Archive for the 'RPG' Category


Final Fantasy VI: Character Reassessment

One nice thing about the companion-hunt in the FF6‘s second half: you find people in a different order than the first time around. This forces you to spend some quality time with the ones you acquired late and never really saw the point of. So I’m rethinking some of what I said before.

I said before that the time needed to charge up Cyan’s special “sword technique” attacks made them less than worthwhile in the time-sensitive ATB system. This might have been the case earlier in the game, when attacks were resolved relatively quickly. But the more powerful attacks — both yours and the monsters’ — tend to have longer and more elaborate animations associated with them. The extreme end of this is of course the summon animations, but simple high-level spells take multiple seconds to execute, and when there are a lot of them flying around, you can wind up with your entire party queued up, waiting to carry out the orders you’ve already given them. This is the time to start Cyan charging up a special attack. This isn’t always practical, but that’s a good thing. It gives you a reason to not just automatically use the special attack all the time.

With Setzer, I complained about the slot-machine-like interface for his special moves: it asks you to stop three wheels with precise timing to get three matching symbols. I didn’t use it much before, because I found myself incapable of timing it right. But now, I’m certain that it didn’t really matter. I heard tell of some other game with an interface of this sort that only pretended to rely on the player’s timing: the outcome was really predetermined. And now that I’m aware that this sort of thing goes on, I’ve been paying closer attention to Setzer, and I’m quite certain that he’s cheating as well. I’m putting absolutley no effort into getting the timing right, and I’m still getting matches far more often than you’d expect from chance — in fact, if the first wheel stops at a picture of a gemstone, I always get three gemstones. No exceptions. I hadn’t noticed this in my earlier sorties, but Setzer is significantly higher level now, so perhaps he’s just better at it. It all makes me wonder how prevalent this kind of fakery is. Are there any games that use this kind of interface and don’t cheat the player determination? What’s the psychological effect on all the Japanese children growing up immersed in this? Are they developing an unjustified sense of confidence in their abilities? I suppose that’s part of the RPG experience anyway — the sense of personal improvement that’s really just a matter of the computer gradually making things easier for you. But at least it’s more honest about it most of the time. At any rate, now that I know that Setzer’s special attacks aren’t really dependent on my reflexes, I’m much more willing to use them. It means he’s the game’s specialist in powerful but randomized and unreliable effects, like FF5‘s Geomancer. I kind of liked the Geomancer.

Little Relm’s special power is that she can “sketch” monsters to use their own attacks, randomly-selected, against them. In most cases, this isn’t a very useful ability: the monsters are so much weaker than the party, and often immune to the same kind of elemental damage that they use against you. But I’ve come to realize that she’s got an even better power: her wardrobe. She can wear tiny but powerful outfits that no one else can. (Although I’ve discovered that her grandfather Strago can fit into the moogle suit too, which is a little creepy.) Okay, so that’s not unique to Relm. There are a bunch of character-specific items — mostly weapons — and most equipment can be used by only a few characters. But Relm starts off with an item that’s very powerful, and which only she can use: the “Safty Ring” [sic] left to her by her mother. I don’t think I fully appreciated this before, because it has no effect on her stats and the in-game description is ambiguous. What is does is, it gives her a near-total immunity to direct-damage spells. That is a very big deal. In the second half, there’s a tower populated entirely by spellcasting Kefka-worshippers (and one dragon). I’ve made several attempts at ascending it, and still haven’t reached the top. But I wouldn’t have gotten as far as I have without that ring.

Well, except that an item identical to the ring but useable by anyone can be found in the tower’s lower reaches. I really should have figured this out back when it made more of a difference.

Final Fantasy VI: Swapping Out

My merry band has picked up three more: Relm (tyke with magic paintbrush), Cyan (dour samurai), and Gau (wild boy), in that order. This means I’m once again over the limit on how many can be in the party at a time, and have to choose who to take with me. Obviously the last one to join up always gets a spot, just because I want to try them out and see if I want to keep them around more permanently — my memories of everyone’s relative usefulness are not necessarily reliable, and new abilities come with higher levels or better equipment I’m picking up. (For the wretched inhabitants of a destroyed world, the weapons and armor dealers have really managed to advance the state of the art. But I suppose this could be the result of necessity, as the world turns harsher and the monsters tougher. Or it could be a result of magic returning to the world, or of buried artifacts unearthed by the cataclysm. Or, y’know, it could be a RPG.)

