SaGa 3 Finished! What I liked

Yay! Finished! I ran roughshod over Laguna last night. I was half-asleep doing it, actually, because the fight was such a snoozefest. He only had three forms, and none of his attacks were ever enough to kill me. Not to mention I had a guest party member who would cure my life to full at the end of every turn and I made good use of him. Whenever the boss summoned extra troops, I had everyone use the ridiculously-overpowered Flare to wipe the field clean in one turn. The only challenge was staying awake long enough to kill him, seriously.

The ending was okay. Everyone’s alive, including your dad you’d never met. Well actually he wasn’t, but they somehow brought him back to life by turning him into a cyborg. Square-Enix, biology doesn’t work that way!!! As for that guest party member who I would have fought in the true ending to discover all kinds of truths, he disappears without a trace and presumably gets away with whatever evil scheme he was planning. And I never got to find out who Wanderer was or what he wanted either. Grr, I’m still mad.

Apart from the lack of difficulty and my loss of the true ending though, I had a great time with SaGa 3. It would take hours to write down everything that was so great about it, but I will at least put down the main points I appreciated, particularly in comparison to SaGa 2. In the interest of fairness I’ll eventually write another post about what wasn’t so great, but for now I’m just going to feel good about this. Those 33 hours of my life weren’t for nothing!

First things first, the characters were great. SaGa 2 had a main character and a bunch of no-personality self-created party members. This game has Dune, Shiryu, Polnareff and Milfy, each with their little quirks and character traits. Dune is just Dune, a little dense, a little silly, a little stubborn sometimes, but generally a cheerful, likable guy. As far as RPG protagonists go, he’s exactly my type. Shiryu is his girlfriend/childhood friend. Sweet, strong romantic streak, always wants to help other people, awful cook, not annoying at all. I like her.

And I like how she’s in a romantic relationship with Dune but the issue is rarely referred to and is never allowed to take over the game. They didn’t even have the obligatory “Your girlfriend is in trouble, throw everything away to save her!” scene (Nemesis and Dior did, but they’re idiots and don’t count). Polnareff is your brash, cocky violent friend who acts first and thinks later. I love Polnareff. And Milfy, dear Milfy. Rough, cranky, take-no-prisoners girl who teases and argues with Shiryu non-stop. Where Shiryu is the nurturing, mothering type, Milfy is the type to give you a swift kick in the pants when you start moping too much. They make a great combo.

I loved my party. I wish they’d have even more interaction, just so I could get to see them bicker more. They gave off a genuine “childhood friends” feel by not going too far in one direction or another. By that I mean they didn’t argue all the time, but at the same time they didn’t slavishly agree with everything Dune said either. He may have been the main character, but he was more like a primus inter pares than like the typical Messianic hero you tend to get in jRPGs. There was nothing special about him at all, and his friends certainly didn’t treat him that way. Awesome.

Most of my 33 hours were spent playing and fighting, not interacting, so it’s just as well that the gameplay was fun too. They kept introducing new features and new gameplay elements right until very late in the game. You start with a normal battle system, then you get a Time Gear that lets you stock points in battle. This unlocks the Past, Present and Future battle drive options in battle. You also get different upgrades to your ship that let you, for example, dig up buried treasure, or see all the treasures on the map, or see where all the enemies are (very useful), you get the ability to “scout” enemies and add them to your ship’s laser, etc. There was always some new feature cropping up, which kept the gameplay fresh. SaGa 2 was like this as well, but I appreciated it more in SaGa 3, probably because my mind wasn’t consumed with trying to stay alive.

You can also spark abilities on the fly and use them the very next turn!

The real-time level up system was cool as well. In SaGa 2, and presumably in SaGa 1, your stats leveled up randomly at the end of a battle. In SaGa 3 it happens right as you’re fighting. Which stats level up and the probability of leveling up depends on your class (human, esper, beast, monster), the weapon you’re using and the difficulty of the battle. You’re way more likely to level up against a boss than against some random weakling, and it happens on the spot. You hit the boss with your sword at 45 strength and *ping* now you have 46 strength. In longer boss battles you can level each stat three or four times and take advantage of them right away! No more of that “Gee, this extra HP would’ve been really helpful if you’d given it to me before the battle” nonsense. This is the way!

