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Topics - Meeplelard

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General Chat / How Meeple Fell down the Monster Hunting Hole!
« on: April 15, 2021, 05:08:35 PM »
So...because I was musing and wanted to get it on paper (metaphorically), for some reason, I figured I'd see how I got to where I am today in this respect because...oh come on, you know me by now!

For those that haven't been in our Discord, particularly the #MMO-TPK channel, I've been talking a lot about Monster Hunter lately.  It's safe to say I've become a fan of the series, at least the later parts anyway, and what's interesting is if you asked me this two years ago, I'd be saying "There's no way I'd ever get into the franchise."  I should note this post is not about "YOU ALL SHOULD PLAY SHUT UP WHY AREN'T YOU PLAYING IT!?" so no, there is no subtle message.  I know this franchise/genre isn't for everyone, not trying to pretend it is, but you do all need to embrace the majesty that is Dodogama's chin!


(Fan-art, but it's an accurate depiction)

Good, now that the IMPORTANT part is out of the way, onto the secondary part!  Namely, how did I end up getting into the series?  Well, I feel the best way to handle this is go section by section, where I started off, where I ended up, and bore anyone who bothers to read this along the way.

MONSTER HUNTER 3 ULTIAMTE DEMO

So Monster Hunter was this weird niche franchise I knew little about other than it existed (in the west, anyway; I know it's been big in Japan for quite some time.)  Then Capcom announced a Demo of the latest version of their game, coming to Wii U and 3DS.  Wii U needs more games, and this was during an era where Capcom was making good games...and it's an action game to boot.  What Capcom action games are there? Oh just things like Devil May Cry, Viewtiful Joe, God Hand, Okami...you know, really good shit!

So I get the 3DS Demo (I don't think there was a Wii U one, but my understanding is the versions were identical save for Wii U Online Functionality), loaded it up, picked...I think Sword and Shield because hey, that sounds like an easy weapon to use!  Go against the "easy" monster on there which is Lagombi...

...and things go poorly.  Monster never seems to die, it pulls cheap shit, my character is clunky, etc.  I try some other weapons, nothing works.  I talk to my friend and he goes "Oh, hit the Monster in different parts yields different damage."  So I try that, aiming more for the head (I think I still used Sword and Shield), and ultimately get a win.  This was a frustrating experience, and I didn't really enjoy it.  So I decide to try the 2nd one either way, maybe this monster was just bad and dumb...

That second monster is Plesioth.  Ok, so two things I should note about this...
-I learn Underwater Combat is a thing...and it's about what you expect in a game like this.  Capcom has never revisited Underwater combat, and my friend who is a major fan of the franchise who doesn't even mind underwater combat has stated "I don't even know who it's intended for."  Not good for a demo!
-IT'S FUCKING PLESIOTH.  That doesn't mean anything for someone new to the series going in blind, but for those that don't know, Plesioth has a reputation for being one of the most annoying, bullshit designed, hated monsters in the franchise.  WHY WOULD YOU PUT THAT IN A DEMO TRYING TO GET MORE PEOPLE TO PLAY THE GAME?!

Turns out, talking to another DLer, the Demo seemed more geared towards fans of the franchise as an appetizer for the real game than it was
to get new fans.  As a result, the demo had an adverse affect to people looking into the franchise, as it really wasn't aimed at new players at all.

Interestingly, I did look at the GFAQs board to see if there was anything, and one of the first topics was someone saying "ok, people, the demo is out, let's go over some ground rules" and it was basically a bunch of "There are new players who don't know anything; let's not be dicks, but be helpful.  We want this to grow! Even the most obvious question should be treated respectfully!"  It showed a level of openess and welcomeness in the community, so I will give it that.

So I pretty much went "Nope!" to the game and let it go.  Surely I wouldn't give the franchise a chance again right...

MONSTER HUNTER 4 ULTIMATE DEMO

So first off, let me get this out of the way: West never got base Monster Hunter 4, hence why it's the Ultimate version.  That being said...

