Gaming Gripes

You ever have those days where you’re just in a bad mood for no real reason?  I’m hitting that right now.  I’m generally pretty good-natured, because I am awesome at life so crappy things don’t come up that often.  But, even if there’s nothing out there that can beat my shine, I guess the human psyche just needs to get in a funk every once in a while, because that’s where I’m at now.  So, apropos of nothing, I’m just going to gripe for a bit here about some things that video games sometimes do that consistently ticks me off.  

Let’s go.

Automatic Difficulty Adjustments

You know what’s a feature I’ve really come to love?  Getting to change your difficulty at the start menu.  Or even if a game just offers you the option to lower the difficulty a bit when you’re consistently getting your pleasantly shaped rear end handed to you.  I don’t generally take it, but I both love challenging myself and hate getting stuck in a game and unable to advance, and this seems like a great solution to that.  I’ve noticed I will more often plunge into the deep end of difficulty when I know I have the option to scale it back when things get too hot to handle.  I always have to swallow my pride a bit to take it, but that’s generally a small price to pay to keep doing something I enjoy at an appropriate difficulty level for me.  


But I hate when games just decide to do it for me.

I’ve been playing a fair bit of fighting games recently, where this feature seems common.  You’re on a campaign, and you lose, and it just pulls the challenge back when you try again.  Rinse and repeat until you get past it.  Or, you select a difficulty level, but it actually starts you below that, and makes you earn your way up there.  Which I find frustrating.  Smash Bros aside, I am officially not good at fighting games.  When I go up against the standard difficulty, I tend to lose a lot.  Which is good.  If I’m not losing at times, I’m not challenging myself, and that would mean I’m not getting better at the things I’m wanting to get better at.  What I would like to be doing, when I hit a challenge that is too much for me, is to ram myself into it again and again until I get good enough to overcome it.  But recent fighting games say no.  You want to fight against a level that will test you, in the arcade/story/mission/campaign modes?  You have to earn your way up there against the foes you know you can beat first, and then you only get one shot before we pull that away.  

Now, sure, I could just go into the one off fights, where I get to chose the difficulty straight out, but that’s not as engaging to the way I want to play as the arcade modes.  And I understand a bit of the motivation behind it.  Fighting games are notoriously inaccessible, so having the mode the beginning players most gravitate towards have this on-the-fly performance-based difficulty so they’re sure to reach the ending with persistence makes sense.  But I want to be able to turn it off.  And I never seem to be able to.

Forced Grinding

I’ve griped about this a couple of times before.  So, probably nothing new here.  But I’m ranting, so I’m going to rant.

I think I’ve figured out why I don’t mind the grinding in Disgaea as much as I do in pretty much anything else.  In most games, when its grinding time, you just end up mindlessly milling through combat over and over, fighting the same enemies in the same areas with nothing really stimulating occuring.  Disgaea on the other hand, puts you into a new challenge area.  It requires mental engagement, although you might be doing it to grind you have a goal beyond the grinding itself, and you get a sense of progress beyond just watching numbers go up.  You might be stepping into grinding in Disgaea, but it’s not just grinding.  You have things to do beyond that, and the grinding just happens incidentally.  

More games need to do that.  I find myself suffering through the end game of Xenoblade Chronicles, in which the enemies of the final area are of a much, much higher level than anything you ran across before, coupled with a mechanic that if an enemy is five levels above you, you just don’t get to hit them anymore.  So bam.  Hit the final area, you have to spend several hours grinding your levels up so you can actually defend yourself against the enemies your stats say you should do just fine against.  So just hours I’ve spent, running in circles, fighting the same enemies over and over again, barely paying attention to what had formerly been an incredible game for the first two thirds of it.  I despise it when games waste my time, and especially so when they seem deliberately designed to do so.  The only reason I stuck it out was because I’d already invested 60 hours into it, but even so, it killed all the good will I had left for the rest of the game.  

So.  Forced grinding.  Don’t do it.  

Player Controlled Suicide

I loathe when this comes up.  Superhot does it.  Superhot VR does it so much worse.  Yandere Simulator does it.  Distraint does it.  Spec Ops: The Line does it, albeit only in a route choice there.  Situations where a player character is going to suicide, and you have to press the buttons to do it to advance.  

It disgusts me.  And I admit that’s because it hits my personal triggers.  It bothers me in a way that controlling other video game violence does not.  Not because I think it’s especially harmful; much like garden variety video game violence isn’t going to lead to real world violence where that tendency isn’t already there, simulated suicide isn’t going to lead to suicidal ideation away from those who are already in deep.  But it does rub against my personal values so hard to be in control of an avatar’s suicide that I find it sickening.

So, look.  Video games often involve simulated violence.  And generally, if I’m not up for the particular violence a game has to offer, that particular implementation of simulated violence is made apparent before I make a purchasing decision.  So I can choose the content I expose myself to.  There’s never any warning about being put behind a suicide.  That’s always just thrown at you.  And that’s not how it should be.

Impatient Reminders

You spend enough time playing games, you develop a set of instincts around them.  One of those instincts is if you get given a quest arrow pointing you someplace, you check out absolutely everywhere else you have access to before you follow the quest arrow.  That’s just how these things work.  When there’s somewhere you’re clearly supposed to go, you actually want to go everywhere else first.  Because that’s where all the cool treasure is.

That’s all well and good.  But apparently, some developers thought it’d be a good idea to make their games bug you about that quest arrow.  Like, some people’s jobs were to program the game’s AIs to get impatient with you.  That’s a thing they did with their lives.  So you get persistent in your face reminder text of what your supposed goal is when you’re rifling through side rooms looking for cool loot.  NPCs start bugging you about how you’re having fun slaying random jobbers instead of pressing a button to do something you’re not ready to do yet.  The game itself will give you grief for trying to explore the setting fully rather than seeking the next event flag directly.  As if you don’t know what you’re doing.


You know what?  They can all just take a chill pill.  I’m being thorough.  Because you find some sweet item in one out of the way place, that’s going to spur you to check them all.  Progress is often the enemy of sweet loot.  