It’s possible that I was just used to the way SaGa games work now, but this time I found it much, much easier to level up my stats. The game seemed way more generous with the level ups and I didn’t have to grind each weapon to death just to get a few bonuses. Armor and protective equipment was more powerful as well, sparing me the pain of wasting turns using shields in order to level up my defence. DF was around the 85 point at the end without me ever gaining a single point in it. HP also grew much faster, even for Espers. My Esper Polnareff had 974 HP going into the final boss battle, which is really high for Espers. Plus unlike SaGa 2, your HP isn’t capped around 1024, so my beast Dune and beast Shiryu had around 1540 HP (they made a sweet furry couple at the end) while my human Milfy had about 1225 HP. All this made the game far easier and far less frustrating.

Also I liked the way the enemies went easier on me this time. Maybe it’s my imagination, but it was much easier to run away from them. Perhaps it’s because the map controls were easier to navigate, or I’d just gotten used to the 3D environment. Later on in the game I got the ability to freeze time. I could stop enemies in their tracks and then “scout” them, or avoid them, or even whip around and attack them from behind! Speaking of which, I almost never got back-attacked even when I deserved it, as opposed to SaGa 2 where every other attack was a back attack.

SaGa 2 could be nightmarish

The number of attacking enemies was also far more reasonable, at most six or seven on the field at once. In fact, that many was rare, it was usually four or five. Even in chain attacks, only one enemy team would show up at a time. The rest would wait patiently in a stack for their turn. How considerate. Especially since I still get horrible flashbacks about being attacked by over thirty enemies (30!!) at once in SaGa 2. Thirty enemies in front, around and behind my team! And their speed was so much faster that they’d all go first before I could get a hit in, it was murder! I’m so happy my speed growths were better this time (beast + physical skill = crazy speed lvl up) and the enemies were much fewer so the playing field was a lot more level.

Let’s see, what else. Oh, I liked the optional overworld. You can choose to explore the overworld map, or you can skip it entirely and go straight to your destination. Not always, but in many cases, just by following the Yellow Dotted Line. It’s like there’s an over-overworld and a regular overworld, depending on how fast you want to get somewhere and how many battles you want to face. It’s not like Radiant Historia where you have to pass through the same Lazvil Hills and the same Granorg Plain every time you want to go somewhere, or SaGa 2 where just stepping out of your village is asking for trouble. I still chose to explore every place at least once so I could pick up chests and dig up treasure. The point is, most of the time it’s optional.

Oh, you know how you can eat meat in the SaGa games to turn into a monster? Your characters stay transformed even in town. Even during cutscenes and storyline events, they’re still monsters and nobody on the planet has a problem with it. They can even tell at first glance that the ghost floating over there is Dune, even if he looks like every other monster in the game. I just found that funny.

Tra la la! No battles for me!

While I’m on the topic, I liked being able to change my party members’ classes. A human could become an esper by eating meat/a gear of the opposite element, and vice versa. And any of them could shift from robot->cyborg->human/esper->beast->monster just by eating meat (moves you to the right of the scale) or a gear (moves you towards the left) that an enemy dropped. This helped tremendously in growths, which is probably why my characters ended up so terrifically strong by the end. And again, it helped keep the game and the battles fresh.

Let’s see, what else did I like… Flying around on my awesome ship was cool. Being able to skip battle animations to make battles go faster was cool. The music was decent. I liked the “action” theme they played every time something dramatic happened. And there were no soppy events, so there was no silly soppy music, it was all upbeat and inspiring. Good job!