This Demo I did have a better experience with.  The game actually eases you into things, in a way that feels welcoming towards new players.  There's a slight bit of tutorial, so you're not "Thrown into the deep end with your feet in a cement block and told to float" and the monster they make you fight first is Great Jaggi, a low tier introductory monster that is appropriate.  I picked Dual Blades in this game, and I did get through that hunt, so hey, the frustration "FUCK THIS GAME" factor wasn't there...

...but the game also wasn't clicking.  There was a sense of "This isn't for me."  So I just kind of brushed it off.  It did well to wash away the terrible taste that Lagombi/Plesioth gave me, showing "No, not everything in the franchise is bullshit incarnate."  At the same time, I just couldn't see myself caring about this franchise.  It wasn't clicking, so I pushed it aside.

Now here's...where things go a little weird, and I'm going to deviate away from the franchise for a bit, because it's important in how things came full circle...sort of.  Next important part is Project X Zone...kind of.  Yes, Monster Hunter isn't in there despite Capcom, but something else was in it that would be relevant, namely...

God Eater Burst

Project X Zone had these characters with cool looking weapons that had me intrigued, saw it was an action game, shortly after playing Project X Zone, the game was free on Playstation Plus, so I grabbed it on my PS Vita because hey, free game, why not try it out?

So I think this game marks a landmark for me of sorts in that it's the first time I really played a game with a legit Create a Character.  I actually didn't know you played a Silent Protagonist avatar (and was disappointed by this at the time), because PXZ has 3 REAL characters in Soma, Lindow and Alisa.  I just kind of assumed Soma was the protagonist, but nope, he's just an emo-edgelord dipshit who is actually kind of annoying...but let's not get into the story or characters yet!

That said, I can barely remember WHAT my character looked like in this game.  I think he had green hair, sunglasses, and a black outfit with some kind of red/white stripe on it.  I went purely with "What looks kind of cool" more than anything else.  I can't even remember what I named him...knowing my lack of creativity, it was probably just "Bob."  Oh, I would become more creative...kind of...later down the line...at least in the sense of I try to come up with original names, but knowing myself back then, "Silent Protagonist with no canonical name that I know of? HIS NAME IS BOB!" is 100% what I'd do.  If you need more proof, the entire Meeple Suikoverse involves 4 Tenkai Stars and a Flame Champion named Bob.

So playing God Eater, I found out pretty fast it wasn't an action game, but rather a Monster Hunter clone.  There are key differences, however, that allowed me to latch onto this in a way I wasn't able the MH "games" before.  First off,  it was the FULL game, not the demo, which meant the game provides you with the necessary metaphorical training course to understand the game's fundamentals (as well as "What not to do" like "DON'T FIGHT THE GIANT MONSTER JUST BECAUSE IT'S THERE IF YOU'RE SUPPOSE TO KILL JUST SMALL FRY!"  I learned that the hard way when I saw a Vajra, the game's flagship and a monster that was in PXZ, in an early mission, tried to fight it and...you can probably figure out what happened there!), so figuring out how the game works is better.  For example, early on the game tells you that impact marks are indicators of "How hard are you hitting the monster", and gives you a nice detailed, easy to understand chart, and the game even color codes the impact marks making them very distinct in terms of what kind of damage you're doing.
Another key factor is just how much more like other games God Eater was, in that it's much faster paced the Monster Hunter, a lot more combo oriented, and there's even a Jump button, so having this mindset of "play it like Devil May Cry, Kingdom Hearts, etc." applied way better. 

So I played through 99% of God Eater Burst.  I say 99% because I technically never beat the FINAL Final Boss in the added Burst storyline (the version I played was technically an updated version, each God Eater getting a "Burst" variant which is equivalent to Monster Hunter's "Ultimate/G" versions) since I was playing super casually, relying heavily on allies, and didn't quite grasp the whole "THIS GAME IS A GRIND FEST INTENDED TO BE PLAYED MULTIPLAYER!"