Not Being Mr. Shifty

This is something I didn’t notice games did, until I tried out the game Mr. Shifty, but it really opened my eyes.  You know how, every once in a great while, a game comes out that does something unique, creative, and interesting that ends up moving the genre or the whole medium forward?  Super Mario Bros. did it with the scrolling screen.  Mario 64 did it with effective 3D game play.  Final Fantasy VII did it with the cinematic storytelling abilities with games.  Mr. Shifty does it with being Mr. Shifty.  

Since I played Mr. Shifty, I really started noticing how much most games are not Mr. Shifty.  I’ll pick up a random game, play it for a while, and I might have a good time with it, but I’ll be realizing just how much Mr. Shiftiness it lacks.  I’ll be like, “Man, this plot is deep, and this gameplay is solid, but I’d like to be able to Mr. Shifty it up right now.” But I can’t.  Because even though Mr. Shifty offers an excellent example of how to incorporate being Mr. Shifty into your game, so far, developers don’t seem to be picking it up adequately, sticking with the tried-and-true, traditional but inferior ways of not being Mr. Shifty.  We can only hope the medium picks it up with time.

Return of the Destined Battle! Aether vs. Yandere Simulator, Round 2

Our destinies intertwined.  Fate had posed us against each other.  Our titanic battle sent shockwaves blasting across the seas of time.  Nothing has been the same, since then.  

And now, we’re going to do it again.

Some of you who’ve been following the blog for a while, or plunging into the archives, or who might otherwise call yourselves “Aether Historians” might recall the first time Lost to the Aether faced off with our fated rival, the always-in-development murder playground known as Yandere Simulator.  The feud everyone finding my blog through a search as well as destiny itself demanded.  Our clash was titanic.  My victory, overwhelming.  So overwhelming, in fact, that it actually made the search terms for this blog normal for a good long while.  Which was something I wasn’t prepared for, really.  C’mon guys, let’s get this stuff weird again.

Anyways, in case you missed it, we just finished up October.  Which is a well-regarded time for getting into spooky/horror media, and I got caught up in that myself.  Wanted to pick myself up a good horror game.  And coincidentally, at the same time, Yandere Simulator came out with a big content update.  The game’s been in development for seven years by this point, and the developer feels that he’s almost ready to complete the game, having got about everything done that he can on his own.  But to really get the game finished, he’ll need to hire people to do the parts of it outside of his capabilities, which will require a crowdfunder, but after the standard cycles of long development time plus short internet patience, he feels he’s not poised for a successful crowdfunder right now.  So, in order to demonstrate the product and build up faith and interest in it again, he’s used the assets he currently has to develop a full story mode for the game, for the first time.  Albeit not the story mode everyone was expecting.  That’s the one he needs to hire people to do the animations and the voice acting and the whatnot for.  Rather, we’ve got a fully-fledged prequel story mode.


Anyways, I was looking for something horror-themed to play, and a game where you’re basically a horror-movie villain sounded pretty solid to me at the time.  And I can get behind the idea of putting out a show of good faith for your audience, work to show you’re taking them seriously with a lot of new content.  And besides, it was probably my victory over this game years ago that cost it a lot of it’s positioning.  So I figured it’d be a good time to jump back into it, and see just how much the game has grown since I defeated it last time.  We’re still fated opponents, but maybe destined rivals this time, rather than enemies.

Here we go.  For a good comparison to our old post, rather than jumping in to the prequel story mode, I’m going to be going for the main, incomplete story.  Because that’s what we did last time.  The full game will have ten rivals, but the current edition only has one that’s fully set up, so only a single level’s equivalent of content.  But that’s fine for the sample we’re going for.  After all, I’m trying to make amends, of some sort.  Don’t want to crush this game too fully again.

Starting up, the first thing it has you do is customize your senpai, the absolutely heartthrob that will be the subject of your and at least ten other girls’ affections.  I love customizing characters, and I know super well what makes the female mind fall in love with someone, so you can rest assured that I will create a being who is the pinnacle of attractiveness.

And there.  There he is.  Ladies, you may take a number, and form a line to your left.  He won’t have time for you all but don’t worry, there will be consolation prizes.

And then we get a cutscene detailing the premise of the game.  So, if you’ve spent too much time around certain parts of the internet, like, you know, this blog, you’ve probably heard of a few of the ‘dere’ types of characters in Japanese fiction.  Yanderes are characters that seem sweet and lovely, but then turn around and inflict horrific violence out of a hidden insanity driven by their affection.  Or something like that.  People find that attractive, apparently.  I’ve got at least two posts on this blog touching on that.  Well, three now, I guess.  Anyways, that’s us.  We’re one of those.  We spend our whole life feeling nothing, until one day, we run into senpai.  Then all of a sudden, a feeling blossoms through.  Complete, all-encompassing love.  Or something that ol’ Yan-chan confuses for it.  

Anyways, Yan-chan is so enraptured by that feeling that she immediately resolves to inflict bloody horrors on anyone who gets between her and the object of her affection.

So she stalks him.  Some other girl catches her doing so, and texts her some information on another girl with designs on him.  And kind of encourages her to take drastic action.

I’m guessing there’s lots of people in this scenario that could use a bit of professional help.

And with that, we’re in the game proper.  We start off in our bedroom, with a few interactables, but so far, only one that’s really meaningful, an anime we can watch to teach us new murder methods.  Which seems kind of inappropriate for a high schooler, frankly.  From there, I can check out the basement, so I do so, and find it a perfectly equipped murderhole.  Also has a cassette tape in there, of which I can figure out no way to play.  Because it’s 2022.  Who has cassette players anymore?

I do. In my car. In the real world. Aether.  That’s who.  

Anyways, not a lot to do at home, so I head to school.  I get there, and immediately make two impressions.  The first, last time I played the game, going to school meant I spawned in with the camera buried underground and staring up my own skirt.  That seems to have been corrected in the years since then.  And second, holy hades are there a lot of people now.  I find myself in the midst of a sea of students.  All of them individually designed, and as I find out through playing the game further, all of them with their own schedules and pathing.  That’s an impressive thing to see coming together, really.

