Ragnarok's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1593Radiant Historia (DS) - Sun, 02 Dec 2012 20:01:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=5353It’s time for my final GameLog on Radiant Historia. In my last installment, I covered how time travel factors both into the plot and gameplay. This entry, I’ll cover the battle system and my final thoughts on the game. The battle system for Radiant Historia is a rather unique twist on the standard turn-based affair. Enemies appear on field, a la Chrono Trigger, and battle begins when you touch the enemy. You can strike the enemy with your sword to try to start off with an advantage. Once in battle, the real fun starts. Enemies are positioned on a 3x3 grid and grid position determines damage output for both sides; enemies in the row closest to the party dish out the most damage, but also take the most damage and enemies in the back row take and dish out the least damage. Luckily, every character has a variety of special skills that can push or pull the enemy around the grid. In addition, you can rack up combos by having all your party members attack in sequence, which increases both the damage dealt for every additional combo hit, but also increases the experience and gold earned after battle. You can also push one enemy into another, which causes the next hit in the combo to damage both of them. Some enemies occupy more than one space on the grid, and so you can hit a lot of enemies by pushing them around. On top of this, one of your party members has the ability to set traps on the field, which damage enemies heavily when you push them over it. There’s also a “Change” command, which allows you to swap a character’s turn with another, whether it be an ally or an enemy. You’ll use this often to set up powerful combos, but be careful: characters take more damage after changing until their next action. There are other nuances to the battle system, but I’ll let you discover them for yourself. In the end, Atlus Co. can do no wrong. Radiant Historia is yet another damn fine game in their stable. Sadly, it had a limited production run, so finding a copy might prove difficult. But if you can track it down, you won’t be sorry.Sun, 02 Dec 2012 20:01:54 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5353&iddiary=9691Radiant Historia (DS) - Sun, 25 Nov 2012 17:42:59https://www.gamelog.cl/logs/LogPage.php?Log_Id=5353It’s once again time for yet another GameLog! We’ll be continuing our review of Radiant Historia for the Nintendo DS. When we ended the previous log, we were about to go over the gameplay mechanics, in particular the time travel and battling aspects. Time travel in Radiant Historia is not only the crux of the game’s plot, but also a critical part of gameplay. However, don’t expect some era-spanning quest like Chrono Trigger or something. The game clearly explains that the White Chronicle’s powers are limited. Stocke can only travel between points in time from the moment he received the Chronicle to the present, and even then, he can only travel to special points in time called “nodes.” But that’s not to say time travel is limiting in this game. Immediately after the intro, Stocke is faced with a decision that causes time to take two completely different paths. In order to successfully save the world from desertification, Stocke must repeatedly travel between these two timelines. One important thing to note is that at certain points in the game, usually after reaching a node, Stocke is presented a choice: one options leads history along the right track, while the other leads to a “dead end,” where history is doomed to oblivion. Luckily, choosing the wrong choice is only a minor hindrance, and only causes Stocke to return to Historia to try again. The earliest example of this is when Stocke travels to a hotly-contested mine with a group of Alistian soldiers. The way further inside is block by a large rock, and the merchant bringing the explosives to remove the obstruction is nowhere to be found. Stock must choose whether to send scouts to find the merchant or, knowing that Granorg forces must come this way, wait in ambush. While waiting in ambush is a perfectly valid tactic, it takes too much time and leads to the first “dead end” in history. However, choosing to send scouts doesn’t help much either. It is explained that there is another book, the Black Chronicle, with the power to travel through time, and its wielder is using it to muck up history. The merchant is already dead in that timeline, but not in the other. Because the same people inhabit both timelines, Stocke’s actions in one timeline have a resonant effect with the other. In order to save the merchant, Stocke must travel to the other timeline and protect the merchant there. You will have to repeatedly travel between both timelines to clear “roadblocks” like this. In addition, there are many sidequests in the game, and all but five of them require you to travel through time to complete them. Ten of these sidequests even affect the game’s ending! In my next, and final, post for Radiant Historia, I’ll cover the game’s combat system and give my final thoughts. Stay tuned!Sun, 25 Nov 2012 17:42:59 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5353&iddiary=9668Radiant Historia (DS) - Sun, 18 Nov 2012 17:35:50https://www.gamelog.cl/logs/LogPage.php?Log_Id=5353It’s that time again; time for another GameLog! This time, I’m doing it on a little known gem for the Nintendo DS called Radiant Historia. It’s developed and published by Atlus Co., so you KNOW it’s good. The narrative premise of Radiant Historia is rather interesting. The game takes place on the continent of Vainqueur, where in the ancient past, a great empire once existed. However, this empire caused a disaster that distrupted the flow of Mana, the