To some slight extent, I’m choosing characters for story purposes. Cyan has been writing letters to a woman in one town, so I take him to meet her. Gau’s father is around — I don’t really remember meeting him before, but I must have, or else a lot of the dialogue in this section doesn’t make sense. Anyway, there’s a fairly involved cutscene about reuniting father and son, and its unsatisfactory consequences. I haven’t been to visit the moogle warren yet, but when I do, I’ll have to be sure to bring Relm so she can show off her newly-looted moogle suit. Celes is a constant fixture in my party (and consequently leveling up faster than anyone else) simply because she was the only playable character at the beginning of this half of the game, and therefore it feels like it’s her story. It was her idea to put the old gang back together, so she should be on hand to recruit each member personally.

Notably, even though the choice of characters is the closest thing this game has to FF5‘s Job system, I’m not choosing characters on the basis of their utility in the immediate context, like picking the ones with the skills to overcome the monsters or other obstacles in a particular area. What’s more, I didn’t even really do this back in the first half. I remember putting together some special teams to accompany Gau into the Veldt, but that was a matter of choosing the characters that benefit the most from the context, and that’s not quite the same thing. I mainly remember swapping people out as a way to level everyone up evenly, and to make sure everyone learned all the spells. And I may settle into that pattern again, once I’ve got everyone back. It’s certainly the way to go if you want to experience the game completely, to try out all the special powers and so forth, and it’s kind of necessary because you never know when the game is going to force a character on you. Characters that rejoin your party after an absence seem to get artificially leveled up to match the ones you’ve been leveling up yourself, but ones that you’ve simply kept waiting in the wings get no such handicap. But also, the first half frustrated the natural tendency to identify a core team: the sole initial character there was Terra, and she was simply pulled out of the party early on. Imagine losing Cloud Strife that way, or Heimdall, or Pikachu. It made it clear that this is not simply a hero’s journey, but an ensemble piece. Perhaps I’ve been forgetting this. Perhaps I should remember.

Final Fantasy VI: The Air Blade Trap

My last session ended at a wall: a confrontation with a trick boss. I haven’t yet got its measure down completely, but it cycles between two forms with different attacks and different weaknesses. I’m going to have to do some probing, then probably go back to the last save point (located conveniently outside its lair) and pick out more specialized equipment.

At this stage of the game, bosses of this sort are the only fights that present any difficulty at all. In particular, Sabin has a move called “Air Blade” that’s basically the “win fight” button, doing at least a thousand points of damage, and usually substantially more, to all enemies. Since it’s one of his moves that requires a hadouken-like rotating sweep of the D-pad, I don’t always execute it successfully, but that just means I endure one round of attacks before I get to try again. The rest of my party is basically just there to absorb damage, and sometimes to reduce the enemy’s ability to dish it out. Most of my characters have learned most of the spells available in the game, but the only ones I really use are the healing spells. Only the bosses force me to exercise my options more fully.

But then, I suppose that abusing Sabin isn’t my only choice. For example, I could probably do just as well through power-spellcasting. I got used to conserving mana in the early parts of the game, but that isn’t really a necessity now: my characters are rolling in the stuff, and pulling in enough cash to maintain a wagonload of mana restorative items. Ordinary melee attacks plus damage-enhancing items is also probably a valid approach; as it is, I’m keeping my characters mainly equipped with stuff to ward off status effects, which makes success in combat more certain, but reduces the variety of the experience. As I once said about Diablo, it’s important to have a strategy, but it doesn’t really matter what it is.

But personally, I find that once I hit on one approach that works, I tend to stick with it until it stops working. This may mean I’m the wrong sort of player for this sort of game, but if so, a lot of other players are in the same category. I remember this being a particular problem in Final Fantasy VIII. Summonables become available extremely early there, and were unusually cheap to cast, and for much of the game were as good a battle-ender as Sabin’s Air Blade. So a lot of players, it seemed, just used a summon in every fight, until they either got tired of watching the summon animations over and over and quit the game, or finally hit a battle where summoning alone didn’t cut it and abruptly had to learn to use the rest of the combat system. FF8 is usually considered one of the weakest of the series, partly (though not entirely) because of this problem. And I can see the same thing happening on a smaller scale here.