This is my first time with full control here, so I start messing around, seeing what all the buttons do.  I find a button that makes me laugh.  This creeps out everyone around.  I do it again.  Senpai hears that time.  And my laugh was apparently so creepy that he never wants anything to do with me again.  I got a game over within like thirty seconds of starting the game proper.  Harsh.

Ok, starting that over again.  This time, no laughing in public.  I start formulating a plan.  But not much of one.  First step is to find my rival/target.  I do this quickly, as she’s talking to senpai just off the walkway into school.  Second step is to find a reason to… you know, do something about her.  Because although Yan-chan is down for wanton murder, Aether’s really not.  I have a hard time playing the bad guy in games, particularly when it comes to inflicting horrors on the innocent.  Like, I don’t have any moral compunctions with it, really; I’m not sinning by having my electronic avatar commit simulated violence on collected bits of graphics and ai mechanics or anything, but it does require going somewhere that just doesn’t come naturally to me.  I usually go for the super good moral choices in games.  That’s just more satisfying to me.  

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The Hollow Generation

Man, I feel like I’ve done this sort of thing before. Getting into a new generation the complaining about the games there being less different than I expected. Maybe it’s because I’m too closed-minded. Maybe it’s because new games early in a console’s life are generally much more modest than what we’ll see later. And maybe it’s because an update in hardware is making less and less of a difference as the gaming medium progresses and matures and the natural course of diminishing returns sets in.

That can be left for the experts. Even though those last two are totally true. Either way, what we’re left with is a now familiar feeling of me stepping into a new generation of video games, and me wondering why they even bothered with the hardware separation.

Of course, this year, it’s a little different than it’s been in the past. Previous generation changeovers, it’s always been a game that lured me through. I picked up an N64 because of Super Mario and Mario Kartt 64ses. ‘Twas Smash Bros that lured me through to getting a Gamecube. Then the whole spat of releases for the Wii, followed by Dead Rising showing me the worth of an Xbox 360. And finally, Fallout 4 and Breath of the Wild brought me to the previous generation of consoles.

This time, though, it was simply the trials of time. Consoles tend to be hardy, but computers not so much. Since it released, I’ve been waiting for my opportunity to pick up a PS5, but that never came. Been sitting on enough credit card rewards to essentially get one for free at MSRP, but an opportunity to buy the console at MSRP is quite rare. Supply shortages, plus the shakeups to the market on both the supply and demand side due to the pandemic, ensures that only a lucky, privileged few who can wait for supplies to drop and be on top of them when they do are able to pick one up. For the rest of us, we have to wait. And so I did, until my hand was forced. My previous PC started showing wear and tear and indications that it wasn’t going to last much longer. So I needed a new one. And while I was doing that, I figured I’d pick up one capable of playing modern games.

So I did. And now I’m looking at the modern spate of games, and I’m not really interested in many of them that I couldn’t have gotten on my PS4 or my old PC already. Invested in a highly powered gaming laptop with all sorts of features and settings I don’t even understand to ensure it can get the best resolution and framerate possible, and most of my time spent on it so far has been in a ported PS1 game and a sprite based indie game that released like 5 years ago. And it’s not because new games aren’t new. I’ll definitely be getting to them eventually. But they don’t take full advantage of the new hardware. They don’t give me any new experiences. So many new hardware generations really expanded on what a game could do. Until last gen, where the updates were mostly graphical. And then comes this new one, where again, the only real update people are pointing to is that graphics are slightly better, loading somewhat smoother. Heck, most games I’m actually looking into next generation for, such as Lost Judgment, Spider-Man: Miles Morales, the Final Fantasy VII Remake, and on, are still available on my Playstation 4 for basically no material difference from the PS5 versions.

Which does make me wonder what’s the point to the new hardware. I’m sure the fact that most new releases for modern consoles are also available on last gen’s machine owes something to the aforementioned inability for mass markets to equip themselves with the most modern gear, but even so. If I can get a game brand new game for my last gen consoles that’s almost exactly the same as those on the current gen, what’s the point? Maybe we moved on to a new hardware generation too quickly.

I’m sure eventually, a PS5 will wind it’s way onto my shelf. And I’m viewing my new laptop as an investment, enabling me to keep up with the new releases when inevitably they do move on from last gen’s hardware. But for now, we’re already a year into the next hardware generation, and as far as I can tell, it may as well have not happened at all.

If Left is Wrong I Don’t Want to be Right. The Left-Handers of Video Games, Part IV!

One of the things I pride myself on with this blog is having the most complete listing of left-handed video game characters on the internet.  A series of posts, documenting the rare representatives of the genetically superior laterality that appear in our electronic entertainments.  Kind of a silly little thing, but as a leftie myself and it being a perennially hard time finding representation of that among my chosen medium, it means something to me.  But it’s been years since I last wrote something up about this, and you know, part of having the most complete listing of anything is that you need to update it once in a while as time passes and more examples of that subject emerges.


So let’s correct that now.  The previous three posts include all the left-handers I’d personally encoutered up to that point in games, at least that I knew of.  But now, years later, I’m just as young but significantly wiser, and let’s put that updated wisdom to use, in this, an addition to the list of those characters in games who are just innately better than everyone else.

Nero-Devil May Cry

The son of Virgil, the traditional way-cooler-than-the-actual-protagonist rival character, Nero takes over main character duties from that right-handed goober, Dante, for the few most recent mainline games.  And dude is a beast at that.  See, his right hand has some devil grappling powers, letting him style on his enemies then pull them back in when they get knocked away, reaching combos that Dante and Virgil have to struggle more to achieve.  Nero heads up two mostly good games in the series out of his two shots at it, whereas Dante only has one out of his three.  Now, you could say that’s the result of Nero leading the games at a point where what makes a good DMC was more firmly established and the Capcom team was more versed in it, but we all know really it’s that left-handed blade- and gun-work that leads him to success.