source of all life, destroying themselves, and dooming the land to slowly turn into desert. Many years later, two kingdoms, Alistel and Granorg, are in a state of constant war over what little fertile land remains. The story properly begins when the protagonist Stocke, a member of Alistel Special Intelligence, is sent on a seemingly routine mission to retrieve crucial intelligence on Granorg. Before the mission, he is given a mysterious book called the White Chronicle. It’s not long before everything goes to hell: the critical intel is lost, Stocke’s comrades are slain, and he himself is left on death’s door. It is then that he is brought to a mysterious world called Historia, where two children, Teo and Lippti, explain that Stocke is the chosen wielder of the White Chronicle, and through the power of the Chronicle, he has the power to travel through time. Stocke promptly uses this newfound power to successfully redo the mission and insure that everyone survives. From there, it is up to Stocke, and the player, to wield the power of the Chronicle, unravel the countless mysteries and conspiracies surrounding both nations, and steer history towards a path where destruction is not inevitable. In my next installment, I’ll cover gameplay mechanics and go over the finer parts of time travel. It’s going to be heavy! Stay tuned!Sun, 18 Nov 2012 17:35:50 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5353&iddiary=9639Zone of the Enders HD Collection (PS3) - Sun, 11 Nov 2012 16:58:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=5341For my latest GameLog, I have decided to review my latest acquisition, Zone of the Enders HD Collection for the PS3. As the title would suggest, this is a compilation of Zone of the Enders and Zone of the Enders: The 2nd Runner for the PS2 remastered in high definition. Since both games are quite short and similar to one another, I’ll review them both in one go. Both of the games on this disc are part of the Zone of the Enders series, a sci-fi/ giant mecha series by Kojima Productions, the same guys behind the Metal Gear series. In fact, the original release of the Zone of the Enders is best remembered for including a demo disc of Metal Gear Solid 2, and in a severe case of history repeating itself, the HD Collection contains a demo for the upcoming Metal Gear Rising: Revengence. For the record, both games do have a plot, but honestly it’s not that important to these two games. It’s kind of a shame, because said plots do have a lot of potential, but if you’re really interested, there are a couple of other pieces of Zone of the Enders media that could satisfy you. And if you really want some heavy handed drama, play some Metal Gear instead. What is important to these games is the action, and they deliver on every front in that regard. The series’ tagline is “High Speed Robot Action,” or as one of the online ads puts it, “Giant, Flying, Sword-fighting Killer Robots from Space, now for the first time in HD.” There isn’t much more that could be added to that, except to say you will indeed shoot, slash, and otherwise wreck stuff up, giant robot style, throughout both titles. While these two games may not have aged as gracefully as they could have, they are both short but oh so sweet games to play. If you have a fever for non-stop, over the top action, and the only cure is giant robots, then Zone of the Enders HD Collection is just what the doctor ordered.Sun, 11 Nov 2012 16:58:06 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5341&iddiary=9626Shin Megami Tensei: Persona 4 (PS2) - Sun, 04 Nov 2012 17:11:30https://www.gamelog.cl/logs/LogPage.php?Log_Id=5231It is with a heavy heart that I announce that this is the final installment of GameLog: Persona 4. So without further ado, let us end this awesome journey in Inaba. Since my last post, I have completed the final month of the game, December, completed the final two dungeons, and achieved the True Ending for my third time. I established the final S. Link in the game, as well as maxing out four more S. Links for a total of 20 out of 21. On top of that, I cleared all 50 side quests, obtained most of the ultimate equipment, defeated the game’s optional super-boss, and achieved a 99% Compendium completion rate, thus making this run a near-perfect playthrough. Since this is my final post on this game, I suppose it’s only right that I sum up my thoughts on this game. It’s awesome. The end. No, but seriously, this game is easily one of the paragon’s of narrative-driven games. Atlus managed to yet again craft a masterpiece, a testament that, regardless of how tired or clichéd one might think the genre is, JRPGs can be totally awesome when done right. If there is any complaint that could be leveled at this game, it’s the fact that none of the game’s mechanics are that original. But that too is a part of Atlus’s genius. They decided to rely on simple tried and true RPG and visual novel mechanics so they could put most of their time into perfecting the game’s wonderful story and the characters within. And they succeeded in every category. Honestly, I have yet to find any negative reviews of this game anywhere. And I’m not about to be this first person to do so either. So, yeah, if you haven’t already done so (and shame on you for not listening to my orders in the first installment), go out and rent or buy this title. You owe it to yourself to play one of the finest games to ever grace the PS2. Or you could wait until the end of this month and get the improved remake for the Vita, your choice. And so ends my chronicles of GameLog: Persona 4. Stay tuned for my next game review. Until then!Sun, 04 Nov 2012 17:11:30 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5231&iddiary=9602Shin Megami Tensei: Persona 4 (PS2) - Sat, 27 Oct 2012 16:29:20https://www.gamelog.cl/logs/LogPage.php?Log_Id=5231Does