On Fine Particulate

Unlike most of the things I write about, which are either MMOs or fairly recent games, I’d like to take a moment to talk about one that is actually a few years old now. Dust: An Elysian Tail released on Xbox Live Arcade in 2012, and as these things tend to do, released for the PC the following year. It released on the PS4 last year, and was free as part of PS+ or Games With Gold at various points in the year depending on your choice of platform.

Dust is a Metroidvania with a bit of a surprising development history. The developer is Humble Hearts, but the vast majority of the work is credited to Dean Dodrill (Noogy), who is responsible for all of the design, art, programming, and most of the story. I did discover when looking things up for this post that he was also an artist on Jazz Jackrabbit 2, and one of the composers for Dust (Alexander Brandon) was also involved in the creation of that game.

Title Screen

Let’s just get this out of the way

Dust: An Elysian tail is a game where all of the characters are anthropomorphic animals, and the art style resembles 90s cartoons in a lot of ways. I’ve seen a number of people mention they won’t play the game because of the characters or animation. (This is usually accompanied by a statement making fun of furries, DeviantArt, or both.) As someone who actually enjoyed the era of 90s platformers, I actually like the art style quite a bit. The experience with Jazz Jackrabbit shows, and Dust himself has a lot of nice animations for both movement and attacks. Things that aren’t Dust tend to not animate quite as well, however. The big versions of characters used for cutscenes are not quite as refined as the spritework.

Fidget, panicked

A Winning Combination

You play primarily as Dust, an amnesiac (ok, maybe a bit cliché) cat who is accompanied by a talking sword (the Blade of Ahrah) and the sword’s flying nimbat guardian (named Fidget). There is a usual progression of abilities for a metroidvania, increasing your mobility to open up more areas, and the platforming is solid. Combat involves rather fanciful use of the sword, and Fidget can cast magic to support you (which by itself is very ineffective). One of the major elements of the game is that Dust can spin his sword to create a vacuum effect (called the Dust Storm), and this has uses in both combat and puzzles. The primary combat use is to amplify Fidget’s magic, which will become homing, or explosive, or possibly other things during this effect. Puzzles tend to make more use of the ability to pull things in. It’s also an attack by itself, capable of dealing lots of small hits at short-range, but it will damage you if you hold it for too long.

Using this combat system, the game rewards racking up large chains of hits, and even lets you get a few extra hits on enemies that have been killed before they fade in order to keep up a combo. This easily gets into the hundreds in the start of the game, and there are achievements for values up to a thousand. Getting hit drops the chain, but Dust has a very effective parry that can keep you (and your chain) alive when big hits are coming. There’s also an invincible dodge that can be performed in either direction, but your enemies can also do this in most cases, and will use it to flank you.

DUST STORM

Eternally Retold

The story is a bit short on reliable narrators, but mostly involves intersecting tales of revenge, with Dust caught in the middle. It’s hard to say more without spoilers. I enjoyed the main story, but that might be a personality thing. I always want to know more about things, and this game plays some of its more important background elements very close to the vest. I find this compelling, but I’m aware that others find it annoying. Your most reliable source most of the time is the sword, and it seems to have incomplete knowledge.

There are also a lot of side quests, which are not all created equal. Some are interesting, and some are boring, and the rewards tend to be not great either way. Some of the NPCs are still interesting, like the old couple you meet near the start of the game, and the shopkeeper who somehow manages to be in places that he shouldn’t. The incidental writing (journals, item descriptions) is sometimes more entertaining than expected. One of the immediate examples here is “Mysterious Wall Chicken”, which is a reference to how Castlevania games tend to inexplicably put food inside of breakable walls. It’s not quite to a Final Fantasy 14 or a Divinity 2 level, but it’s certainly something that wasn’t ignored. (As an aside, the game that clearly put the most effort into its item descriptions that I’ve played is Sequence. No word yet on if There Came an Echo continues this tradition.)

Shopkeeper

Ashes to Ashes

In the end, Dust: An Elysian Tail is a game I highly recommend. It’s a solid metroidvania with an enjoyable combat system, great music, and an interesting story. I also have a few spare Steam copies, which I’m willing to give out to three people who show me an amusing item description. I’ll take submissions via twitter or in the comments section until 12:00 EDT (16:00 GMT) on March 13, and I’ll choose the winners randomly from among these. I look forward to seeing what you come up with.

Source: Ash\\’s Adventures
On Fine Particulate

AggroChat #46 – Hards for Cards Extreme

Tonight we talk about the events that have essentially stolen our lives…  the release of the Manderville Golden Saucer and the FFXIV 2.51 patch.  The title of the episode comes from the fact that we have spent a good deal of the last week running hard mode dungeon and trial content for the slim chance of getting triple triad cards to drop.  Triple Triad has lead several of us to do all sorts of random stuff trying to obtain cards… and this week I capped Poetics almost exclusively through running trials at 5 poetics per run.  If there was ever a homewrecker of a patch… this would be the one.

So listen to us talk about all the awesome things that happened from Triple Triad, to Chocobo Racing to the insanity that is the Cactpot lottery.  However worry not… we talk about several other things in addition to all the Final Fantasy XIV gushing.  Tam and Kodra talk Elite: Dangerous.  Bel spends some time talking about the new building game Sky Saga, and Rae talks about her recent travels in Trove.  Kodra talks about his experience playing the indie game Deer God and several other points between.  It was a thoroughly fun episode to record, so we hope that translates well in the broadcast.