Soda Popinski-Punch Out

There’s a couple of Punch Out character that take southpaw stances, but Soda Popinski, aka Vodka Drunkinski, is the only one who consistently does that throughout all his appearances, so outside of the previous post’s Super Mac, he’s the only one from the series I feel confident enough in to count here.  The others are just posers.  Anyways, Soda Popinski might not have been the first boxer to give you trouble in the old school punchout, but he might have been the first one to make you cry, with the combination of his high speed and great defense making him hard to score counterpunches on, the foundation of most of your offense.  Much like real life southpaws, his left-handed offense makes him hard to read for your weak right-handed mind, and he benefits from that greatly.

Patrick Galloway-Clive Barker’s Undying

What’s this?  We’ve finally got a second left-handed character on this list from a game that was developed outside Japan?  I never thought I’d see the day.  But here we are.

So, I’ve barely played Clive Barker’s Undying, so I can’t really hype up Patrick Galloway that much.  Instead, let’s talk about why he’s left handed, because mechanics-wise, it’s pretty interesting.  Undying is a PC FPS where you’ve usually got both a weapon and a magic spell ready at the same time.  Usually, it’s left-click to shoot, and Undying has Patrick Galloway left handed so that visually corresponds with your left mouse button.  Your right click, and his right hand, are dedicated to the spells.  It works out very elegantly.  And I really don’t know why more FPSes haven’t taken that same tack.

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Now Playing: Check-in Edition

Things have been quiet here this month. You may have noticed. Time has been fighting against me. And losing. Like it always does. But it’s still putting up a fight. And that has cramped my schedule something fierce. I had started another post for this blog, a follow up on my old post on New Japan Pro Wrestling’s G1 covering this year’s tournament, only to run out of time to make anything notable about it before the G1 actually started. So it’s been a while, with no new content. And I don’t have the time to make anything new and notable.

So instead I’ll make this. A quick little number on what’s been going on in the games I’ve been playing. And hopefully it’ll be amusing for you. But to be honest, I’m mostly doing this for me. Because posting is a thing I want to keep doing, and when there’s something you want to keep doing, it’s best to make it a habit and then continue the habit, even as times get tight. So me posting this little thing now makes it more likely I’ll be in the frame of mind and decision-making capabilities to be making more serious posts later, capische? That’s a word I used. It means something. I think.

Whatever, let’s go.

Disgaea

You can check the full write up on this thing here. In that post, I highlighted how my original plans were to largely eschew the Item World grinding and focus on the main plotline through the game. That hasn’t exactly worked out. I’ve found myself stuck in this loop. I go into the Item World to make a piece of equipment I like much stronger. But if you do good at setting off Geo Chains, you can win more items within the Item World. And some of those are also pieces of equipment I like and want to make stronger. So I go in there. And get more items I really like and want to make stronger. And so on. The item world offers really complicated combat setups and battlegrounds, so I’ve actually been really enjoying the grind. Is it even really grinding if you’re having a good time with it? I don’t know. Going by definitions I’ve established before, probably not. So there. Disgaea’s not grindy at all.

Fullmetal Alchemist: Dual Sympathy

I dated someone who was super into Fullmetal Alchemist. Hence how this game ended up in my collection. This was my camping game, recently. Because the DS I’ve been using for travel has been the worse for wear and it’s L and R buttons don’t work well anymore, and this game uses L and R for functions you can do on the touchscreen, so it actually worked out very well. I have multiple DSes. For reasons. It’s all Nintendo’s fault.

Anyways, this is about the sort of game you’d expect if you had an anime license and a bit of creativity but very little time and money. It’s a two hour game that runs through the entirety of the 51 episode Fullmetal Alchemist anime (the original one, not the Brotherhood version/Manga). So as you can imagine, it sums up quite a lot and doesn’t make a lot of sense unless you’ve already seen the anime. But I have to say, I found playing an FMA beat ’em up rather refreshing, even if it was simple as all get out. And didn’t explain functions vital to progression in game. But more things should have beat ’em ups attached to them. I kind of miss beat ’em ups.

Xenoblade Chronicles

I really like Xenoblade Chronicles overall. Beautiful scenery and an excellent soundtrack, mostly likeable characters, Dunban and his sexy self, it’s a really great game. I’ve started it up a few times over the years, but never got all that far into it, comparatively. Because I always focus on doing all the great many sidequests the game has. The copious amounts of sidequests. The hideously huge amount of sidequests. I’d get started, get focused on doing absolutely everything, and then burn out 10-20 hours in and give up on it.

This time, I’ve taken some advice telling me that the sidequests are toxic, and played the game only completing the quests that were on my way or particularly interesting to me. And it feels like a completely different game that way. Plot’s progressing at a good clip, I’m constantly seeing new areas, it’s a lot more fun this way, overall. It’s always been a great game, but I’m feeling now that I never really got to see it at its full potential until I stopped worrying about the sidequests. It’s really as transcendent as its reputation suggests, now.

Way of the Passive Fist

Speaking of beat ’em ups, here’s a beat ’em up where you barely beat any of ’em up. It’s a game that grabbed me by its concept and how well it seemed to play out in video. You don’t have any regular attacks, and instead have to parry, dodge, and poke your way through a goon-filled wasteland, letting your enemies tire themselves out with their own attacks until you can simply knock them over. Each specific enemy has their own specific attack pattern, and streams can get quite complicated, particularly when you have a number of enemies packed in against you.

The game was fun, and lasted a couple of hours, but I felt it would have worn out its concept if it was any longer than that. It has just enough content to fill those hours, but even then, it started to feel a little stale by the end. Still, though, the combination of beat ’em up with a reaction type of gameplay similar to rhythm games was certainly not bad for most of it.