Final Fantasy VI: Now where were we?

It’s been over a year since my last session of FF6. I’ve spent a little while rereading my previous posts to remind myself of what was going on, so here’s a brief recap: Kefka destroyed the world. Characters in the game say as much. He continues to destroy it from time to time, clobbering towns with his destructo-beam for giggles from atop his unassailable mile-high tower, but the indomitable survivors continue to rebuild. Likewise, the player is rebuilding the party. You start with only Celes, who was once an imperial general, but whose main role in the story is that of girl. Before my hiatus, I had found Sabin, martial artist with his own special martial-arts-move interface, and I was stalking someone who looked exactly like Edgar, gadgeteer king, but who claimed not to be him. And by the end of my latest session, I had added Edgar to my party, as well as Setzer, shady gambler with his own airship. That airship was destroyed during the apocalypse, but once he was convinced to rejoin the old gang and topple the tower — something best attempted from the sky — he unveiled a replacement, called the Falcon, just in case you hadn’t caught on about the Han Solo wannabe thing yet.

Now, I hadn’t planned to take so long to get back to this game, but it seems to me that if there’s one spot in the game that’s ideal for an extended break, it’s here at the beginning of the second half. You get the player characters and their abilities introduced afresh, one by one, and until you get the airship, your choices about where to go are constrained, making it less important that you don’t remember what you were doing. My one regret is that I didn’t cut things off soon enough to get the full effect. If I had started this session with Celes still stuck alone on her island, I’d have essentially no immediate context to try to remember. As it is, I started off between a cave and a town, and didn’t remember which one I was headed towards and which I had just left — or, indeed, if I needed to go somewhere else entirely. I wound up wasting some time wandering around in a desert having random encounters. But I suppose I needed that time to refamiliarize myself with the combat mechanics, and, in particular, to relearn Sabin’s special moves (or at least the few worth using).

Still, I have to say that getting back into this game has been a joy, especially in comparison to the other games I’ve been playing lately. It definitely has by far the greatest sense of professionalism of everything I’ve hit so far in this year’s chronological rundown — in contrast to everything else, it doesn’t feel at all rushed or ill-conceived or technology primitive. Was 1994 some kind of turning point for the industry? Perhaps it’s the difference between console and PC games? Or maybe it’s just that I’m playing the 1999 Playstation remake instead of the original SNES version, which definitely has an impact on the UI, if nothing else.

The Humans on the Bus

I’ve once again taken to playing on a laptop during my excessively long commute. This is something I was doing for previous games this year, despite the inconvenience it made for mapping, but I had stopped with The Humans for three reasons. First, there was the installer, which, as you may remember, gave me problems. I couldn’t run it inside DOSBox, and that meant I couldn’t run it on my Macbook. But this was easily solved by installing it on my desktop machine and copying over the directory it was installed to — since it’s a DOS game, it doesn’t have registry entries or shared DLLs complicating matters.

Secondly, there was the key disk copy protection. This wasn’t a serious problem. The game recognized the CD in my laptop just fine. I just don’t like using CDs in my laptop. My reasons are minor and irrational: concern for battery life when moving parts are involved, fear of something untoward happening when the bus jostles the machine while it’s reading, distaste at the sound it makes. This was solved by copying the CD to my hard drive. (Which also has moving parts and is probably more vulnerable to jostling than the CD drive, but is also easier to forget about.) I couldn’t make an ISO out of the disc with standard tools, presumably because it has some kind of copy-protection bit set. I could probably find a more hackerly tool, but in fact it was sufficient to copy the files off and make a fresh disk image with the same volume name as the CD.

Thirdly, there was the sound. The sound works fine, but the bus is not the ideal place for it. Well, actually there are no sound effects in this game, so sound is not crucial. The only audio content is the background music, which I do think is an important part of the experience of the game. But after a week, I think I’ve heard enough of the background music. Even if the game is silent, I can hear it in my head.