everyone know what time it is? It’s time for another installment of GameLog: Persona 4 (If you answered “Howdy-Doody Time,” you get a virtual cookie)! I have covered even more ground since my last post, so let’s get down to business. Since my last post, I have completed two more in-game months, bringing to the end of November. I have cleared another two dungeons, recruited the final member of the Investigation Team, establish one more S. Link, thus bring the total up to 20 out of 21, and I have maxed out 13 more of my existing S. Links, bringing that total up to 16 out of 20. The proverbial “shit has hit the fan” and I am currently right before the point where the ending branch takes place. In other words, things are about to get REAL. One thing I haven’t covered that much in my logs so far is the game’s cast. Being a narrative-driven game, Persona 4 relies on its robust cast to sell itself. And it succeeds on every level. All the characters in this game are wonderfully realized, from their incredibly well-built personalities to their utterly believable weaknesses and failings to the superb voice acting that brings each character to life. While some characters do have some stereotypical aspects to them, like “goofy best friend” or “tomboy,” all the characters are developed in such a way that, if it wasn’t for the game’s rather ludicrous premise, you could easily imagine these people existing in real life. You as the player genuinely feel connected to each and every character; not just the different members of the Investigation Team, but all the other S. Link characters and a few other NPCs as well. In my next installment of GameLog: Persona 4, I’ll proceed to the month of December, and with it, the endgame of Persona 4. Stay tuned!Sat, 27 Oct 2012 16:29:20 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5231&iddiary=9579Shin Megami Tensei: Persona 4 (PS2) - Sun, 21 Oct 2012 11:13:47https://www.gamelog.cl/logs/LogPage.php?Log_Id=5231Hey everyone, it’s time for another installment of GameLog: Persona 4! Since I’ve covered a lot of ground in the game since my last entry, I’ll skip the recap and dive straight into what’s happened since then. Unlike my last two entries, I managed to complete not one, not two, but three whole months in-game, bringing me to the halfway point of September. With that, I’ve also managed to clear two dungeons and gain access to a third, as well as established five more S. Links, bringing the total up to 19 out of 21. I’ve also managed to max out three of my S. Links, clear several side quests, and have two more characters joining the Investigation Team. It should be noted that this game is very anime-inspired, to the point of having several anime cutscenes in the game and a later anime adaptation. And like many anime, Persona 4 has several instances of “those” scenarios. You know the ones; the ones where due to some misunderstanding or mishap, things end up so that there is no way that it can not go wrong. It’s like a train wreck; you want to look away, but you can’t. One of those scenarios is rather interesting because it links directly to the previous game. Persona 4 is not a direct sequel to Persona 3, however both games do take place in the same continuity, and so one of the scenarios in the game has the Investigation Team go on a school trip to the setting of Persona 3 and meet a couple of minor characters from that game. It’s also rife with nods to major characters and events from the previous game, and it foreshadows a major plot point later in the story. One last thing I felt I should mention in this installment is the art design behind the various Personas in the game. If you’ve ever played another Megami Tensei title before, you’ll know what I mean. Every Persona in the game is inspired by some mythological or legendary historical figure from just about every culture imaginable, from Greco-Roman to Egyptian to Hinduism to Judeo-Christian to Norse to Celtic to the big one for this game, Shinto. And each is rendered in Megami Tensei’s unique art style. Look up some of these designs online and you’ll see what I mean. I’m getting closer to endgame in this playthrough, so I doubt I have many more entries left for this game. Stay tuned for my next one!Sun, 21 Oct 2012 11:13:47 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5231&iddiary=9558Shin Megami Tensei: Persona 4 (PS2) - Sat, 13 Oct 2012 16:32:57https://www.gamelog.cl/logs/LogPage.php?Log_Id=5231Last time on GameLog: Persona 4: Our silent protagonist, Yu Narukami, had arrived in the sleepy Japanese town of Inaba to stay for a year with his uncle and cousin while his parents worked overseas. Within a week of arriving, two people are mysteriously murdered; Yu is visited in his dreams by a mysterious man named Igor; our hero hears about this urban legend called the Midnight Channel and learns that the legend is all too true; and he finds that he can now enter a bizarre world inside TVs. After meeting a strange bear-like thing in the TV world, Yu becomes involved in solving the murder mystery and awakens to the power to manifest one’s inner strength, Persona! With his new found friends, Yosuke Hanamura and Chie Satonaka, who have also obtained the power of Persona, Yu is able to rescue the third victim, Yukiko Amagi, before she is killed. Meanwhile, our protagonist has established Social Links with both Yosuke and Chie, as well as two other people from his school, Daisuke Nagase and Yumi Ozawa. And with Yukiko, who also awoke to the power of Persona, joining the Investigation Team, the month of April comes to a close. Now that we’ve recapped what happened in my last entry, here’s what’s happened since then: I have completed the month of May in-game and begun the month of June. I have completed the second dungeon and