Scribblenauts

Scribblenauts is an amazing game. That doesn’t make it a good game, but it is really impressive the amount of content and viable options they gave you here. The central idea is that there’s an in game dictionary that is really quite expansive, and anything that’s in there, you can just create and insert into a scene to try and solve whatever puzzles or challenges are placed ahead of you. The amount of things you can work with are huge, and the game really opens itself up for some delicious lateral thinking. Like, for example, one mission has a bunch of soldiers against a group of zombies, and your goal is to get all the soldiers zombified before they kill all the zombies. You could set up a wall blocking their shots, and just remove it when the zombies get close. Or you could set up a series of blocks and ramps to give the zombies cover as they approach. Or you could just do what I did, and create a new zombie and just drop it right on the soldier’s heads. It also has a lot of possibilities for self-imposed challenges, and really shines when you get into parts where you’re expected to solve the same puzzle three times in a row with different solutions each time. And this is all in a DS game.

I just which it was more fun to play. The amount of things you can create is staggering and the puzzles offer ample opportunity to use them, but it is so fiddly and such a pain to control, and it relies on a physics engine that seems to hate all logic and good sense. The mental work you need to do is great, but I’ve had so many perfectly valid solutions ruined because they game just wasn’t taking input the way it was supposed to or something weird happened with objects knocking into each other. It’s a shame. This could have been so much more, had it had a better game behind it’s concept.

Disgaeadventures

I’ve had some interest in Disgaea for a while.  It’s a Tactics-style Strategy RPG, and I’ve never met one of those I didn’t like.  I’ve heard tales of the grind involved in this game, the levels going into the thousands, the massive amount of time required, and well, that’s kind of a turn-off for me.  A while back, though, AK did a series of his Deep Read posts on the Disgaea series, and certainly made them sound quite appealing.  So, that, coupled with the promise that the grind wasn’t really that bad unless you’re going after the side content, convinced me to give it a try.  So I picked up the first Disgaea.  And added it to my copious PC game backlog.  And there it sat.  Because that is the fate of anything added to my backlog.  Until, eventually, it gets pulled out, dusted off, and played with joy.  And it was Disgaea’s turn for that recently!

I’m about 5 hours into the game now.  I approached it with trepidation, but what I found there really wasn’t what I expected.   And I found things interesting enough that I felt like sharing my experiences.  So, we’re going to have this, half first impressions post, half after action report.  Something similar to that first post of my Dark Souls Let’s Play.  Except this one, I don’t really plan on turning into a series, but hey, we’ll see.

I played a bit extra to grab screenshots after typing this up, so yes, these don’t always line up with my narrative here. Don’t @ me.

So, a bit of story to start us off.  Our main guy is Laharl, son of King Hardtospelllongname, who ruled over the demon world.  While Laharl was taking a two year long nap, his dad died, passing his rule down to him, except he kept sleeping, so his kingdom all split up into arguing warlords fighting for the scraps of it.  Eventually, Etna, who super obviously has ulterior motives for it, wakes him up and sets him to go beat up all the other demons and put his rightful kingdom back together.  Got it?  Ok.

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The Free Games Faceoff

The Epic vs. Apple trial came and went back in May.  We won’t have a decision for some time yet, and if you want the legal analysis of it, there’s plenty of better educated (maybe) places you can go elsewhere for it.  But, in between all the grown professionals degenerating to high school level drama, a whole bunch of private information was revealed, as is common for these trials.  One of those bits was that Epic Games had spent $11 million dollars in its first nine months on the free game giveaways they do every week.  Which is a lot of money.  As you may have guessed.

PCGamer put out an article around the time that was revealed raising the question of how many of those games have their staff, you know, actually played?  And the answers were, univerally, few to none.  And had me thinking as well.  I’ve been picking up on Epic’s Free Games pretty religiously.  I have this thing, where if you offer me a free game, I’m probably going to take it.  So right now, I’ve got a library with Epic Games Store of 160-something games.  None of which I’ve spent a dime for.  How many of those have I actually played?  Exactly 10.  

Now, to be fair, some of the games in my EGS library are backups of games I own in other formats or storefronts, which I redeemed because consoles might break down or discs scratch, and I don’t quite trust a service like say, Amazon to keep their games launcher active in perpetuity.  So those shouldn’t really count.  And given how common it is for players, PC players especially, to have massive backlogs, to the point of being a joke these days, many of us have already got a glut of choice, and although we might be interested in the games we’re picking up, if it’s not one we’ve chosen ourselves, it’s not likely to be at the top of the to-play list.  And frankly, you get a lot of free games through Epic Games Store.  1-2 a week.  If you habitually add them to your library whenever they’re available, as I do, it’d be very difficult to keep on top of all of them unless you were focusing all your play time on the Epic Games Store exclusives.  

But, all of that also applies to Amazon’s Twitch Prime/Prime Gaming service.  5 free games a month, at least, if you have an Amazon Prime subscription.  I’ve built up a massive library through them without spending a dime.  And yet, although I’ve still have more unplayed than not, I’ve played around 20% of my Twitch Prime library, well more than the 6% of the EGS.  And that has me wondering, why is that? Epic’s giveaways are generally of higher-profile games, giving out a lot or really notable, if mildly aged, AAA productions and some notable darlings as opposed to the mostly unknown indies you get through Amazon. You’d think I’d be going for the more known quantities. But I don’t.  And I know why.  Because I’m a genius.  

I like starting up new games.  Getting into something anew, learning brand new systems, and going through the generally more highly polished opening stages of the game is good times.  And it can be extra fun trying out a completely unknown game.  So sometimes, I just get in the mood to pull something I’d never heard of from my library and give it a try.  Usually kind of a whim of the moment thing.  The thing about digital games though, as well as current gen gaming in general, is that it requires a bit of lead time.  Games have to download and/or install. How much time specifically depends on the game.  Could be mere minutes, or it could be, on my slow rural internet, an all day affair.  Epic Games Store is definitely a much more robust launcher than the Twitch Desktop App I use for my Prime Gaming, but one really basic feature that Twitch has and Epic doesn’t is that it’ll let you know how big the darn game is before you start installing it.  How much downtime you’ll need in advance.  And for my whim-based “I’m gonna wanna try something new in like 15 minutes” tastes in those moments, being able to see what games I can actually get ready in that time is invaluable.  