So now that my installation is perfectly bussable, how is the experience? The graphics certainly don’t lose anything — if anything, they look better on my laptop’s screen, smaller size making the pixels finer — and, lacking mouse support and being essentially designed for a digital gamepad, the controls are basically unchanged. The one inconvenience it poses is that it’s realtime. It only occasionally requires any precision of timing on the player’s part (those occasions being the bits where you have to leap onto flying pterodactyls or make a jump on the loathsome wheel), but the clock is always ticking down. My commute is full of micro-interruptions where I look out the window to see how close we are to my stop (or even just to enjoy the scenery), and the typical level takes between five and ten minutes to play to completion, or even to fail. Really, it seems to me that the ideal commuting game is turn-based. It makes me wonder how Tetris on the Gameboy became such a hit.

But then, in a way, it’s the ideal kind of game for a bus, or a waiting room, or any other situation where there’s nothing else to do, but you don’t want to get so involved that the interruption at the end will leave you unsatisfied. Once you’re past the point where the designers run out of new tricks, gameplay is very methodical and by-the-numbers. It engages the higher brain just enough to distract, and not enough to enthrall.

Heimdall: Inventory

It sometimes happens that readers of this blog see me point out something interesting-sounding or overlooked about a game, and decide to play it for themselves. If anything in my writing has tempted you to play Heimdall, let me be clear that this is a seriously mediocre game. The lack of clear separation between quest-important inventory and ordinary RPG-level objects is just about the only interesting thing about it, the player’s attention is too often focused on coping with the user interface rather than on the game content, and, as foreshadowed by the character generation system, the game’s four main modes (sailing, dungeon exploration, combat, inventory) seem to all have been designed separately, without much consideration towards making a unified whole in either design or functionality.

heimdall-inventoryLet’s talk about the inventory interface a bit, because that’s the one mode that I haven’t described in detail. Actually, the game calls it the “options” interface, and it does indeed contain the save/load buttons, but personally, I think of an “options” interface as something external to gameplay, which this definitely is not. So I’ve gotten used to thinking of it as the inventory interface, because that’s what you use it for most of the time. I’ve spent a substantial fraction of my playtime just shuffling loot around among my characters’ limited inventory slots. Most of the scrolls I pick up, I discard after Heimdall identifies them, but before he can do that, he has to have them in his personal inventory, which often requires freeing up an inventory slot taken up by something else he just picked up. Possibly because he’s the one doing the fighting, Heimdall is always the first to pick things up, which means his is the first inventory to get clogged. Money stacks, as do keys (with a separate stack for each key type), so it’s efficient to give each stacking thing to a single person. I decided early on that I’d just keep them all in Heimdall’s inventory, so that they’d automatically stack when he picked them up and minimize the amount of shuffling needed. But the number of distinct key types grows over the course of the game, to the point where this approach may be backfiring: Heimdall doesn’t have many inventory slots left precisely because he’s loaded with keys.

One big problem the inventory interface has is a lack of feedback. There are no rollover effects of any kind to let you know what’s clickable — no highlighting, no changing text field, not even a change in the shape of the cursor. Perhaps this concept only gained traction with the advent of the web. Since web pages freely mix clickable text links with unclickable text, they have to provide as much feedback as they can, and indeed have provided all three of the mechanisms I just mentioned since day one. And yet, there still exist people who don’t understand hyperlinks, and who never click on a link that doesn’t explicitly say “Click here”. Such a person would be utterly lost in Heimdall. It takes some flailing at the beginning to figure out that the action buttons that require objects (such as “Use”) require the object to already be selected before they’ll do anything, especially since some of them still don’t do anything if applied to the wrong sort of object. It also takes a while to get used to the fact that “Give” is only used to give items to NPCs (an action I’ve only had to perform explicitly once in the entire game so far; usually they ask for what they want and you agree via a confirmation dialog), while swapping items within your party is done with “Distribute”.

The worst part is that the parts of the interface that look the most clickable — the word “Options” in the top left and the word “Items” attached to each character — aren’t. They’re on beveled plates that look like buttons, but they’re just title text. This may be a matter of modern expectations coloring things, though. I don’t know when beveling of UI elements was invented, but it certainly didn’t become a prominent part of the user experience until Windows 95.

Ultimately, all my complaints come down to the same thing: this is a game that expects you to read the manual in order to learn how to interact with it. This was a much more common assumption in the old days. I remember that time, and it wasn’t a good assumption then either. People have always treated the manual as a device of last resort. It just took the games industry a while to realize this, and to understand that the solution was to accommodate players, not to retrain them.