I will make note that God Eater is ANIME AS FUCK.  It's a post apocalyptic world (that much I knew from PXZ), but it follows a lot of the tropes.  You know, Organization fighting off monsters is actually good, but the guy leading it is some self-righteous dick who, wouldn't you know, it MERGES WITH ARIGAMA GOD or something because shut up, humanity is doomed anyway.  You have the awesome mentor character in Lindow oh wait, he gets killed except not really because that's what the Burst storyline is about because some bullshit brainwashing happened to Alisa, the foreign exchange girl who is the only other person using a Type-2 God Arc or whatever it was (God Arcs are weapons made to kill Arigama.  Your character is the first one to connect with a Type-2 Model, which is special in that it can transform between a Melee and Ranged mode.  This is just an excuse for how you have Sword Mode and Gun Mode in gameplay, but all your NPC allies are restricted to one or the other.)  There's even a good hearted benevolent professor guy who ALWAYS HAS HIS EYES CLOSED WITH AN EXTREMELY MASSIVE SMILE MAKING HIM LOOK KIND OF CREEPY! Oh yeah, all the main characters appear to be teenagers too...like I said, it's anime as fuck.

But it's also Namco, so I'm not sure what I was expecting <_<.

Anyway, God Eater is the first Monster Hunting game I played to completion, and while I didn't quite grasp what the genre was about, it really is a very good entry point for the genre, since it feels more of a middle ground between "Action Game" and "Monster Hunter" in how it treats itself.  There are some like-able characters I guess (Lindow I legit liked, just a mentor character whose mindset can be summed up as "No mission is a failure if everyone survives"; it's a positive outlook that shows he prioritizes his comrades' safety over the mission objective).  It is interesting that a Monster Hunter Clone is the first thing I played but it allowed for an easier transition. 

Oh, and shout to "Of Gods and Men" theme song the game has; it was weird in PXZ, but seeing how it is used, both the instrumental and vocal versions, in-game makes me appreciate it a lot more.  Also the song that played against the Big Massive Vajra king (Dityus Piyuta or some shit) deserves a nod since it absolutely captures the the emotional tension going on, the "Yes, THIS is the thing that killed Lindow.  KICK IT'S ASS EVERYONE!" feel to it.

That said, my next game of this style would come in an unexpected manner!

Final Fantasy Explorers

Ok, so by now I had played FF14 for about a year and a half, played God Eater, and even XBCX so I was use to Avatar Protagonists.  I need to tangent on about that to highlight my mindset when I make a character:

I do not associate my created character.  I do not think of them as me; I think of them as a character I personally created.  "Bob" isn't one I cared for since I was thinking of him as any other silent protagonist, so my first real Avatar Character I consider myself having created, in more than just "meh, looks cool" would be Meepel in FF14 (...I said I got A LITTLE better at naming, not a lot!)  I think you've all seen me talk about her enough, and you can tell what kind of character I've attributed to her if you've at all paid attention to "Stormblood Abridged" (and I don't blame you for not!)
Ok, if you want to be technical, there was Kris/Chris in FE12, but I don't count her since I 100% Hatbotted her design, leading to oddly a character that looked kind of like FF6 Terra, but I swear that was a coincidence.  Interestingly, another DLer just magically assumed I was going to make some ridiculous Afro Goatee Master, but...well...that leads into the next part actually: How I decided to make Meepel, and a mindset I would apply to ALL my CaC:

-I want her to look good, because if I'm using a character, I have to not find the character distracting or unpleasing to look at.  Yes, this may surprise you, but I DON'T make ridiculous looking characters, so Afros are basically never going to happen, Male or Female.
-I do NOT want her resembling a pre-existing character, at least intentionally.  In Meepel's case, for example, I purposely didn't make her hair green, but more turquoise.
-Try to be creative each game.

