Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Saturday, June 7, 2014

Pandora's Tower is finished, time for final thoughts (spoilers below)

Pandora's Tower came to North America thanks largely to Operation Rainfall. This fan initiative also helped to encourage Nintendo to bring The Last Story and Xenoblade Chronicles to North America. These last two games are dyed in the wool J-RPGs (with some variations).
But Pandora's Tower is the odd one out.
It's more of an RPG in the same way that Zelda games are sometimes considered RPGs.
You're given a big world (or a lot of dungeons) and get to explore, upgrade equipment, find new items, and mostly have bits of the story revealed as you do those first three things.
A stronger case can be made for Pandora's Tower being an RPG since it also involves an experience and levelling system, as well as character stats that determine the player's defence, attack, and stamina/health.
But Pandora's Tower also brings something else from the genre of the J-RPG into an action game framework.
The amount of HP of the game's final boss.
Seriously, with the boss' six weak spots each having their own screen-wide health bar, this battle can take a very long time. Since I didn't have any power-ups with me, it took me approximately 35 minutes to finish off the final Master, Zeron.
As such, it's definitely fair to say that the final battle is more a test of endurance than of skill. And that's fine, except that the quality of your ending isn't really based on your skill. 
It doesn't matter if you've finished the game without dying, or if you've somehow 100%-ed the game on your first play through. Instead, which of the game's endings you get depends on your affinity with Elena. Unless your relationship is ranked between eight and ten on a ten point scale, the ending is a let down in one way or another.
If your relationship is fairly strong (between six and eight on said scale) both Elena and Aeron hop off the top of the towers to rid the world of the bit of Zeron that lives inside of her. Also, the the Scar (a massive chasm over which the Towers are perched) is sealed.
If your relationship is middling on the game's scale, then only Elena jumps. Once again, in this ending, the Scar is sealed.
If your relationship is just okay, then Elena winds up trapped in the monster Zeron and Aeron uses her to bring a swift end to the world's ongoing war.
And, if your relationship is poor, then you wind up having to kill Elena.
Alternately, the game's best ending sees the curse lifted from Elena, the Scar healed, and the two living happily ever after in her village while the war comes to a close. But you only see that if you nurse your affinity with Elena to the full.
I suppose this affinity mechanic also links Pandora's Tower more strongly to J-RPGs, since there are a few that lock their best endings behind seemingly superficial sidequests.
All of this business of bosses and endings aside, I put 36.5 hours into this game. But it feels like I put in far more.
I think I'm left with this feeling because each play session engrossed me. Partially because Pandora's Tower is overtly darker than most of the games I play and because there's nothing to the game except the game.
There are no characters to interact with aside from Mavda and Elena. There are no oversized fields to roam in which things are cleverly hidden. There aren't even mini-games, unless you count inventory/equipment management and relationship tending.
So, what's my conclusion about Pandora's Tower, having finished it?
That it's an intense game. I always had a sense that every fight was for high stakes (because of the ever shortening curse gauge, and because monsters could often send you sprawling and sometimes surround you). The Masters offer some epic battles. The game's generally drab colour palette sets a remorseful, Gothic atmosphere. And the game's operatic score makes everything in it seem larger than life.
A final boss with six, full-length HP bars, as cumbersome a fight as it can be, is right at home here and to be expected.
Though making the entire game this intense would be too much, the Zelda development team working away on Zelda Wii U could definitely learn a thing or two from Pandora's Tower. (Just so long as it's not that the best ending should reflect the players' skill in only one of the game's mechanics/aspects.)

