Aquaria: Cooking

Aquaria gives the player an inventory of cooking ingredients obtained by killing stuff and/or singing at plants. Collecting ingredients gives the player something to focus on after a fight, pursuing them downward as they plummet out of reach or sometimes following them laterally as they arc ballistically overhead. Different ingredients are plentiful in different areas — it’s easy to obtain crab meat in a cave full of crabs, for example — and there always seems to be some ingredient I’m short on, although which ingredient that is varies.

All cooked foods are basically potions. They either heal you in some way (restoring hit points, curing the few status effects in the game), or they give you temporary bonuses, or both, depending on their ingredients. The most plentiful ingredients are meats and oils, and the most basic things you can prepare are Hot Soup (any oil plus any meat), Sea Cake (any oil plus any egg), Leaf Poultices (leaf plus leaf), and sushi Hand Rolls (leaf plus any meat). More exotic things like pierogies are also feasible, but those four forms are the things that seem to have the greatest number of variations, created by improving them with other items — a basic cake heals you a bit, but a cake plus a leaf yields a Veggie Cake that grants temporary regeneration. It’s notable that the order is significant here: (oil plus meat) plus leaf = Veggie Soup (regeneration), but oil plus (meat plus leaf) = Tasty Roll (healing x2).

The game keeps track of what recipes you’ve discovered, and grants an Achievement for finding them all — something I’m still substantially short of. The nice part is that when you find an item in the wild, you instantly know its recipe. In fact, that’s the chief way that you learn the less intuitive combinations. Some of them are guessable, though, if you think like the game’s creators. Trying to put together an invalid combination yields Sea Loaf, a nigh-useless item that heals a tenth of a hit point. Nonetheless, if you’re going to do experiments, it’s important to max out on Sea Loaf. Your inventory can hold only up to eight of each item, and if you have that many of something, the game doesn’t let you make any more. So if you have eight Sea Loaves already, you can try throwing any random ingredients together, secure in the knowledge that the game won’t waste them on additional Sea Loaf.

My own biggest kitchen triumph was intuiting that turtle soup was a possibility, on the sole basis that I had some turtle meat and no known use for it. I did eventually find the turtle soup recipe the other way, but only after I had used it in several boss fights: turtle soup grants the strongest defensive bonus of any food I’ve seen. Boss fights are pretty much the only place I ever use food. Occasionally I’ll admit to myself that I need to consume a healing item outside of the boss fights, but it always seems like a waste, given the number of other sources of healing in the game. But when facing a boss, I throw on as many buffs as I can, because I know from experience that it makes the difference between victory and defeat.

The thing is, boss fights only happen occasionally, and I probably have enough food on hand already to last me through all the bosses that remain. But I’m still hoarding food, scavenging anything I’m short on, trying to get as close as I can to keeping eight of everything on hand all the time. Not because I need to, but just because it’s one of the activities that the game provides.

Throne of Darkness: Crafting

I seem to be getting into the home stretch now. The overall structure of the game involves five castles, a central one on a mountaintop and one in each of the cardinal directions around it, connected by a ring road. I’ve done missions in all of the castles except the central one now, and the only quest currently active is to activate the last remaining teleport gate of the eight on the ring road. This will take me back to near my starting point.

My characters are also nearly all up to the point where they can wield the strongest weapons available for purchase. And that means it’s time to sit down and do some serious crafting.

Crafting in this game involves combining items with monster leavings, such as oni horns and kappa claws, or various kinds of gem. Each item has specific effects: dragon stingers make a weapon poisonous, tengu feathers give a bonus to dexterity, etc. Each weapon and piece of armor has a certain number of enhancement slots; the more powerful items tend to have more. It’s kind of like the Final Fantasy 7 “materia” system, except that enhancement items can’t be removed. To effect an enhancement, you have to pay a blacksmith, who charges more for more powerful effects. More powerful effects also take more time to produce, and while the blacksmith is working on an item, he can’t do anything else, like start on new items or repair damage to the stuff you’re already using.

So there are four limiting factors on how powerful an item you can craft: enhancement items, enhancement slots, money, and time. Money was the chief limitation at the beginning of the game — at least, it was after I had spent it all crafting a wicked bow for my Archer. But for most of the game, it’s been enhancement items. I have lots of certain items, such Elder Kappa Shells, but not the things I really want to use. Shortages trigger the hoarding instinct: rather than use my last precious gems on a suit of armor that I’m just going to throw away once I can wear something stronger, I’ve been saving them up.

And now comes the moment I’ve been saving them up for. There’s no need to wait for a better item to use them on. It’s time to make maximally amazing stuff for all seven characters. Which means spending maximal amounts of money and time. The money isn’t a problem (at least, I don’t think it is), but the time factor means that there’s probably more than an hour of solid crafting built up. I hope it’ll all be ready by the time I get sent to the central castle.