I bring this up because when making my character in Final Fantasy Explorers, my mindset was "Fuck it, Mini Meepel!" so I basically made...well...that!  It has a chibi artstyle, made creating my character easier in terms of decisions, etc.

Why did I decide to play this? Because it's a Final Fantasy game, and Terra was in it...OH COME ON YOU KNOW HOW I AM.

All I have to say about FFE is that it is kind of...eh?  I played as a Black Mage because melee combat wasn't doing it for me, so at least the "occasional explosions!" felt nice, had her dressed in Lightning's Outfit because class based outfits looked dumb in that game and...yeah, the game was clearly some kind of Monster Hunter game geared towards FF11 fans.  This is a very weird combination, and honestly, I'm really not surprised I didn't latch onto it.  I completed what I think is the main game, didn't bother with any aftergame stuff, because honestly, fights often weren't fun (no, Diabolos having a lot of suction based attacks aren't interesting!)

There was, however, a second Final Fantasy game that hinted that I might actually like the Monster Hunter genre, one I absolutely didn't expect to do so and that is...

Comrades: Final Fantasy 15

So for those who don't know, this is the Multiplayer Expansion of FF15.  I didn't know what to expect, but when I went in, I eventually figured out "Oh, this is basically Final Fantasy 15 Monster Hunter" because the gameplay loop was obvious, the structure was Mission based (though some missions weren't just "Kill monster" but stuff like Defense Missions, Escort missions (That actually were a lot of fun!), etc.), your character is whatever you wanted it to be, you ran around a basic hub, what have you.  So when making my character here, originally I was thinking on making some kind of cousin of Meepel...

But when I saw the outfits, and the person watching me stream this noticed this too, we were like "That looks just like Samurai Meepel's current outfit, dosen't it?" so...I essentially made Meepel again, made her outfit Pink (because that's Samurai Meepel's color), and named her "Darosel", a combination of "Lard" and "Eos", intended to be some kind of alias.  For a complete random tangent, for those reading Stormblood Abridged, the joke is "This is where Samurai Meepel was before showing up in the story: Training on Eos killing monsters, under the name Darosel."  It certainly doesn't hurt that the basic weapon you start with is literally a Katana. 

Comrades I had fun with, though didn't get too invested mostly because I think I joined a tad too late thus was often given AI Partners for missions instead of real players.  Either way, this game did show me that I can get into this kind of gameplay loop, so it was worth noting.

Now as an aside, a few things happened that would eventually push me into FINALLY Giving Monster Hunter World a go. 
First, the FF14 Collab.  Fighting Rathalos in FF14 and the stuff going on there had me going "Man, would be nice to appreciate some of these references" and it was interesting to have a collaboration that was a permanent addition to FF14.  Additionally, it also put Behemoth in Monster Hunter World, and the reactions to both monsters was kind of amusing!

In FF14, the reaction was "Why aren't any of my things working!?"  He's a Monster Hunter fight in FF14's engine, so he randomly shuts up healing abilities, requiring you to self-heal on a limited supply.  He ignores Aggro so Tanks (like myself) can't actually protect the party, his health goes down slowly until he's downed.  He was made to ignore all the rules of FF14.
Behemoth in World was the opposite: A Raid fight designed in Monster Hunter, which meant a lot of player shad this "Mechanics? What the fuck are those!?"  This would eventually have me go in and watch videos corresponding to it (like NHC's "Behemoth Dos and Don'ts" which is hilarious, as well as Ragegaming's Pro/Noob series against that fight) and finding it hilarious the kind of hell this fight put that fanbase too, which sounds like the exact point of the fight!  This happened over the course of a few years.

