On Evolution

Assembling these is kind of fun, so the screenshot posts will continue for a while. Here’s more of Evoland. This is going up later than planned because reasons.

The Next Dimension

On Evolution
When you get the crystal, this happens. With one exception, we’ll be in 3D from here on out.

On Evolution
In 3D, you can actually move over things. You also earn the ability to not die in one hit.

On Evolution
This is the visual style the game uses from here on out. We’re back to pretending to be Zelda for a bit, including…

On Evolution
…a Zelda-style dungeon. Trapped rooms, bombable walls, puzzles, it’s all here. You don’t have bombs yet, so there are some secrets here if you come back later. The boss reminds me more of Ys than Zelda, however.

Ultimate Illusion

On Evolution
At this point the game swerves hard back into Final Fantasy, arriving squarely at FF7.

On Evolution
Can you feel the power of the original PlayStation? The funny part is that this section is mostly about getting bombs, so you can move on to the game’s strongest moment.

On Evolution
This sections is… not that. Once you get past the FF7 joke, it’s actually kind of annoying.

On Evolution
There is this, if you missed FF8 that much.

Spacetime Continuum Disorder

On Evolution
Once you have the bombs, you can move on. To pretend like there’s a plot, this area is withered compared to the start of the game.

On Evolution
The gimmick here is that you can switch between the past and present. In the past, you can’t travel over “dimensional stones”. In the present, trees have grown to block your path.

On Evolution
You also complete your link outfit by getting a Bow here. Once you have it, you can start messing with the environment.

On Evolution
Shoot an arrow through a torch in the past, and…

On Evolution
…That tree will no longer exist in the present. This makes for a pretty neat puzzle section. The game’s entire sequel takes this idea and runs with it.

Looks like it’ll take one more to finish this one. See you next time.

AggroChat #82 – Junk Food Gaming

AggroChat82

This week we have Ashgar, Belghast, Grace, Kodra and Tamrielo with Thalen once again travelling.  Over the course of the week we had a discussion about an Extra Credits video calling Destiny the Law and Order of gaming.  This spawned a further discussion about what ended up getting termed as “Junk Food Gaming”, aka those gaming experiences that you play because they are enjoyable but also don’t require much thought for you to consume.  This week we spawn a continuance of this discussion, and we find out why Tam is not on board with this concept.  Additionally we have a lengthy discussion about all of the latest announcements from BlizzCon and several other subjects.  Things we talked about…

  • Junk Food Gaming
  • Destiny
  • Diablo 3
  • BlizzCon
  • Heroes of the Storm
  • Overwatch
  • Warcraft Movie
  • World of Warcraft
  • Downwell
  • Progress to 100
  • Evoland 1 and 2
  • Tales of Zestiria

 

On Triple-Carting

If you’re aware of Monster Hunter, you’re probably also aware of Dauntless, a very similar PC game that’s coming “soon”. Dauntless was on display at PAX South, where I got a chance to try it.

Unfortunately, my first chance was pretty short. Like Monster Hunter, too many defeats for your team means your hunt can come to a premature end. This number seems to be 5, which sounds less punishing than Monster Hunter’s 3, but came extremely quickly. When you lose all of your health in Monster Hunter, you get a nice long while to think about your mistakes as you get sent back to base camp (in a cart, hence, “carting”) and have to run back to the party. Dauntless allows you to revive teammates on the spot, which leads to two problems: you can go down while attempting this revive, and the newly-revived, not-at-full-health teammate can go down again almost immediately. It sounds like getting back into the action faster is an improvement, but it doesn’t go well with the game as currently structured.

On Triple-Carting

It’s not all bad. Areas seem to be a lot more open than Monster Hunter, the hunt area is contiguous instead of divided into subzones. Weapon selection is very limited right now (the demo only had 3 options), but more are on the way. The dodge roll has a lot more invulnerability, so it’s easier to use aggressively. Monster design is excellent, which is probably one of the most important parts.

I think Dauntless has the potential to be a good game, but in a demo setting with absolute beginners it didn’t feel great. I’m curious to see if they stick with this format, or adopt something like Monster Hunter Online, where downs only count against you personally (you get kicked out of the hunt if you go down 3 times). We’ll see what develops.

On Unexpected Additions

This is me expanding on a podcast comment, so if you’ve already listened, this might be old news.

Recently I started playing the DS release of Mega Man Battle Network 5, which was thoughtful enough to contain both of the Game Boy Advance games released as Battle Network 5 (they started splitting them with 3). As I mentioned on the podcast, Battle Network 5 is pretty good. The Double Soul system returns from 4, and the Navi Customizer returns from the previous two games. Liberation Missions are kind of a drag, but it does kind of break up the Internet -> Dungeon -> Boss -> Repeat cycle of 2 and 3. (4 did something else, but 4 is not a good game.) The DS release also made a few changes to the game, and they aren’t all for the better.
On Unexpected Additions

“Battle Routine Set!”

For starters, they added voice acting. The Mega Man series has a bit of a history with the subject, and it’s not much better here. My #1 Objection is the “Jack-in! MegaMan! Execute!” every time you jack into something. It’s not just because it;’s a bit annoying, but because you have to wait for the line to finish, it’s slower than it used to be in the GBA version. It’s an action you do frequently, so this feels like it adds up. Also annoying is MegaMan’s tendency to shout when using chips in battle, especially if you are somewhat good at getting counterattacks in. One place that I actually mind less is the voice acting added to the standard boss battle intro. This is something that happens at climactic moments and not “every time I want to go to the internet” or “Every time I hit the L button by mistake”.

Party Battle System

It’s not all bad. Battle Network 5 is primarily about assembling a team, and Double Team allows you to actually switch between members of the team while on most of the internet. (It doesn’t work in Liberation Missions or in dungeons.) If you’re in Full Sync when you switch, you also get a special attack to go along with it (but this means you don’t get the double damage that Full Sync would normally give you). In addition, during Liberation missions, you have a limited ability to swap a character out for the one filling the same role in the other version of the game. For example: Team Colonel uses KnightMan for defense, so you can switch him with MagnetMan, the defensive option in Team Protoman.
On Unexpected Additions

Balance is a Fool’s Master

Battle Network 5 wasn’t exactly the most balanced game to start with, and this feels like it’s even farther out of line. The chip pictured above is new to the DS version, is accessible before you even have half of your team, and instantly ends random battles for a decent portion of the game. The Party Battle System features a Support program, that when installed will make party members show up in battle for specific effects. Instead of dropping the standard 40 damage “Cannon” chip expected near the start of the game, the familiar enemies drop the auto-targeting, 70 damage MarkCannon instead. If you’re playing Team Colonel, this will even be in S code, so you can use it with the Sword and WideSword chips you start with. (LongSword is available in the second dungeon, so you can have the 400 damage LifeSword PA extremely early.) I’m hoping for Battle Network 6 to show up at my doorstep at some point in the near future, but until it does, I’m finding this version of 5 pretty enjoyable.

Screenshot and video taken from the Let’s Play Archive.