Now then, so much for SaGa 3. Next up I’ve almost finished the terrible Nanatsuiro Drops DS game, which doesn’t really deserve a writeup. I also started Remindelight, another horrible game, which I’m not going to continue. Tactical Guild has filled my bad game quota for the year. I also tried to start Arabians Lost, but I’m about three hours in and they haven’t stopped talking so my desire is wilting by the second. Luckily, just today I downloaded the free demo of Territoire, from EasyGameStation, the makers of Recettear, so I think that’s going to be my next game. So many games, so little time…

SaGa 3 – I’m mad

I’m almost finished with SaGa 3. I just have to go to the final mountain, hack my way through the weaklings and wipe out the final boss, who should be a pushover like all the other bosses before him. This game is way, way easier than SaGa 2, at least on the Normal setting. It’s got an Easy setting as well, which must be on the Ar Tonelico-level of easiness because nothing could be easier than this so-called Normal.

Come to think of it, SaGa 3 would be a good game for Square-Enix to bring over. Not too hard for Westerners, fun gameplay, lots of sidequests, story is decent (and time travel is all the rage these days), and the party interactions are awesome. Some of their snide comments actually made me laugh out loud.

I’m mad at the game, though, because I had no idea that doing certain sidequests “correctly” would unlock the “True Ending,” with a true boss fight after the last one. Not knowing this, I just did the sidequests anyhow I wanted to without checking a FAQ. That’s how I usually roll. Then right before the final dungeon I thought I’d take a quick look and make sure I hadn’t missed anything. There were, and still are, a number of gaps in my Free Scenario (sidequest) notes, but since most of the sidequests weren’t that rewarding, I wasn’t going to bother. But I took a quick peek at a Japanese FAQ just in case and WTF?! True Ending?! And if you choose the wrong option in three particular quests, you won’t get it?! You mean I’m screwed?! Whaaaaaat?!

Looking back, maybe I should have seen it coming. I started this game shortly after Radiant Historia, after all, which may have been some cosmic warning “Watch out for the sidequests!” But at least in RH you could go back and fix your mistakes. In SaGa 3, once the quest is cleared, there’s no turning back. Even if you go back into the past, it will always be right after you finished the quest, and somehow you can’t use the Time Gear to go back in time and stop yourself from making the wrong choice. Btw, I won’t spoil the sidequests you need to get right, but they involve Dior, Nemesis and Freya so be careful when doing any quest involving them.

Man, I’m so mad. I’m mad at myself for not doing enough research and I’m mad at the game for being a time traveling game that doesn’t let you fix your own mistakes. Most of all I’m mad that I’d have to spend another 30 hours replaying this game, fighting all the battles, killing all the bosses, doing all the random stat level ups, if I want to see the true ending now. Rubbish. I’ll just wait for it to pop up on Youtube. (EDIT: New Game+ lets you carry over your levels and items, but you still have to play again from the start. =.=)

Right now I have lost any and all will to do the other sidequests so I’m just going to stomp a mudhole in the last boss and call it a day. Most of the bosses are so weak, they barely survive long enough for me to take my anger out on them. Don’t disappoint me, Laguna!

Itsumono Shokuzai de Dekichau Suteki na Sweets to Gochisou review

I mentioned a little while ago that I was going to try a cooking game next because I had bought lots of groceries and didn’t know what to do with them. I downloaded this DS game at random: Itsumono Shokuzai de Dekichau Suteki na Sweets to Gochisou, which means something like “Great Meals and Desserts you can make with Everyday Ingredients.”

Of course, in this day and age of the internet, no one needs to download a game to find a recipe. It was just an excuse to try a random cooking game. Itsumono Shokuzai did have a tasty-looking pork belly recipe though. It involved cutting the pork belly into thin slices and frying it up with red, yellow and green peppers and soy sauce. That’s a ‘subuta’ recipe in Japanese IIRC. Even the picture looked delicious (unlike most of the other pictures), but I didn’t have any green peppers and I couldn’t be bothered to go buy any. In the end I just googled “pork belly” and came up with two different recipes, both of which I tried last night.

The first one was Daikon and Pork cooked in soup, which was going along great until I added a lot of green onions to it. TBH the onions were going bad and I wanted to get rid of them, but maybe I should have sliced them up and frozen them instead, or saved them for fried rice. I mean, the soup tastes okay now, but definitely not as good as it did before. Also I think I went a bit heavy on the ginger thing, because I had a ton of ginger that was going bad (see a pattern here?). Btw, rotting ginger smells really, really bad, take my word for it. The other thing I tried was Braised Pork Belly, which I again added a ton of ginger to. I think I overdid it on the five spice powder through, the whole kitchen still smells of the spice. It was in a bag and I was tipping it slowly forward when whoom! a whole lot came out! Still delicious, though.