Wednesday, June 4, 2014

Pokemon Double Battle disappointment

I've just made my way through Eterna Forest in Pokemon Diamond. So, for the first time, I've experienced the Pokemon games' Double Battles. To be honest, I'm not that impressed. 
A Pokemon battle that's two versus two is more interesting than the usual one-on-one. But it still feels very much like a single battle since you only control your own Pokemon. The result is a battle that's reminiscent of the fights in Final Fantasy Mystic Quest, even  while you have two party members: restrictive.
Being able to control only one member of a two member team just seems like a wasted opportunity to me.
What if two Pokemon of related types could combine techniques?
Or what if doing two techniques in a certain order unleashed some sort of hidden skill?
No doubt the later generations of Pokemon games get into this sort of thing. Though if they don't, then things like Double Battles aren't nearly as innovative as they could be.
Nonetheless, Double Battles do hold some potential for new ways to develop the game's plot since they mean that you temporarily team up with another trainer. 
Disappointingly, though, my partner in the Eterna Forest, Cheryl, looks like she'll be just a one-off character. But, there are another seven gyms to get through, and likely a whole lot of plot to develop. At this point I know almost nothing about Pokemon Diamond's Team Galactic after all. 

Monday, June 2, 2014

Two Masters, two bits of Flesh, heading to one ending (spoilers below)

My heart is still racing. The battle against the final two Masters was about as intense as I expected, but delivered in a much different way.

First Aeron gets a free attack on each of them. These attacks pull them out of the wall they were attached to and leads to its crumbling. Bringing down this wall opens the room up to the size of the game's usual boss chambers and also joins the Dawn Tower to the Dusk Tower (or vice-versa). But then the real fight begins.

Each Master has its own attack (a light beam for the one of Dawn and a homing shadow ball for the one of Dusk) along with a secondary attack that leaves a sword-like thing sticking out of the ground.

So long as Aeron steps out of that secondary attack's way.

Dodging isn't particularly difficult, though at times one or the other of the Masters will trap Aeron in the luminescent moss that's all over the interior of these two Towers.

To get them to expose their succulent Master Flesh Aeron needs to grab one of the swords with  the chain and then throw it at the opposite Master. Light swords go to the Dusk Tower's Master and shadow swords go to the Dawn Tower's Master. It's pretty simple.

Now, I had been forewarned in the guide I was following to get through these last two Towers that these Masters need to be finished off at relatively the same time. Otherwise the one that Aeron vanquishes first might revive while he deals with the other. So I winnowed each one's health down fairly consistently. But I was not expecting the little cutscene that followed the fight in which Aeron goes for the Master Flesh but both Masters also chase down their essential bits.

Luckily, after having wielded it for so long, Aeron's proficient enough with the chain to snag both chunks of Flesh and pin them to a pillar, well out of reach.

It's a very engrossing boss fight. And all the more so when your sensor bar is at just the right distance to pick up your Wiimote's signal. Whenever one of the Master's Flesh was exposed but the pointer for the chain disappeared I waggled all the harder until it came back on the screen.

Also from that guide that I had used I learned that if you're bound for the worst ending, the final boss is fought on the lawn of The Observatory.

Having stepped outside after Elena ate the Flesh, had her vision (which I think confirmed that the couple that's starred in them all were the last two Masters or are the game's final boss), and then rested up, I can say with confidence that I did not get the worst ending.

Since I cultivated a decent relationship with Elena, I'll probably get the game's standard ending. But I'm not expecting the "best" one, whatever that might entail. Though I won't know for sure until my next session.

Saturday, May 31, 2014

Pulled back into Pokemon Diamond

Pokemon Diamond holds a special place among RPGs. It's just got this power to draw me in after only a few minutes of play. I think a lot of it has to do with the game's variety. 

Most RPGs allow players to customize their party members, but the Pokemon games actively encourage you to get as many party members as possible. But, unlike RPGs with huge playable casts like Chrono Cross, party members in Pokemon Diamond have no backstory and are invested with only as much personality as players give them. 

Whether you give your Shinx a nickname or not, it'll always be your Shinx and it's quite easy to build an impression about its personality from how it fares in battle. Not to mention the traits and skills mechanics that the third generation games introduced make each Pokemon just a little bit more unique, leaving players even more to work with when it comes to building their party members' personalities. Though, aside from players projecting personality onto their Pokemon, these mechanics have just a minor impact on the core game.

Anyway, there's enough to do in Pokemon Diamond to make it interesting. And it's refreshingly different from the Red and Blue versions that I'm so much more familiar with. I haven't even gotten to the underground part of the game yet. 