Heimdall: Adventure Bits

After another lengthy flight, I’ve spent enough time waiting around to be well into the second of Heimdall‘s three chapters. I think I’ve pretty much cracked this game. As is often the case, the initial challenge is simply learning to think the way that the authors want you to think, figuring out what’s expected of you. Although the moment-to-moment details of this game are RPG-like, the larger goals more resemble a rather simple adventure game. Or, to put it another way, it’s a simple adventure game stretched out with lots of RPG-style padding. But the combination makes things somewhat more difficult than either would be alone.

And by that, I mean that there are items with non-obvious uses. Every once in a while, the game throws a quest item at you that you’ll need later in some special circumstance — but it’s not always obvious when this happens. Scrolls generally contain combat spells, but the more unclearly-titled spells have effects on the map level, like revealing secret doors. If I find a scroll of Revelation, I know from earlier experience that this is a part of a puzzle: somewhere, probably nearby, is something important and invisible. If you find, say, a ring, it’s less clear: it has no obvious use in combat (the engine doesn’t even provide a way to equip jewelry), but it might be something than an NPC somewhere wants, or it might just be a treasure that you can sell for food money. The wisest course is to hand it off to someone back on the boat and wait for more information. And that seems to be the key to the game. Don’t use stuff up if you don’t know what it’s for.

Mind you, the game can be forgiving even so. At one point, I found a scroll with an offensive spell said to be deadly against giants. I stashed it on the boat, thinking I’d pull it out when I started encountering giants regularly. It turns out that there is one giant, a singular boss monster, which I encountered while the scroll was still in storage. I beat it anyway. Heimdall’s stats are maxed out by now, so special encounters of this sort aren’t the problems they once were.

Heimdall: Playing in Queues

PAX is full of games, but it’s even more full of people. The show was simply oversold. I haven’t even really tried to get into any panels or events other than the IF-related ones, but even those, contrary to expectation, have had queues too long to fit in the room. Are there really that many IF fans at PAX? Not really. At one of the panels, someone asked the audience to raise their hands if they had played a text game in the last year, and only about half of them raised their hands. Even that was more than I was expecting after hearing people talking in line. Some of them had no idea what they were in line for, and just wanted to get into anything. This was a good half hour before the doors were opened.

After one such experience, I made sure to bring some entertainment on subsequent queues. This isn’t at all unusual, of course. A lot of people in the queues were playing on various handheld devices (mostly various forms of Nintendo DS). But I’m still trying to get get through Heimdall, which means using a relatively bulky laptop. If I can sit down while playing, I can of course put it on my lap, where it belongs. But the people in charge liked to keep shifting the queue around while we were waiting, to use space more efficiently. Standing up and holding the laptop in one hand, one has only one hand free for gameplay. But you know something? For a primarily mouse-based game like Heimdall, that’s enough. If I weren’t playing Heimdall, I probably would have been trying to play IF, that being more appropriate to my immediate context, and to play that standing up, you’d really want a harness of the sort seen in The Typing of the Dead.

Heimdall: The End of Midgard

Here I am at PAX East, surrounded by games both new and old, PC and console and tabletop. And yet, by my self-imposed rules, I have to focus my attention on Heimdall for long enough to write another blog post, because I played it a bit while waiting in the airport on the way here. It’s one of those moments that makes me ask myself why I’m doing all this. I suppose the traditional “because it’s there” will have to do.

The overall goal in Heimdall is to recover three weapons weapons of the gods, stolen and hidden by Loki: Thor’s hammer, Odin’s sword, and Frey’s spear. (The spear is something of a surprise to me, but a quick google turns it up in a few other games, if nowhere else.) The manual also mentions a three-tiered model of the world, with the human world of Midgard sandwiched between Asgard, abode of the gods, and an underworld whose name I don’t recall. (I don’t think the manual used the word “Niflheim”, but Norse mythology seems to have multiple underworlds.) So just from the point of view of symmetry, it seems likely that each weapon is hidden on one of the three worlds.