Anyway, what this means is that Itsumono Shokuzai didn’t help me at all. I only got one good recipe out of it, and I didn’t even use it. There were a number of other things that could be made, all dressed up with fancy pictures and descriptions. I’m a meat kind of person, so the sheer number of fish dishes was a bit surprising… and off-putting. I don’t really like fish. To me, the presentation of the dishes was seriously pretentious as well, but thinking again it might be perfect for someone hosting a dinner party at home. Arrange a few veggies artistically on a white plate, drizzle a simple sauce all around it and voila! How does it feel to be a Michelin chef?

Navigation was a simple, straightforward affair: forward, back, repeat. You can look at ingredients with quantities and the utensils used before you start, and each stage of the recipe comes with actual photographs. The text was very small, but the directions are helpfully read out (in Japanese) by a cold, digital voice reader.

Despite the colorful, cartoony cover, I don’t think this game is for beginners. There are too many unexplained steps, for one thing. For example, they don’t explain the different ways of cutting ingredients. They don’t explain what a water bath is. They don’t explain how to sift flour or even why you should. The steps are short, too, sometimes just “Cut everything, fry it up, serve” without detailed directions on exactly to cut it, how long to fry it for, how to tell when it’s done, etc.

Another thing: the “Everyday Ingredients” part of the title was misleading, especially for the desserts.  I’m not referring to the fact that I don’t live in Japan and so what’s “everyday” for them is rare for me. What I mean is that half of the ingredients are “store-bought” this and “store-bought” that. The very first recipe is custard cream. What could be more “everyday” than eggs, sugar and milk? But no, the recipe calls for store-bought pudding, which is then mixed with a bit of flour. Eww. I love all kinds of custard, but this is just insulting. Then, as you can see, their version of millefeuille is just store-bought wafers, sandwiched with the aforementioned ‘custard’. Do they even know what millefeuille is? And their cakes all call for store-bought castella. Again, I love castella, but what could be easier to whip up than a simple sponge cake? A little flour, some eggs, some sugar, a few minutes in the oven and it’s done! And you can customize it to suit your tastes!

Strangely enough, their tiramisu recipe calls for mascarpone cheese, which is probably not something most people buy regularly. The recipe also uses plain white bread instead of biscuits or even castella, which just sounds gross. Their swiss roll uses bread instead of cake as well, which is, quite frankly, disgusting.

In summary, Itsumono Shokuzai de Dekichau Suteki na Sweets to Gochisou is a collection of very pretty-looking but very unappealing and unappetizing recipes, presented in a fairly easy-to-follow but highly impersonal format. If you’re looking to impress people with the outer appearance of your food, you might get some good tips from this. If you’re looking to impress them with the taste, however, keep looking.

Master of the Monster Lair review

Another game I couldn’t get into. I was bored stiff within an hour. In Master of the Monster Lair, you play a jobless teen who finds a magical shovel that can be used to dig dungeons. Your local mayor appoints you dungeon digger and asks you to turn the local caves into a dungeon as a tourist attraction.

Well, I can’t say I was excited by the premise to begin with, but if the gameplay had been the least bit interesting, maybe I’d be making a completely different kind of post. Unfortunately, dull doesn’t even begin to describe it.

In the morning, you wake up, go to the dungeon, dig some holes. You put beds and fields and rooms in the dungeon so the monsters will move in. Do until you run out of HP, go home, eat and sleep. Next day, do the same, except you now have to fight the ungrateful monsters who moved into the rooms you so nicely prepared for them.

Each battle will play out the same as well. You either whack them to death slowly and methodically, or you use a magic bomb to wipe them out. Also fighting enemies one-on-one will rarely produce item drops. You have to group them together in twos or threes using dungeon design, take them all out, and then the last one will drop an item. This may be a weapon, a food item, or some other random junk that a townsperson may or may not be looking for. Fight some more enemies, dig, some more holes, go home and repeat the whole process all over again.