Though I have more or less built up the party that I'll keep until the end of the game: A Machop, a Buizel, a Magikarp (eventually a Gyrados), a Shinx, a Monferno, and a Staravia. The Buizel might get switched out for a ghost, dragon, dark, or psychic type Pokemon, but whether or not that happens will depend on what the game throws at me. En route to badge number two, it just seems that my party is merely under-levelled and not at all unbalanced.

Wednesday, May 28, 2014

The trouble with invisible portals

Maybe I've been working at this, Pandora's Tower's final major dungeon, for too long, or playing with the lights off increased my focus on the screen, but tonight's session was really immersive. Powering down my Wii and switching to my netbook to write this post made me feel as if I were coming back from some place far away.

But while in that place I broke the last of the Dawn and Dusk Towers' chains.

In the end, I did have to use a guide, but it was worth it. Since the game had resorted to invisible portals near the Towers' end I would've taken even longer to finish them without any sort of assistance. But that's not what bothers me. Pandora's Tower involves a great deal of lore that's learned through the various books that you find and texts that Elena translates.

However, in the single book about the Dawn and Dusk Towers and their portals that I've come across there's no mention of or hint towards any sort of invisible portals.

There are very subtle clues about such portals near the top of each of the Towers, sure. But to me these clues come across more as puzzles than clues And the sort of puzzles you try to solve, fail to solve, walk away from frustrated, and then return to and almost immediately realize the answer to rather than a more direct hint. An additional clue about the existence of these invisible portals in one of the game's many books would have been much appreciated.

I suppose that every adventure game's last proper dungeon does need to have some ultimate challenge, though. Hopefully those invisible portals (and not the Towers' twin Masters) are just that.

Monday, May 26, 2014

Fullmetal Alchemist: Dual Sympathy finished (spoilers below)

The last section of Fullmetal Alchemist: Dual Sympathy is strange. It's sort of like a boss rush but with a few screens of enemies and a puzzle scattered throughout it. Also, what I mentioned as a worry in my last entry on the game wasn't too far off the mark. The game's final boss was easier than those who came immediately before. Sort of.

After reaching the very last stretch of the game Ed faces off against Dante. However, this fight is easier than you might expect since it hearkens back to the game's very first fight. Yes, just as in the battle against Cornello, you just need to guide Ed through the obstacles and enemies that Dante conjures up. The difference being that two of the things she conjures (a series of falling rocks and a wave of fire) are very difficult to avoid unless you keep to the middle of the arena. These obstacles provide some frustrating moments, but otherwise Ed just has to outlast Dante. There's no context-sensitive alchemy, no impregnable defense, nothing. Just outlasting her.

Thematically, this is great. Cornello and Dante both wield a form of the Philosopher's Stone so it makes sense that these fights share a process. However, the game's final fight (if you can even call it that) is an experiment that fails.

Instead of running the game's story while the game's gameplay is on hold, the final fight against Envy involves a steady stream of dialogue that takes the place of Ed's alchemy on the Touch Screen. Envy's only attack is a simple jab, but because the dialogue is on the lower Touch Screen and the fight is on the upper screen it's difficult to follow both simultaneously.

If the game had done more that required you to pay active attention to both screens simultaneously (since the dialogue scrolls by quickly), I don't think this final fight/character building would be a problem. But as it is, it's too clunky to be effective (especially when Ed's down to a sliver of health and you're in no mood to test to see if you're invulnerable for the sake of the scene). Watching for context-sensitive alchemy works, however, because it's something that you can flick your gaze from screen to screen to do. The areas in which such alchemy is activated are fairly obvious after all.

All of that said, the game's final cutscenes reminded me of watching the series. In fact, even though these cutscenes involve nothing but a series of images, they were quite engaging. As the credits rolled, I definitely felt satisfied.

So then I peeked into the game's "Character Mode." Apparently you can play through the story mode's levels as a number of characters from the show. Though there are no cutscenes (aside from the opening) in this game mode. No doubt finishing it with all the available characters unlocks another.

But the game's content doesn't end there. Keeping true to this game's implicit m.o. of frequently using the Touch Pad, there're a bunch of mini games that are entirely Touch Pad based. They're fun little distractions, too.