The Epic Games Store launcher has had, in my experience, some reliability problems as well.  There was one notable time where the whole thing hardcore crashed on me, and required a reinstall to work again, in the process severing its connection to every single game I installed through it and requiring a lot of manually sorting through program files to get my hard drive space back from those then-inaccessable games.  And even without that, the Epic Games Store app takes a long time to load, even when I’ve got a shortcut to the game I want to play.  It’s got a lot of other features that Twitch Prime does not, like the super valuable ability to pause a download, but overall, it’s not an easy one to work with.

The Epic Games Store overall has been an experience that Epic is obviously putting their big fat Fortnite profits towards bringing people to and getting initial customers from, but not so much into making an easy or pleasant thing to use.  I’ll keep going for it as long as it continues to give me free games, such as it is, but I imagine usage rates are probably still going to be low until the storefront gets a bit easier to use.  Until then, the Twitch Desktop App may be a bit clunky and featureless, and obviously not especially meant as a game delivery service, but it gets me what I need in a more convenient manner.  And my games used seems to reflect that.

Visual Novel Theatre: Idol Magical Girl Chiru Chiru Michiru

Let’s establish some facts here.  As you’ve known if you’ve been reading my blog for any length of time, I am an incredible specimen of a man.  My muscles are like mountains.  My features are proof that man was made in God’s own image.  My bearing is so manly that some women have claimed to have gotten pregnant just by staring into my eyes.  I am a bastion of healthy masculinity.  A paragon of the male form.  This is not up for debate.

So, I’ve been playing Idol Magical Girl Chiru Chiru Michiru.  Discord will, unless you turn the option off, show others what game you’re playing at the time.  My Discord buddies have been trying to sass me for being so manly and also playing Idol Magical Girl Chiru Chiru Michiru.  But it doesn’t work.  Because Idol Magical Girl Chiru Chiru Michiru is the shit.  I am unsassable on this account.  

I don’t get that whole part of people’s assumptions anyways.  Enjoying something that doesn’t match the box they mentally put you in somehow lowers your quality or something?  I don’t got time for that.  Good works are good works.  

Anyways, we’re here to talk Idol Magical Girl Chiru Chiru Michiru.  Eventually I’m going to find some way to shorten that title in writing here, but I haven’t figured it out yet.  It’s a spinoff of the Grisaia series, which I had no idea about while playing/reading through it, but it does retroactively make some things that happened make a bit more sense.  Although I’ve got like no idea of what Grisaia’s all about, so maybe that’s me injecting too much good will.  Anyways, Chiru Chiru Michiru (got it!) is a visual novel about one of those Sailor Moon-esque magical girls fighting against some evil that has invaded her world.  Except everyone’s a blithering idiot.  And it’s awesome.  

Although right off the bat, that does lead to some ‘your mileage may vary’ stuff.  This is a comedy visual novel, one from Japan, and humor is already really subjective and gets even more so when you’re dealing across cultures.  Different cultures find different things funny, so this may not necessarily connect with you.  And it’s very heavily surrealist comedy at that, which not everyone vibes with.  But I do.  And this hit right on the dot for me.  I loved this visual novel.  It left me laughing at a bunch of points.  In, like, a really manly and attractive way of course.  Because that’s how I do everything.  See the first paragraph.

So, the story opens with our heroine, Matsushima Michiru, an aspiring pop idol that’s not really all that successful at it.  The only venue she plays at is a bar owned and operated by Asako, a weapons- and military ops-obsessed friend of hers.  She’s also constantly accompanied by Sachi, a young woman who always wears a maid outfit and loves sharks.  After a somewhat disappointing performance, Michiru goes for a walk when a talking cat riding a star falls from the sky and lands on her, killing her instantly.  

Well, the cat uses a magic wand to beat her soul back into her body, so it’s all good.  And then it says it’s looking for someone to go be a magical girl, and Michiru wishes it luck.  And then time passes eventually they get back together again under circumstances and Michiru agrees to be a magical girl and hunt down the Seven’s Chaos invading from the World of Magic in order to save both worlds and also have her wish granted.  Except she’s embarrassingly bad at it and can’t focus on anything for more than a few seconds and have almost no magical power to speak of.  And it’s hilarious.  

The Visual Novel is surprisingly solid, presentation-wise.  It’s framed like it’s actually an anime, and you get full animated OPs and credit sequences with every episode, in addition to an anime transformation sequence, complete with barbie doll nudity, as is traditional for magical girl shows.  The art is really good, with a wide variety of backgrounds and the character portraits are pretty dynamic, with some action on them to represent the action going on in the narrative.  It’s also fully voiced.  In Japanese, of course, but I thought it was a really nice touch.  

The writing is competent enough.  The plot is super simple, and you’ll likely figure out most of where it’s going within the first hour or so of the first game.  It’s mostly there as a framework for the humor.  There’s a bit of awkward phrasing or odd concept transitions, likely things that weren’t or couldn’t be translated elegantly from Japanese, and if you’re looking for a big great story that makes perfect sense, you’re likely to be disappointed here.  There’s also a few bits in there that seem to come out of nowhere and not really go anywhere, although now that I know that this is a spinoff of the Grisaia series, it seems a lot of those were in fact references to that.  So maybe play/read that first and come here.  Or just don’t sweat it that much.  Although I’m finding now that the dumb little crapkid from Chiru Chiru Michiru is the main protagonist of Grisaia?  Maybe I don’t want to check that out after all.  I hate crapkids.  But yeah, the overall plot is base and predictable, but that’s not really what I’d recommend coming here for.  It’s really all about the humor.

And humor is always subjective.  Here, it’s downright absurd.  Like, there is one character, Michiru’s hypercompetent magical girl rival, whom you could say is the straight man, but even she is so straight it becomes absurd.  Like, to the point of using the limitless magical powers at her disposal, which can literally do anything she chooses, to simply summon mundane guns to blow her enemies away.  Personally, I love a well done absurd humor.  And this is definitely well done.  And you know, when it decides to pull back the humor, to finally inject a sense of danger and action to it too?  Those are well done as well.