I managed to finish the first floor of the dungeon before giving up. Once I’d gotten enough monsters to move in, a boss showed up and I beat it. My reward was the ability to go down to a new floor which was even bigger and more yawn-inspiring than the first. At that point I started having doubts. Is this really what the whole game is about? I paused to do a little research and dammit, I was right. It’s just digging holes from morning to evening to house monsters who don’t even appreciate your efforts. As if that wasn’t bad enough, you have stay in the same town throughout the game, interacting with the same people throughout, and all they use you for is to run errands and get them new kinds of food from the dungeon. What would I have gotten if I’d kept digging down through 10 levels of dungeons…nothing? Dunno, don’t care.

To be honest, I only tried Master of the Monster Lair because I’d heard it was similar to My World, My Way, and I liked that game. MWMW was repetitive in its own way, but at least you could move from place to place and it had the trappings of a story. When it was over, I felt good, having put that cocky adventurer in his place. And it was nice to trace my progress all over the map, looking at all the towns I’d been to and thinking of all the bosses I whooped. When MoML is over, I’m sure all I’ll feel is, “Gee, I just dug a bunch of holes! Yay, me!”

Or at least I imagine that’s how I’d feel, because I just decided that I’m not going to finish it. I have absolutely no motivation to do so and I’m already deep into playing Saga 3 anyway, so I’m not exactly starving for games. No proper story, no proper gameplay, same 5 or 6 characters, same enemies I already saw in MWMW? There’s nothing in this particular game for me.

On the other hand, the other day I saw the cover of a spin-off/sequel to this game, with an emotional-looking bishie on it. It was called Date ni Gametsui Wake ja ne! Dungeon Maker Girls Type. This version was developed by Idea Factory (I think?) and the premise sounded a little more interesting: a grumpy, money-hungry mercenary named Hugo stumbles upon a strange village and is roped into becoming a dungeon maker by a half-human white mouse bishie (<–feel free to reread that till it makes sense) so I was tempted to hold out hope for it. I’m still tempted, because it’s got some seriously nice looking bishies:

…even though your main character is male, uh-oh. I’m a sucker for nice character designs anyway [The one with red hair in the middle. The one with red hair in the middle!!!] And it looks like there might be some good character interaction in this game. However, screenshots of the actual gameplay make it look like the same old crap I just suffered through. The gameplay description on the official site is what I was dreading: accept an item request, make a dungeon that has monsters that will drop that item, beat those monsters, get the drop, fill the request. On the other hand, it could be something like Rune Factory, where carrying out quests leads to character development and romantic relationships. Wait, not “it could be”, that is how it works! That sounds great!

I’ll have to think about this for a while longer, while I try to finish Saga 3, which has finally gotten interesting. If I do try Dungeon Maker Girls Type, I’ll write about it eventually. Until then, goodbye to Master of the Monster Lair.

Harvest Moon: The Tale of Two Towns!

Natsume is bringing Harvest Moon: Twin Villages over as Harvest Moon: Tale of Two Towns! When exactly it’ll be published stateside? Sometime in 2011 is all they’re saying. Natsume have been known to postpone release dates before, not to mention Twin Villages itself was delayed at least once before release. Anyone who’s read my posts about TV knows I wasn’t a big fan of it, but it did great sales in Japan and I hope it does great sales in America as well.

Marvelous has been putting a lot of effort in the Rune Factory franchise these days, which is good (I want Oceans!!), but I don’t want them to forget HM entirely. As long as the success of TV doesn’t mislead them into thinking that once-a-day saves and repetitive contests and rampant store closings and bland characters and forcefully slow progress are the way to go, no problem at all. Plus Harvest Moon: Grand Bazaar was a disappointment to many HM fans, so maybe they’ll like TV better.

As for me, it’s too soon to replay Twin Villages The Tale of Two Towns, so I’ll be saving up for when RF: Oceans comes stateside. I suppose could also buy RF: Frontier while I’m waiting, but everything I’ve seen and heard of the runey system sounds so frustrating that I don’t really want to get involved. In the meantime, back to my other games.