Fantasian: Neo Dimension
Some months ago I completed this game. This was the last ride together for Squaresoft OGs Hironobu Sakaguci (writer-producer) and Nobuo Uematsu (composer), and the planned last full game project in general for the latter. This definitely captured a bit of the old-school Final Fantasy magic and had a fun, engaging battle system akin to FF10's where party members can be tagged in and out at will, as well as a skill tree system similar to FF10's sphere grid that unlocks haflway through. You also unlock what are essentially limit breaks for each character partway through. The characters also all follow standard classic FF archetypes (basically, protagonist Leo is a mystic knight, Kina as white mage, Cheryl as black mage, Zinikr as monk, Ez as chemist, robot Prickle as maybe a paladin, Valrika as a red mage and Tan as a dark knight). The story isn't necessarily anything groundbreaking, but is entertaining enough, and the characters are fun and have a lot of personality.
One thing it is not, however, is an easy game. Especially once you reach the halfway point, the difficlty ramps up drastically, and many bosses fall into what I call the "Yunalesca category" - bosses where you have to fight them exactly the way the game wants you to, and if you do anything to deviate from that, the boss just outright kills you. For example, in the Shangri-La section, the Guardian boss - a kaiju-sized deer centaur thing - has a weather-controlling machine behind him. He'll start charging an elemental attack, and before his attack goes off you have to use a weak elemental attack on the weather machine to change it so it and the boss's charge are not of the same element. If his attack goes off with the same element as the weather machine, he hits your entire party with an attack that does more damage than the maximum possible HP cap, so it's a guaranteed game over. Also, if you damage the weather machine too much, it breaks down, the boss goes haywire and does the same one-shot party wipe. And by the way, he has half a million HP. That's just the game saying, "have fun, asshole."
So this turned out to be one of the hardest RPGs I've finished in recent memory, maybe ever. It definitely felt like an achievement to roll credits on it. I enjoyed my time with it, and I think it was a good sendoff to the Sakaguchi-Uematsu team, but I don't think I'll be in any rush to play though it again.
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Final Fantasy Tactics: The Ivalice Chronicles
I rolled credits on the Ivalice Chronicles version (in "enhanced" mode) last month and was very happy with it. I first played FFT in its original release nearly thirty years ago, and although I never finished it I did later play a bit of the PSP version (War of the Lions) as well. And I have to say, I really believe this is the best version yet.
The enhanced HD graphics are nice, and not overdone, so it still retains the overall look and feel of the original. The voice acting is excellent and adds more to the experience that I expected. Leaving the music alone was the right call; that needed no enhancement. The translation (mainly based on the War of the Lions version) is a tremendous improvement over the original PS1 version, which was, frankly, a disaster. But I think the single alteration that absolutely made this version for me was the expanded roster size - up to 50 characters, up from 16 in the PS1 and I believe 24 in War of the Lions. The small roster size in the original was rather stifling - you basically had to choose who to keep from among your early-game generic recruits if you also wanted to recruit all of the unique characters, often having to make the choice between ditching and not getting to use useful storyline characters, or ditching other party members that you've already invested considerable amounts of time in. Bumping it up to 50 allowed so much more freedom to hire extra generics to experiment classes with and still get all of the unique characters; I found myself using characters like Rapha, Reis, Construct 8 and especially Beowulf, who I'd never really had the chance to use in the original a great deal this time around. And I also had a healthy roster of generic units, including some dedicated to specific classes - notably having one each of Dancer and Bard by endgame - and even play with some recruited monsters (my pet mind flayer, Squiddy, was a star for a number of random battles). Even having Cloud start with his Materia Blade and at a level comparable to your party rather than at level 1 made a world of difference, and I got some use out of him as well (after the first time, I never even bothered to do the sidequest to get him in the original).
Some complain that it doesn't have the added FF12 guest characters and the extra unit classes from WotL, but that's not an issue in my opinion - most of that stuff was broken and poorly implemented anyway. So I'm comfortable calling Ivalice Chronicles the definitive Final Fantasy Tactics experience, and don't see a reason to go back to the previous versions.
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Triangle Strategy
I think I've bounced pretty hard off of this one.
After completing my Final Fantasy Tactics run I was in the mood for some more strategy-RPG stuff, and I've had this one laying around for a long time without actually playing it, so I figured it was time to pop it in. And... I don't know about this one. My main issue is that the pacing, at least in the early part of the game is absolutely glacial. Cutscenes are fine; FFT certainly has no shortage of them, but in that game there's plenty of actual gameplay between the cutscenes to keep things moving. With Triangle Strategy, after playing a total of ~three hours I'd only played two actual battles, one of which was a short tutorial and the next being the tournament battle on a very small and restrictive board, with literally over an hour of cutscenes in between.
Add to that while the story seemed reasonably well-rendered, it didn't really grab me too strongly either, and the characters seemed fairly generic. There also doesn't seem to be a whole lot of character options/customization, which isn't necessarily a dealbreaker - Brigandine: The Legend of Forsena, a game I absolutely adore, was pretty much linear in its character progression as well, but that game had more going on to make up for it. I do like a lot of the ideas used in the battle system, from what little of it I was actually able to experience - not unlike FFT, but with new twists like terrain elevation being taken into account for damage, and enemies caught between allies taking extra damage from both characters - but I'd like to actually, y'know, get to use them.
I know I probably didn't get far enough into the story or overall game to really make a fully fair judgement, so maybe the pacing eventually gets better, but with the amount of gaming time I generally have available on any given day, I frankly don't have the time at the moment to find out. Maybe someday I'll give it another look when I'm on vacation or something.
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Octodad: Dadliest Catch
What a cool little game. Fun control gimmick (each limb of your character controlled separately), and a super fun character and concept - Octodad is an average suburban family man who also happens to secretly be an octopus wearing a suit, and has to get through everyday life without arousing anyone's suspicion that he may in fact be an octopus. I hope at some point to try the coop mode, where each player can take control of specific limbs so you have to work together to move him around.
My only complaint is that it's very short. There's really just seven levels - the wedding flashback, the house, the supermarket, the grocery store, the first part of the aquarium, the ship flashback and the second part of the aquarium/final boss. There are a couple of DLC things I haven't done yet, but even still, I can't help but wish there was more to it. Hopefully someday we'll get something else with this fun character, 'cuz I want more Octodad, dammit!
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Currently playing:
Unicorn Overlord;
No Man's Sky;
Terminator 2D: NO FATE;
Tin Hearts. Also currently playing
Final Fantasy VII in multiple parts on
my YouTube channel.