So far, however, I haven’t left Midgard. I think I know where the weapon on this world is, because there’s really only one island left that I haven’t explored thoroughly, and it’s the island that’s reachable last. The ordering of the islands is partial — there cases where you can definitely say “this island comes before that one” and other cases where you can’t. It’s definitely worthwhile to try to clear the islands in the order they become available, though. This was a mistake I made early on: on the first island I visited, a man asked for a sprig of hemlock, and I wandered far and wide looking for such a thing. It turned out to be found on the next island over, which I could have visited first. I just hadn’t explored it fully.

A lot of the items that I had found no use for before turn out to be quest tokens for the final island. Those scrolls bearing “runes of power”? If you’ve collected a full set, it lets you skip a fight. Whether it’s a fight worth skipping, I’m not sure. One of the islands exists primarily to provide you with a scroll that instantly kills giant serpents of the sort that guards the waters around the final island, but I managed to kill that serpent with simple melee before I found the scroll. It all really comes down to how much food and healing magic you carry to the final island with you. This stuff has been absurdly abundant throughout the game up to this point, and cheap to buy in stores, but it seems to dry up immediately once you’re on the other side of that giant serpent corpse. So you really want to carry as much as you can. But then, each of those power-rune scrolls takes up an inventory slot each. I’m loath to give up a collection subquest, but surely I’d be better off devoting those slots to food?

Heimdall: Runes

One of the five basic character stats in Heimdall is “Runelore”. This more or less means magic ability, which is to say, the ability to cast spells from scrolls. But it also means the ability to simply read runes. When you find a scroll, it’s described simply as “Scroll” in your inventory until you have a character examine it, and that character’s Runelore ability determines whether they can read it, identifying the scroll and changing its name in your inventory, or whether you just get shown a string of pixelly, low-res runes.

However, even the rune string can ultimately be used to identify the scroll, because the strings are consistent within scroll types, just like the randomized nonsense names in Nethack. Even better: a little observation reveals that the runes are just a substitution cipher. If you show a bunch of scrolls to a low-runelore character before identifying them, you can recover the alphabet pretty efficiently. Even just looking at the ciphertext and treating it like a cryptogram yields good results in my experience.

There are, however, runes that are immune to this sort of analysis. I’ve found scrolls that show a single “rune of power” and have no idea what to do with them. Attempting to cast them as spells like the other scrolls does nothing — perhaps they’re quest tokens? Some charms, similarly bearing a single rune each, are even more inscrutable, because I don’t even know what verb to apply to them. (The inventory interface somewhat unnecessarily provides distinct buttons for “Use”, “Use spell”, “Eat/Drink”, “Give”, and various other actions, even though I have yet to find an item that can be used in more than one way. In most cases, picking the wrong verb provides no feedback at all, not even an error dialog.) Perhaps charms are active just by being in your inventory. But if so, I haven’t figured out what their effects are.

And in some cases, at least, it really is a matter of figuring things out through careful observation. The one sort of single-rune item I’ve got down is the potions. I really underestimated those at first, thinking they would be like the potions familiar from other RPGs, providing replenishment or temporary buffs. But no, potions in this game grant permanent stat increases. Thus, potions are major finds, and rare. Sometimes a single potion is the ultimate reward for making it all the way through a dungeon.

The rarity of potions means that I can’t give them to all of my characters. But that’s okay, because there’s one guy who clearly deserves them the most: Heimdall himself, the god-hero, the game’s central character. Most characters have some kind of focus to their abilities, but Heimdall is the all-rounder, and not one of those almost-as-good-as-the-specialists sorts, but the Robin-Hood-like figure who’s better at everything than all of his underlings. As such, it seems a waste to boost anyone else’s stats. If I give Heimdall a potion that raises his Runelore stat, it improves my party’s ability to cast spells; if I give it to my wizard, the only result is that he can cast spells almost as well as Heimdall. And yeah, Heimdall’s stats depend on your performance in the three minigames back at the beginning, so it’s possible to have a Heimdall who isn’t as powerful as this. But remember, those minigames also govern which other characters are available to you, so it seems likely that the designers have it set up so that you never get characters better than Heimdall in any respect. So I have all these highly skilled specialists on my boat, but unless there’s a bit that actually requires a warrior or a druid or whatever, all I ever do with them is make them carry Heimdall’s stuff. I can only hope that they get invited to Valhalla at the end, even though they haven’t proven their valor on the field of battle, because they really deserve something nice for putting up with all this.

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