So, having seen a fair chunk of Fullmetal Alchemist: Dual Sympathy think that it's more than a beat 'em up usually is because of the Touch Screen. Though it is, by no means, a classic of the genre. Fights can be reduced to speed button pressing if you corner most enemies, and more often than not enemy attacks are easily avoided unless they're alchemical in nature. My playthrough was in "Normal Mode," though.

Overall, Fullmetal Alchemist: Dual Sympathy is definitely a game to check out for fans of the series and for fans of the DS' Touch Screen. Beat 'em up lovers should look elsewhere.

Wednesday, May 21, 2014

When stories and difficulty curves alike are linear

I'd played Fullmetal Alchemist: Dual Sympathy before, but I'd never gotten quite this far.

Since the game's keeping pace with the show, the best way to put my current position is thusly: I'm right in the middle of episode 36. (Spoilers: so at this point in the game, Ed and Al's dad has returned only to leave again, Al's armour is currently the Philosopher's Stone, and Ed has vowed to destroy the homunculi).

Needless to say, there've been a lot of cutscenes in the last 40 minutes of the game. That's definitely one drawback to making a game with so much story into a beat 'em up. Text becomes the only way to really convey it. Also, because beat 'em ups are a very linear genre, the storytelling becomes the same. And viewers of the show will know that Fullmetal Alchemist is a series that follows more than the adventures of Ed and Al Elric.

Nonetheless, the parts of the story driven by their father will likely get put into the next part of the game. I'm also guessing that that will be the final section.

Both because the game's story is only a few episodes away from finishing off the anime series and because the difficulty has increased substantially. Not so much in the sections where you're beating up troops of enemies, but more so when it comes to bosses.

For the most part, up until the fight with Greed, you'd do fine if you watched for a context-sensitive technique to come up or discovered which of your basic techniques is most effective. But from the fight with the diamond-shielded Greed onward, bosses get tougher. At first because you need to wait for the context-sensitive alchemy to show up rather than simply move to where it is, and then later (in the fight with Wrath, for example) you need to survive long enough to get through the boss's defenses often enough to lower their health to 0.

I can't help but feel worried, though. With the final boss just around the corner will that be the roughest battle yet, or will it feel all the easier after the tough fights that precede it?

Monday, May 19, 2014

Dawn and Dusk nearing their ends

My trudge through the endgame of Pandora's Tower is one step closer to being finished. Both the Dawn and Dusk Towers now have but one chain anchor left to break in them.

Yet I can't help but wonder if I really only need to break one more anchor in either of them to get into the Masters' room.

I mean, that is where the two towers connect, and it wouldn't make much sense if you had to unlock both doors just to get in through one of them. But we'll see.

The trick now, though, is climbing up to the fifth floor in the Dawn Tower and then descending in the Dusk. Why? Because the last chain anchor in the Dusk Tower is somewhere between the fifth and third floors. Alternatively, I could just try to figure out the portal puzzle that stands between me and the last chain in the Dawn Tower.

This final dungeon  there's just no end to its generosity.

Saturday, May 17, 2014

Fullmetal touch screens and recovery times

After another half hour of gameplay, another 15 or so episodes of Full Metal Alchemist have played out (so I'm up to about episode 33 of 51). Full Metal Alchemist: Dual Sympathy does a pretty good job of keeping pace though. Instead of highlighting every battle from the series, the major ones from the main plotline are emphasized and the game is otherwise filled out with little minigames.

In the section of the game I played through tonight (Warehouse 5, and Ed and Al meeting with their teacher Izumi) there were three such games. One is a memory minigame, another a rhythm-ish minigame, and the third a stealth minigame. All of these used the touch screen. As someone who doesn't play that many beat 'em ups, these breaks from mashing the attack buttons are very welcome.

Especially since Ed can beat up chimeras ranging from lizard-lions to dragon-gryphons in ten blows or less without so much as a scratch if you mash those buttons quickly enough.

