walls, and, because of a misunderstanding on my part, I forced my way through some of them prematurely. The result was a nice bit of power-leveling, but now that I go back to the places where I should have gone first, I’m finding them tediously easy. But that’s a risk in any CRPG with an open environment — I remember having a similar experience in Planescape: Torment, for example. Anyway, I think I’m past the point where mere brute muscle is an asset. Everything I meet is either much less powerful than my party, in which case I don’t need the yeti, or a boss, and best handled with judicious use of spells or special powers that the yeti doesn’t have.

And ultimately, this isn’t a yeti’s world. It’s far too genteel. I’ve seen the game described as steampunk, but that’s not quite right: it’s a century or two early for that, fantasy-classical or even fantasy-baroque, with major set-pieces built around things like an opera house and a private art collection. Even after the apocalypse, the men tend to wear long dress coats and tie their hair back with ribbons. A hairy, slope-browed man-beast is somewhat out-of-place, lumbering through the elegant and tastefully-appointed mansions here. But then, of all the playable characters, the only one who’s fully at home in this environment is Edgar. Everyone else is a misfit or outcast of some kind, and several of them have animalistic qualities: a feral child, a girl who transforms into a beast, a moogle. Once again, the yeti is just an exaggeration of something that was already present.

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