So yeah.  If you happen to have a sense of humor like mine, I’d highly suggest checking out Idol Magical Girl Chiru Chiru Michiru.  But maybe check out Grisaia first, so things make sense.  Except not, because I didn’t know that was a thing until literally like an hour ago, and therefore can’t recommend it.  But either way, don’t sass me.  I am unsassable on this account.  

Rhyme like a Rolling Stone! The Persona 3 Retrospective, Part 6(e); Characters-Koromaru, Ken, and Shinjiro

Part 6(a) S.E.E.S. and Protag

Part 6(b) Yukari and Junpei

Part 6(c) Akihiko and Mitsuru

Part 6(d) Fuuka and Aigis

Koromaru

The Strength

Koromaru is a dog.  With human-level intelligence that can summon a persona.  It’s barely explained.  In fact, for that matter, it contradicts other information given about personae, in that the whole reason Aigis is shaped like a human and not a tank or something is that it’s necessary for her to see herself as human in order to be able to manifest a persona, but here’s this dog with a persona so whatever.  

Anyways, Koromaru is basically Hachiko.  He used to live with a monk that would take him on nightly walks.  One day, the monk got killed by shadows, and Koromaru continued their nightly walks alone, and spent a lot of time hanging around the shrine the monk used to take care of.  Then one day, the team detects some shadows roaming outside Tartarus attacking the shrine.  Akihiko heads there, only to find the shadows already dead and Koromaru injured.  Putting 2 and 2 together because he’s not the dumb meathead the later games think he is, Akihiko realizes this dog must have a persona.  So he takes him back to the team, they get him medical care, and then Koromaru joins up with S.E.E.S.

Every Persona from this point forward has an animal-like character.  Persona 4 and 5 makes sure its a character that can talk, however.  Koromaru can’t, which poses some problems.  To be fair, they do a decent job of communicating Koromaru’s personality through his actions, such as it is, and Aigis can understand his thoughts and sometimes interprets them for others.  From that, you learn that Koromaru is very loyal and protective of those he considers family, and admires bravery.  He also likes certain TV shows demonstrating brave people, and has a near human-level comprehension of the world.  But they only take it so far.  Koromaru gets left out of a lot, not having much input in dialogue heavy scenes, not usually being with the party when they’re away from the dorm, and not really having much in the way of impact on the plot.  Which is a shame.  We only get a shallow view of Koromaru, and there was a lot more room for developing him.  As a result, he’s the most forgettable member of the cast, to the point he either doesn’t get included or gets bound together with another character for most of the spinoffs.  

He does have one big moment, however.  In the midst of the party’s darkest moment, when Shuji Ikutsuki betrayed them and was in the midst of crucifying them, he didn’t bother crucifying the dog.  It was Koromaru who tore the device he was using to control Aigis away from him, enabling her to break free from her programming and save the party.  So, if it weren’t for Koromaru, the party wouldn’t have survived to save the day and make millions of dollars in game sales.  That counts for something, at least.

In combat, Koromaru’s speedy.  The most speedy.  He’s the fastest, most accurate, and most evasive character in your party, and tops most shadows in all those areas, too.  On the flip side, he’s really not durable.  Shadows will have a harder time hitting them than anyone else, but when they do, he’ll go down fast.  Other than that, not especially much to write home about.  He uses knives to fight, and is accurate but not so damaging with them.  He does pretty decently with magic, and has an arsenal of fire and instant-kill darkness spells behind him.  Given the only other character with dedicated fire spells is Junpei, who is realllllly not great at magic, he’s the one to go with if your MC’s personas are focused on other things.  He’s also a very direct character.  Doesn’t have a lot of tricks to him, pretty much just basic attacks and direct damage or instant-kill spells.  His persona is Cerberus, which both fits his doggy nature, and I’m also pretty sure is a reference to Pascal, your dog that you turned into Cerberus in SMT 1.  He does not get an ultimate persona.  That requires personality development, and when you barely show up in the plot, well…

Ken Amada

The Loser

Nobody likes Ken.

Shinjiro Aragaki

The Hieropha-

What?  No.  No, we’re not doing that.  No Ken.  I’m not going there.  You can’t make me.

Ken Amada

The Garbage

Ok, so Ken is this little prat that nobody actually wants around because he ruins everything he touches.  And that’s about all there is to say about Ken.  Let’s move on.

Shinjiro Ara-

Seriously.  There are things mankind is not meant to know.  The existence of Ken Amada is one of those things.  Trust me.

You don’t trust me.  

Jerk.

Fine.

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A Grinding Pain

I don’t like grinding.  Controversial statement there, I know.  Not exactly a whole lot of outlets out there being all like “This game has tons of beautiful grinding therefore 11/10!”.  Once upon a time, I actually rather enjoyed grinding.  Because I was a weird kid.  But particularly on handheld games, there was just something satisfying about having the GBA in my hands and the TV on and being able to pummel goons mindlessly as background noise while watching all my numbers go satisfying up.  I ground my way to a full 150 in my Pokedex way back in the day which is a hugely time consuming feat and don’t let anyone tell you different.  Of course, that was back in an era in which I had few games but copious amounts of free time.  Now, the situation has reversed.  And so too has my opinion on grinding.

The act of doing repetitive activities over and over past the point of enjoyment with minimal new content introduced in order to incrementally make your numbers bigger or gain desired resources.  Looking back, I realize I’ve done it a lot over the years.  The aforementioned full Pokedex.  Getting the Sword of Kings in Earthbound.  Building myself up to be able to take on the post game superdungeon in later versions of Final Fantasy VI.  Running back and forth in the sewers to level my party up until they have the skills I wanted to take down Matador in SMT: Nocturne.  Going through huge long ordeals to get the materials needed to craft better equipment in Dragon Quest VIII, which ultimately killed my interest and led me to quit the game just before it allegedly ‘gets good’.  Spending over an hour dodging lightning bolts in Final Fantasy X.  And I can go on.  Actually, it’s amazing how many distinct memories I have of grinding in games.  Like, all my gaming experiences, and that’s what I devote mental real estate to?  Weird.  Anyways, Red Metal had a game review a while back, I don’t remember which one but will probably update this with the link if he’s kind enough to remind me in the comments, where he talks about grinding as resonating with the Japanese cultural values of seeing results from hard work, and something that’s been frequent in JRPGs because of it.  And that makes a lot of sense to me.  At one point, I shared in it.  A lot of those memories above I look back on fondly.  But it’s not anything I want much to do with now.  