That's not to say that the beat 'em up portions of this game are broken because Ed's overpowered. It's just that enemies have a very slow recovery time. If you manage to catch them in a combo (get within brawling range and mash those buttons!), then there's little chance they'll break free. Though the same thing goes for Ed.

Not in that enemies launch combos and those can catch Ed in a rain of pain. No.

But in that environmental hazards like retracting spikes are perfectly timed to match Ed's post-hit recovery time. So if you're hit by a such spike once, you'll likely be hit by it again just as Ed's getting up. And again before you manage to jump (or have the damage dealt throw you) out of harm's way.

Tonight's session also saw the first appearance of necessary alchemy in a battle. While fighting the living armour named Number 48, you need to transmute giant stones into statues. Number 48 then attacks these statues and while it's mid-blow you need to knock its head off so that you can fire off some of your offensive alchemy. Otherwise, when it's got a cool head about itself, Number 48 just blocks everything.

What I like most about this sort of necessary alchemy is that you aren't really told about it going into the battle. You either need to remember the fight from the series and watch for your cue to copy what Ed did in it, or just watch for when your currently available alchemical skills change. Forcing the player to keep an eye on both screens like that is something I enjoy because it brings an element of discovery into an otherwise dull and straightforward genre.

Wednesday, May 14, 2014

The Dawn and Dusk Towers, one Gordian Knot

I've finally set up my Wii in my new place and so I've finally returned to playing Pandora's Tower. Normally time away from a game in which I'm stuck helps me to work through whatever Gordian Knot I'm trying to undo. However, such wasn't the case with the Dawn and Dusk Towers.

It's not that these towers, which I hope and believe are the final two in the game, are particularly difficult. Really, they're among the more straightforward of the towers as far as actual in-tower mechanics go. What's giving me so much trouble in them is that they're too similar.

Warping between the Dusk and Dawn Towers is necessary to get around debris in the one or to access a higher floor in the other. But this warping is only viable because the two towers have nearly identical floor plans. Often in tonight's play session (hunting for those last few chains that need breaking), I found myself going through familiar doors over and over again. In different towers. Or I stumbled into one or the other of the towers' slightly different rooms.

What makes my situation still worse is that the guides that I've found for the game describe these towers in a very linear fashion. Shy of working through those guides from their beginnings, they won't be of much help. Nonetheless, doing so is probably the fastest way for me to clear these towers and finally move on in the game.

And that state of affairs in itself is proof of the difficulty that adding a timer to dungeons offers. Were it not for Elena's imminent transformation (and for enemies respawning after you leave their rooms), getting through the Dawn and Dusk Towers would just be a matter of brute forcing my way through with relentless exploration. In other words, I could just chop this Gordian knot in two.

Monday, May 12, 2014

Starting into Fullmetal Alchemist: Dual Sympathy

Until reading through some early in-game text I'd completely forgotten that Al and Ed are 10 and 11 respectively. So kids that aren't even pre-teens are running around laying the smack down on guys who're wielding curtain rods, knives, and guns. Just like in the hit anime series, y'know?

Because if there's one thing I remember while Fullmetal Alchemist completely mesmerized me when I first started watching it, it's how the brothers Elric battled hordes of enemies. 

To be fair, though, as little sense as the "beat 'em up" genre might make for the game adaptation of a series that complicates its share of fantasy/adventure anime tropes, the text between levels helps. Actually, its being in Al's voice explains the simplifications that help to keep the game's action-driven pace going, too. 

The dialogue on the other hand is merely all right. It's definitely a stark reminder that Ed's much older than his age, and that there's some truth to what a friend of mine (whose music blog you can find here) said on the matter of "subs v. dubs:" (to paraphrase) 'Dialogue always sounds cooler when you can't understand it aurally, since when it's in English it just sounds like the same trite stuff that's in every other show.'

Thus far, the game's relegated the series' alchemy to special attacks and touch screen events. Short of turning the game into an RTS a la Lost Magic, I think that Natsume took the middle road in terms of bringing alchemy into the game itself. For better and for worse, since it seems underused thus far.

Though there's still quite a bit of game left. The game covers the entire original series and I'm hardly through the first 10 episodes (after about 40 minutes of play time). So there's still another 41 or so episodes' worth of game content to go.