AggroChat #45 – The Citizens of Earth Show

This evening we delve into our very first AggroChat Game Club title, the earthbound-esc JRPG Citizens of Earth.  We talk about our experiences playing the game on PC, Vita and 3DS and discuss the positives and negatives of each platform.  We then dig into the discussion of the game, its combat, systems, and story.  Finally we give the game our own version of a rating.  It was an interesting first game experiment, and we look forward to the next title which we discuss at the end of the show.  Next week we return to our regularly scheduled AggroChat format, and with it more than likely much discussion of the upcoming Final Fantasy XIV patch that we preview towards the end of this weeks show.

On Saving Time

At this point I’m not sure where I first heard it, but I find when it comes to dungeons in Final Fantasy 14, the following is quite true:

Nothing wastes more time than people trying to save time.

So to my tank in Aurum Vale this past week, this one’s dedicated to you. It’s a bit of a rant, so sorry ahead of time for that.

Slow Down

The nature of some of the high level content in FF14 means that you may end up doing some dungeons rather often, especially if you decide to continue the relic quest past the atma stage (I don’t recommend this if all you care about is having a good weapon). Sometimes this makes people a bit impatient. Recently I’ve noticed a trend in doing nonstandard things in an attempt to “save time” and finish the instance faster, particularly on the part of tanks. Strategies for this range from reasonable (pulling more things than intended), to ridiculous (ignore all mechanics and hope for the best), to mildly exploitative (skip pulls by sending someone, usually the tank, on a suicide run). The only reason I call that last one mildly exploitative is because Square Enix seems to have reduced or eliminated the ability to do this in some of the older instances, and designs most current instances to make it impossible.

The thing is, there are very few things that slow a run down more than a wipe, and some of these things lead to that very scenario. If your entire party isn’t on-board, a suicide run is a disaster waiting to happen (I’ve even seen this go bad in the first turn of Binding Coil). Speedpulling is well and fine, unless your healer isn’t aware of what it takes to keep up with such high damage on the tank (or worse, isn’t aware that they need to hold off on heals until things have some amount of aggro and get instantly murdered). As far as ignoring mechanics goes, almost all cases where this is viable require high DPS, and sometimes people try without being aware that it’s an issue. A wipe in the last phase of Howling Eye (Hard) takes a lot longer than simply killing the adds would have, and I encountered this when going for my Scholar relic recently. Other notable examples include the Bone Dragon and King Behemoth in Labyrinth of the Ancients.

Communication is Key

The most important thing is that your entire group is prepared and willing to go along with whatever you’re doing. If someone says that they’re not familiar with a particular instance, or doesn’t feel confident in their ability to do a speed run, don’t try it anyway. If your party’s DPS is a pair of dragoons, you’re not really saving time by pulling more things at a time. On the other hand, if you have a Bard and a Black Mage feel free to pull as many things as you can without giving your healer a heart attack. If you’re in an instance below level 50, it’s important to keep in mind that some classes are missing relatively important tools (Flare, Perfect Balance, and Medica II come to mind immediately) and if you’re in an instance low enough there are some classes that don’t have any AOE abilities at all (Monks get their only worthwhile one at 30, Summoners get vastly improved AOE ability at 30, Dragoons get their first at 42 and a better one at 46).

The one that really gets me is ignoring mechanics without warning the party, particularly when this requires healers to kite or tank something they were previously unaware of. I first encountered the “screw the healer” strategy in Cutter’s Cry, and I’ve since seen it in Copperbell Mines and a few other places. It also tends to be the go-to in the Crystal Tower instances, even though there are somewhere between 2-5 tanks who don’t really have anything better to do who could be picking up adds instead of fighting for aggro on a miniboss. (Mini-rant: If you’re a tank, and you’re in one of the 24-man instances without a real job, please don’t fight whoever’s tanking a boss for aggro. In fact, turn on Sword Oath/turn off Defiance, and you will help more by doing damage than you would by spinning the boss. The exception here is when there are adds that need to be handled, most notably on Glasya and Amon, but you can switch your tank stance on when you get there if you’re paying enough attention.) If your healer doesn’t know what they have to do, they’ll die, and you’ll wipe, and have to do the whole thing over again. There are many more examples of this, like not killing the pillars in the last boss of Qarn, or ignoring the Iron Giant in Labyrinth. More uptime on the boss doesn’t speed things along if it causes a wipe.

It’s the little things

THAT SAID, there are some genuine ways to save time in instances that don’t endanger the group. For DPS classes, the biggest one of these is knowing your own class. If you are a bard, and you don’t anticipate the need for TP or MP regen, Foe Requiem increases the damage of your dots and Flaming Arrow even if there are no magical DPS in the party. (It also pulls from a very long distance, so be careful with it.) For Monks, Perfect Balance can be used to get a lot of AOE damage out of spamming Rockbreaker. For Black Mages, Blizzard III and Fire III replace Transpose entirely (unless you mess up).

Another thing that can help as a healer is casting damage spells. In particular, Holy is one of the game’s best AOEs, and the associated stun helps to reduce incoming damage on the tank. For Scholars, Shadowflare is also very good and causes a slow on everything standing in it, again reducing incoming damage. Provided you keep an eye on MP (Holy is very expensive) and don’t neglect normal healing duties, a bit of healer DPS can go a long way.

If someone’s new, an explanation ahead of time is better than a wipe later. It’s ok to suggest other things, but make sure everyone’s prepared and willing to go along with whatever strategy you’re using. Otherwise you’re just wasting time.

Source: Ash\\’s Adventures
On Saving Time