As it turns out, one can simply walk out of the Gortress.
After experiencing a day's labour (or so the title card told me), your guide and neighbour in the cells, Sterling, asks if you're interested in an escape plan. I chose "No" to see what would happen, but have a sneaking suspicion that it made little difference.
When the next day arrives, there's an attempted hanging and that is the rupture point among the prisoners. With all the guards distracted you're free to go - Sterling even tells you to leave the Gortress and "Zoom" out to where you can meet up with the rest of your party. And because this is a prison break you can just come back whenever, I guess.
Seriously. You just walk out of the Gortress, have complete control and then Zoom away to Stornway (or anywhere). I probably could've re-gathered my party and run some sidequests and rested at a few inns before heading back to find the prison break still in progress. Whatever happened to maintaining a sense of urgency?
Since being forced to go it alone to see Greygnarl, I've been wondering why this solo portion of the game just didn't work. I think it's because there are no stakes.
It's been years since I played through it, but Earthbound's Magicant section (where Ness is alone) is what I would call a successful solo section in an RPG. Your character develops, picks up a new technique, and no doubt gains a few levels in the process. Plus, there are actual stakes.
It's possible to die while in Earthbound's Magicant, just as you could anywhere else. But, unless you force your way forward without the rest of your party, there's no time during Dragon Quest IX's solo section where you're really at risk of being wiped out. Although you would probably pop your clogs if you tried to fight the monsters around the Gortress alone.
All in all, it seems like Dragon Quest IX can be represented by a straight line. There haven't been battles that are difficult outside of those that pit me against bosses just at the edge of my party's own power, there haven't been major changes in gameplay (outside of sidequests), and the job system is prohibitive of smoothly changing them mid-game.
But, I did just discover that pressing the shoulder buttons rotates the camera. That's sort of cool.
Off-the-cuff writings about, and sometimes reviews of, books and video games from a nerd's boxes of backlog. Warning: this is not a spoiler-free blog!
Showing posts with label Earthbound. Show all posts
Showing posts with label Earthbound. Show all posts
Wednesday, March 19, 2014
Thursday, December 5, 2013
Eastern Palaces and currency declines
One dungeon down, 10 to go. There's really nothing else to say.
I've played through the first dungeon of A Link to the Past (the Eastern Palace) so often that it's become rote. The image that kept popping up in my mind while playing through it: a straight line.
That's not to say that the Eastern Palace is a direct sort of dungeon. But it's definitely designed to get you to collect all three of the major dungeon items: the map, the compass, and the item. Though, part of that is just statistics, since more people are likely to turn right when given the choice (if I'm properly remembering my signs from the Dungeon Man dungeon in Earthbound). Not that getting everything in this dungeon really tacks on that much extra time. From start to finish, it must've taken just a little over 10 minutes to get through.
What I don't understand, though, is why you're given so many rupees. There's a cache in a room behind Sahasrala, there's a room full of blue rupees in the dungeon, and chests give you fifties and hundreds like the rupee's as valuable as all the sand in Hyrule. Actually, considering the fact that an empty bottle is going for 100 rupees in the Kakariko Village marketplace, maybe that's not far from the truth.
I've played through the first dungeon of A Link to the Past (the Eastern Palace) so often that it's become rote. The image that kept popping up in my mind while playing through it: a straight line.
That's not to say that the Eastern Palace is a direct sort of dungeon. But it's definitely designed to get you to collect all three of the major dungeon items: the map, the compass, and the item. Though, part of that is just statistics, since more people are likely to turn right when given the choice (if I'm properly remembering my signs from the Dungeon Man dungeon in Earthbound). Not that getting everything in this dungeon really tacks on that much extra time. From start to finish, it must've taken just a little over 10 minutes to get through.
What I don't understand, though, is why you're given so many rupees. There's a cache in a room behind Sahasrala, there's a room full of blue rupees in the dungeon, and chests give you fifties and hundreds like the rupee's as valuable as all the sand in Hyrule. Actually, considering the fact that an empty bottle is going for 100 rupees in the Kakariko Village marketplace, maybe that's not far from the truth.
Thursday, February 21, 2013
Away Game Special: Anodyne Again
Having finished the demo of Anodyne, I can say with confidence that it is a fine game, and if you're a fan of the Legend of Zelda and A Link To The Past you owe it to yourself to check this game out. Why?
It mixes the top-down adventuring style of those games with the quirk and wit of Earthbound, and wraps it in a mellow soundtrack, making sure to massage all applicable senses during its experiences.
The creators say that it'll take an average gamer 8.5-9.5 hours to finish it, but, from here, those hours will be well-spent indeed.
My only fear, having opened my own wallet for Sean Hogan and Jonathan Kittaka, is that riding around a river on a bunch of dust that you gather with your broom is the extent of their creativity.
Even so, as an unaffiliated player, check out this game!
It mixes the top-down adventuring style of those games with the quirk and wit of Earthbound, and wraps it in a mellow soundtrack, making sure to massage all applicable senses during its experiences.
The creators say that it'll take an average gamer 8.5-9.5 hours to finish it, but, from here, those hours will be well-spent indeed.
My only fear, having opened my own wallet for Sean Hogan and Jonathan Kittaka, is that riding around a river on a bunch of dust that you gather with your broom is the extent of their creativity.
Even so, as an unaffiliated player, check out this game!
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