Friday, May 9, 2014

Dragon Quest IX finished

Bringing everyone's level up to 45 did the trick. I finally beat Corvus. Dragon Quest IX is over.

Looking back, the shape of the successful final battle was weirdly by the numbers. 

It had its first act, in which things were going well for my party of Minstrel, Thief, Mage, and Priest. Then, the second act rolled around when Corvus recovered his HP and his MP and it reached a climax after Corvus knocked out Nizk the Minstrel and left everyone else with just a few HP. Finally, the third act kicked off with Peridot the Priest successfully healing everyone over the course of a few turns and then climaxed with the final blow to the big bad. 

I know that much of the battle wound up as it was largely because of chance, but still. Its shape is perfectly that of a grand cinematic battle. 

Unfortunately, the game's ending doesn't share that quality. 

After a pseudo-anime sequence in which Corvus is appeased and reminded of his true Celestrian nature, the standard RPG "what are they doing now?" scenes play over the credits as each major area and character is revisited. Scenes that are rendered in the in-game graphics. 

What makes this so disappointing is that it feels like the developers forgot to replace the in-game graphic scenes with their animated counterparts. Unless, simply because it directly involves a dragon (and this is a Dragon Quest game after all), Greygnarl's fight with Barbarus was meant to be the only animated cutscene.  

Overall, as an RPG, Dragon Quest IX is, for the most part, a bog standard J-RPG.

Its story is interesting, if spread a little thin from the start of the fygg quest to the discovery of Corvus. Actually, the game's characters are much more interesting than most of its story events. 

The game's job system holds potential for those who don't mind grinding as a matter of fact, but is quite frustrating for those who would rather grind with broader goals in mind. 

The game's music is quite grand, but lacks variety. 

And the game's combat system is simply that of a classic turn-based RPG.

Anyway, despite the shortcomings listed above outnumbering the game's strengths, I find myself interested in the promise of the post-game's being its "mortal" phase. It feels like a shorter, perhaps deeper, adventure is about to start.

Yet, I can't say I'll be dedicating myself to finishing what's left on the Dragon Quest IX cartridge before moving on to something else. I have other Dragon Quest games to check out after all, not to mention other games that are much much shorter than this grand adventure proved to be.

Monday, May 5, 2014

Grinding for two

Though easier metal slime battles would be welcome, Dragon Quest IX's levelling system is far from broken.

Yet, based on a suggestion from the GameFAQs forums my level grinding just got faster.

Reducing my party to two members gives both far more experience than they'd get as members of a four person party.

Nonetheless, the  game's experience divvying is weird. It doesn't give more experience to the lower level character. Instead, the lion's share of experience goes to the party member who does more. So Nizk, my main character, is going to be a few levels above 45 when my grinding's done.

At least the Bowhole's Liquid Metal Slimes give about 20,000 experience per party member. It's just a matter of defeating them with only two. A feat that'll be all the trickier while bringing up my Mage's level.

Friday, May 2, 2014

Facing Dragon Quest IX's final boss once more

Well, in this case, the third time was not the charm. My latest battle against Corvus was going well until he kept using breath attacks turn after turn.

If only you could lob breath mints at monsters in Dragon Quest IX.

On the upside, I can't fault the game's AI for its random factor.

Just as Corvus went heavy on the breath attacks for the first time in our latest match two monsters in his realm nearly slaughtered my party on its way up. Who knew that they could use the spells Kaboom and Kacrack?

Corvus will be tried again after another round of level ups. And maybe a wardrobe change. But not a shift in trades; my party of a minstrel, thief, mage, and priest seems quite effective. Its three loss streak notwithstanding, of course.

Wednesday, April 30, 2014

Grinding in grottoes with bruising bosses

Dragon Quest IX's grottoes have a strange difficulty curve. In one found through following a map called "Rock Mine of Doubt Lv.29," the monsters you encounter change thrice.

At first they're throwbacks to the early part of the game, then they're the sort that give about 300 experience points each (whereas monsters in the Realm of the Mighty give about 1750 per group per battle), then the boss is a machine with two attacks per turn.