And my recent experiences show this is a practice that’s far from dying out.  Two games I’m currently playing, one from last year, one from a decade ago, both hit a point where grinding was necessary, for very similar reasons and for very similar results.

So, RPGs, right?  Some have more room for strategy and skill and alternate approaches than others, but at some level with all of them, you’ve got a set of numbers and you’re mashing it up against another set of numbers until you get the result you want.  But usually you’ve got plots going up alongside them too.  And when you’ve got gameplay and you’ve got plot, you want them to kind of sort of go along with each other.  Plot climaxes should follow or be followed by gameplay climaxes, generally.  So when you’ve got a game about numbers, that means big important characters should have big important numbers.  Now, your numbers are the most important, of course.  But they might not be the biggest.  So you have to grind to make them bigger.  

I’ve talked about Yakuza: Like a Dragon in this space before.  For the most part, my opinion is unchanged on it; I love most of it, but dislike the combat.  But I’ve also spent 55 hours in the game to this point, so you can take that for what you will.  Anyways, the game is divided into chapters.  I’m currently midway through Chapter 12, which so far, seems like the biggest chapter as far as the plot goes.  The game spends all of its early and mid acts setting up a complex and somewhat nonsensical set of dominoes, some of which it inherits from previous games from idly, and Chapter 12 is where it feels like it starts giving you all the pieces of the jigsaw puzzle to get the full picture and put together your gameplan for moving into the endzone.  I mix my metaphors like a boss.  Anyways, it’s a big momentous chapter.  And it starts by saying “HEY WE NEED 3 MILLION YEN FOR REASONS AND ALL THE CRIME LORDS ARE BROKE HOW ABOUT YOU GO GRIND FOR IT?”  Well, I didn’t grind for it.  Because as I said, I hate grinding.  Instead, I just spent 20 minutes running my bomber businesses, and got that 3 mil much easier.  So then, after that, it takes you some place.  And you’re like, “Oh man, I wasn’t expecting the game to go here, this is awesome!”  And then it’s like “OH HEY HOW ABOUT I TAKE THIS OPPORTUNITY TO INTRODUCE YOU TO THE PERFECT PLACE TO GRIND.”  And you’re like, “No, thank you, grinding totally sucks.” And then your party members start encouraging you to GRIND but you ignore them because you’ve had no problem with any story encounter up to this point.  So you get back into the plot, which is really moving, and you’re heading to resolve a plot point that’s been hanging over things literally all game, so you move through the dungeon to do that, but then you run into some guys I don’t want to name because of spoilers but you’re like “Oh these guys are here? Things just got like 10 times more awesome now.  And I get to fight them?  That’s sweet!”  But then you realize those awesome guys who absolutely should be a challenging fight are ten levels above where you’re expected to be by this point and have some absolute bullhonky numbers that you can’t do anything about so they wipe the floor with you.  Like, not even trying. If you follow the game path as intended, even doing almost all the side content available to you up to that point, you’ve got no chance of beating them without grinding.  Your numbers just aren’t high enough to match theirs.  And Yakuza: Like a Dragon isn’t a game where strategy and prep work make a huge impact on the momentum of combat.  So you can’t smart your way out of it.  No, you have to take all that story momentum and all those awesome feelings at seeing those two badasses, for whom you’d be honestly disappointed if the boss fight was easy, and put them on hold while you go back and grind.  

And a blast from a decade earlier, at about the same time I hit that point in Yakuza: Like a Dragon, I also hit something similar in Devil Survivor.  Day 3, for which anyone who’s played the game instantly know what I’m talking about, but there’s a boss there that’s already been well established as one hard beefcake, who has shown up in gameplay before and left you no choice but to flee for your lives before him, and who is already prophecized to straight up murder your party at exactly that time.  This fight has to be tough.  And it delivers.  The general monsters around you are a step above the ones you have been facing up to this point and could potentially overwhelm you on their own, but the boss himself goes well beyond that.  Offensively powerful, can hit every member of your group on the map, and invincible to absolutely everything except for a single attack your protagonist has just for this battle.  Now, Devil Survivor is an SMT game, which usually has a heavy emphasis on the mental work over just raw numbers, so there’s still plenty of room to strategize your way past challenges without having to do a huge amount of grinding, but the only attack you have that can damage him?  It’s a physical attack, which means if you sacrificed physical might to make your protag an arcane powerhouse like I did, you still need to back off for a while to go hammer out a few levels you can put in your strength to do some decent damage.  Once again, at a big climactic plot point, but I had to run it back to go spend time doing something of minimal value only to go at it again feeling much more irritated.  

So, I’m not going to say there’s no value to mandatory grinding in a game.  I absolutely hated Dark Souls stupid checkpoint placements, but I do remember feeling early on in the game that there was an odd benefit there in needing to practice with the jobbers and slowly build up resources over the course of replaying familiar sections of the game again and again every time you lost.  But I am going to say I hate grinding, and if it has to happen, it needs to be well placed.  Both these examples landed their difficult spikes, and thus the necessity of grinding, right when their story momentum was reaching a height, and the necessity to take a break from the plot in order to get what I needed to move through it robbed the big moments of a lot of their impact and emotional gravitas.  It was horrible for plot pacing, in short.  And both of these have big story moves following those spiked battles, but it lost a bit of narrative continuity because I needed to stop and grind.  I don’t have a good solution to that.  Both of those fights needed to be hard, and needed to be harder than anything else you’ve faced.  But I do know that grinding is not the solution there.  Both of those imposed grinding at absolutely the worst place, and the stories suffered for it.