rescued who is arguably the most awesome character in the game, Kanji Tatsumi. I have established an additional 9 S. Links, bringing the total up to 14 out of 21. And I’ve cleared quite a few side quests and defeated both bonus bosses. It should come as no surprise that this game continues to be awesome, even on the third play through. I absolutely LOVE the story, the game play is pretty sweet, the graphics are pretty stellar for what they’re worth, and the music is wonderful. The only thing that’s even remotely annoying is trying to hunt down certain enemies for the sake of side quests. Even then, it’s not so bad because the primary battle theme is just that awesome. You must bask in the splendor and majesty that is “Reach Out to the Truth.” BASK, I SAY! Next time on GameLog: Persona 4: Listen to me gush about this game some more as I finish up the month of June and attempt the third dungeon. Until then!Sat, 13 Oct 2012 16:32:57 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5231&iddiary=9525Shin Megami Tensei: Persona 4 (PS2) - Sun, 07 Oct 2012 11:50:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=5231So for my next game on GameLog, I’m going to be talking about Shin Megami Tensei: Persona 4 for the Playstation 2. Unlike my previous log, I’m going take a more experience journal-like format instead of a review, since the game has been out for some time (in fact, there’s going to be a PSVita remake out near the end of the month) and so everyone should have played it or at least know a decent amount about it. What’s that? You haven’t played or heard about it before? Well get to it! Now! Go out and play it or research it then come back here. I’ll wait. … … … … Okay, now that everyone is on the same page, I’ll begin my experience journal: I have just recently begun my third play through of the game, and I am only just past the month of April, and with it the first dungeon. Although it is always a bit slow starting out each play through, it never gets old. For the record, I always play on Normal difficulty (I’m not confident enough in my skills to try Expert, and Beginner is for sissies) and I name my protagonist after his “official” designation from Persona 4 Arena and Persona 4 the Animation, Yu Narukami. On the Social Link side of things, I have only managed to establish 5 out of the 21 S. Links, but then again that’s all I can establish this early in the game. This was a relatively short journal entry, but I promise to more than make up for it next time, when I recap the story so far and give my impressions on the game’s oh-so-lovable cast and mechanics. Until next time everyone!Sun, 07 Oct 2012 11:50:44 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5231&iddiary=9506The Last Story (Wii) - Sat, 29 Sep 2012 11:20:11https://www.gamelog.cl/logs/LogPage.php?Log_Id=5071For my final entry on The Last Story, I am going to skip covering the game’s presentation (which is stellar, by the way) and go straight into my complaints about the game’s design. Indeed, while I do love The Last Story for the most part, it isn’t all cupcake and rainbows in its design. I have three issues with it that wish to address. The first are its side quests. The game lacks a means of which to keep track of what side quests are available, which ones you are currently in the process of completing, and which ones you have completed. Actually, that’s not entirely true; the game does have a means of keeping track of side quests you’ve completed, as well as ones that are currently available, but it only hints at the later and is far from intuitive in any case, plus there is no way of monitoring what your current side quests are short of keeping track of them in your head. That said, all but really one side quest are so short and simple, that this isn’t much more than a simple annoyance. The second issue is the game’s multiplayer component. Specifically, my issues is that there are a few select items and pieces of equipment that can only be obtained as prizes from the game’s multiplayer, and if you, like me, have no one to play against, you have no means of obtaining these items. This isn’t a deal breaker by any means, given that nearly all the online-exclusive items are novelties for the most part, but it is annoying. Those first two issues are ultimately minor nuisances. The biggest deal breaker, and one that almost made me stop playing, is ironically New Game Plus. Typically, New Game Plus is designed to allow you to play through the game again with a bunch of stuff from your previous play through carried over, so that you start New Game Plus as an overpowered badass and can simply enjoy the narrative and feeling of empowerment early on, while gaining access to new challenges and content later on. But some one on The Last Story’s design team thought it would be a good idea to give EVERY boss in the game, plus some regular enemies, a MASSIVE power boost for New Game Plus. I steadfastly believe said design team individual deserves to be punched in the face repeatedly. The bosses in The Last Story’s New Game Plus are so overpowered that it’s not even funny. Nothing sucks the fun out of game faster than dying to the same boss six times in a row before finally getting lucky enough to beat it, or spending two hours straight whittling away at the final boss. I mean, yes there are ways to compensate for the power gap, but that doesn’t change the fact that every major battle in New Game Plus is almost a losing battle. Luckily, this all only in New Game Plus, so it’s not that bad. And so, my log entries for The Last Story come to an end. I hope you all enjoyed them, that it made you want to go out and get this game, despite my above issues, and I will see you all next game!Sat, 29 Sep 2012 11:20:11 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5071&iddiary=9473