Attacks that do damage ranging from 50 to 120 HP.

When party members have about 200 HP a piece a one-two punch from this boss just leaves them reeling. If my healer has a miss timed turn, one character - or the whole party - could wind up dead. Balancing on a pin like that makes for a tricky fight.

At least there are some Metal Medleys lurking in this grotto. So level grinding isn't impossible, just drawn out.

Writing of balancing on pins, though, I think that my party could get through the fight with Corvus at this point. And, not that it isn't fun, wrapping this game up sooner rather than later is definitely something I'm keen on doing.

Monday, April 28, 2014

Starting to see light in the Dawn and Dusk Towers

My progress through the interconnected Dawn and Dusk Towers continues to be slow. But, with all of the beasts that Aeron's been thrashing and the "Skill Band" he has equipped he's building levels quite quickly. Level 40 should be sufficient for the games' final few Masters, but we'll see.

Actually, I'm feeling better about my struggles with this game's final two towers.

Perhaps it's that quickly rising level of my player character.

Or, maybe knowing how tightly linked these Towers are has forced me to see them less as two distinct towers and more as one singular construct. Not to mention their chains are usually paired together. So the anchor for a chain in the Dusk Tower is usually just a teleport away from an anchor in the Dawn Tower. I have just one more to break in that Tower and two more in the Dusk Tower.

Nonetheless, from a gameplay perspective it still feels like a hassle to get through Dawn and Dusk.

Yet, at the same time, forcing the player to finished two dungeons in tandem so that they become one dungeon seems to be the only clear way to advance the difficulty of a dungeon to what's necessary for a game's final bit. Outside of simply making a longer dungeon (which combining two is a form of, but still).

With my continuing level-grinding, though, I'm feeling certain that whatever the Masters of these two towers are, they'll be pushovers. And, that the game's final boss will probably be a step down from them in difficulty.

Friday, April 25, 2014

Seeking hidden grinding spots

After my second attempt on Corvus went even worse than the first (since he was much more aggressive), I've decided to sit back and grind for a bit. But, rather than just going on a prolonged metal liquid slime hunt, I'll be exploring another of Dragon Quest IX's features: the secret grottoes.

These hidden areas are found through the use of various treasure maps. Those grottoes that I've been in so far have been laughably easy, but there are some that promise much more challenge and much greater rewards. I imagine that eventually they'll get to the point where even the regular enemies give decent experience and something of a challenge.

However, I'm not going through all of the game's secret grottoes. That would add way too much to my time with this game. Instead, I'm just aiming to get all of my party members from level 41 to level 45. I've alchemized the Rusty Sword found in the Realm of the Mighty into Erdrick's Sword, but that wasn't boost enough. So I figure that once the whole party's reached level 45 they'll be much more prepared for the game's final story-related battle.

As long as Corvus doesn't end up as aggro as he was in my most recent attempt.

Wednesday, April 23, 2014

Feeling the need for an overworld in Pandora's Tower

Pandora's Tower is starting to feel a bit over long. Admittedly, it might be the way that I'm playing it in bits every four days. But it's starting to feel tedious.

Play style aside, the game itself is lacking something that any action/adventure/RPG game featuring mazes and puzzles requires: Distractions.

Aside from getting pre-set numbers of the varying grades of beast flesh in different towers the game offers no sidequests.

There's no marble maze type game that rewards wins with a monetary prize or a piece of heart, either. Nor can you get a fishing rod and cast into wells scattered across the land. There aren't any minigames.

And there's nowhere to go to just fool around because the game's only areas are the Towers, the Observatory, and the generally event-less stretch of grass in between.

This isolation from non-essential story-driven game standbys definitely generates a strong sense of loneliness. There is no comic relief character, no underdog to root for, no brooding swordmaster with a mysterious past. Just Aeron (you), Elena, and, when you call her up, the witch merchant Mavda. That's it.

Out of everything that Pandora's Tower is designed without, though, I definitely miss the presence of an overworld the most. In most games this area might be nothing more than big empty space intended to pad out average play time. But I think such open spaces serve another purpose.

Overworlds offer players a place of respite. They're areas where you can feel a definite sense of being in transit, of being between plot points. As such, overworlds tend not to be stressful places in video games. Enemies will likely hang out on the overworld, sure, but if you don't want to fight, you can run away. And actually escape. Unlike when you're cooped up in a tower.

In a game that's almost entirely dungeons with very little in between in the way of low pressure exploration, I think some sort of overworld in Pandora's Tower would be a welcome resting place.

I've been playing Pandora's Tower for 32 1/2 hours. Translated into in-game time, that's roughly a few months. Strange as it sounds, after feeling isolated right alongside Aeron for so long, I'm about ready
to have this game done. There're just another five chains to break in the Dawn and Dusk Tower. Just five more.

Monday, April 21, 2014

Dragon Quest IX's still got some fight in it

Well, Corvus doesn't quite follow in Zoma's footsteps, but his final form still overwhelmed. Two attacks per turn and quite powerful ones at that.

So it happened like this.

After a few more oddly easy mini-bosses and more climbing I reached the game's big bad: the fallen Celestrian Corvus. Dragon Quest IX's end was in sight.

My party first fought a semi-Celestrian, semi-demonic Corvus. In this fight I was forced to shift tactics since he regularly used a technique that nullified my stat boosts. So my troubadour, thief, and wizard attacked while my priest healed. This fight went well. A fine success.

Then my party was pitted against the dragon Barbarus. Another steady battle, one in which my old stat-boosting strategy worked perfectly. The only problem with this fight was that it took a toll on my party's MP.

Normally this wouldn't be a problem, but Dragon Quest IX's quick save feature seems to trigger a bug that breaks the Goddess Ring. This accessory is supposed to recover its wearer's MP with every step he or she takes. But after loading quick saves this power, more often than not, de-activates. Unfortunately, I was working off of a quick save.

Nonetheless, I had curatives to spare so I bolstered my party's MP and then faced Corvus' full demon form. Without bothering to manage my in-battle inventory beforehand. Who needs a Yggdrasil Leaf (this game's revive item) when two characters have the equivalent spell?

I'm convinced that is just what decided the fight.

My priest, my party's steadfast healer fell first. My main character and troubadour tried to sing her back from the brink of death, but with no luck. Not before he joined her there.

Then the battle became nothing more than a window onto Corvus' attacks. Interestingly, he flashed no stat-boost nullifier in all twenty or so turns of the battle. The most frustrating moves being a healing technique that recovered 500 HP and another that restored all of his MP.

So, having been the mop rather than the mopper in the answer to "who will mop the floor with whom?" I'm left with three choices. Extend this game's time on this blog with quests and more grinding, things that could well stand to make that final fight a breeze; re-configure my battle inventory and try again, this time fighting much more conservatively (healing every round); or just grind and give it another go.

Considering Dragon Quest IX's fairly full post-game game, I'm drawn to just trying again. Maybe after just one more helping of this game's grinding.

Friday, April 18, 2014

Dawn and Dusk linked and locked

It's become completely clear to me now. Pandora's Tower's Dawn and Dusk towers need to be finished in tandem. Teleporting between the two is essential for getting around either. But what I don't understand is how I can progress beyond the weird Möbius strip-like section of the two towers that I've seen so far.

Rubble on the stairs keeps me from getting to another teleport point. Rubble in a room keeps me from getting to what looks like another door. And so on.

Also, all available chains have been broken and each tower still has three remaining.

Though, being stuck once again at least means that Aeron will see a few more level-ups. Possibly enough to expand the equip grid.

At any rate, tying two towers together as Ganbarion has here makes for an ingenious final puzzle.

Not just because it's a puzzle bigger than a single room or floor, but because it's also a puzzle that calls on what I'd consider the hardest skill to master in any game: Keeping two separate maps straight in your head while also overlaying them. Without drawing out these maps or going to GameFAQs (which could still happen), I'm nearly stumped. This is definitely Pandora's Tower's greatest challenge.

Not even some sort of multi-form final Master could top it, or so it seems right now.