Also Rathalos got put in Smash as an AT/Boss...I don't think that actually had anything to do with my decision but it happened in this time frame!  More importantly, however, I was talking to one of Free Company members in Discord, he was playing MHW at the time, and I mentioned my experience with the series, etc, he said "Well, if you liked the Rathalos fight in FF14, that's a good gauge for Monster Hunter" and pointed out "The Base game is only $20 right now on PS4." 
So...I finally decided to bite the bullet and grab the game.  Base game only because I wasn't sure if I'd be invested enough to get Iceborne (which was out by this point.) This happened early 2020.  Thus, we finally lead into the actual point of this topic after I wasted all your damn times (...actually the whole topic itself is a waste of time but shh!)

Monster Hunter World(: Iceborne)

I'm putting these two together since they're the same game, just one is an expansion of the other, yada yada yada.  Anyway, my start with Monster Hunter World was a bit shaky at first, but getting ahead of myself!

So I streamed myself playing this game, so a few others in discord can watch.  When making my Hunter, I made a very clear rule:

This character will in no way resemble Meepel.

I tried to avoid it in Xenoblade Chronicles X, making a joke of "if I can get watermelon hair, I'll play female"...and that existed, thus Peelxem, Meepel's Nobody was born.  FFE and Comrades I already covered, so I went out of my way to make sure "THIS WILL NOT BE MEEPEL.  IT WILL BE A NEW CHARACTER!" though with one caveat that I would hold true to for any characters I create, namely, "All my characters will have Purple Eyes."  It's just a connecting feature that I want to give my characters, as it's an exotic rare trait and isn't all "RED EYES ARE COOL BECAUSE EVIL ANGER!" or something, but more just kind of general exotic look.

I honestly can't remember why I picked a female this time around...not that I can remember why I made "Meepel" female in FF14 either, think it had to do with "Might as well have something nice to look at while playing" but that was literally over 5 years ago OH GOD WHY DID I REMIND MYSELF OF THAT?!  In any event, I think I picked female mostly because the preset options for male vs. female very much favored the latter, and I would later learn this was the right call because Females just have the better looking armor sets across the board, which is VERY important in Fashion Monster Hunter.

So after playing around with options and such, I would eventually create a character that looked like this:



NOTE: This is a more modern image and some of the make-up/hair style options were changed.  The original version had more waivey hair and no scars.

Then came the part that I always struggle with when making a new character: THE NAME.

I'm terrible at names, and "Meeple + Word" doesn't always work well, so I have to get creative, which I'm terrible at.  Eventually I settled on "Monelepe" since it sounds close to "Penolepe" thus resembling a real name and is derived from a combination of "Meeple" and "Monster." 

Then came the next tricky part: The Palico.
See, I knew I had to make a Hunter, I DIDN'T know you were expected to custom make your Cat sidekick.  So naturally, I had 0 respect for it because quirky mascot sidekick, why the fuck would I respect this thing?  I just went with a color scheme that looked passable and was unrealistic and came up with this:



After which, when I had to name it, and those who saw me make this can vouch for this, I essentially named him by going "Fuck it, his name is Steve!" because I aint giving this time of day or respect.  He's going to be a source of a lot of ridicule and I'm sure a lot of "God damn it, Steve!" moments.  He's just there so the game doesn't have to pretend you're hunting alone, but nope! NO REPLACEMENT FOR REAL HUNTERS!
...I'll get back to Steve later.

So I start the game, do the intro, pick Dual Blades because "Hey, this was the thing I used in the MH4U Demo!" and...it took me a while to get into the game, I won't lie.  The fights weren't hard, my first cart was in fact when I didn't listen to the game's advice of "DON'T FIGHT THE RATHIAN!" and I went and fought the Rathian and...uhh...ouch.
This does lead into the first REAL fight in the game, the first fight that actually has a "This thing is fighting back, maybe take it seriously" in Barroth.  Amusingly, this was also the fight I decided "hey, let's try this Sword and Shield out!"  Things didn't go bad, just kind of amusing in that respect.

No, the fight that almost had me say "Fuck this game" forever would be Anjanath.  I remember just having a huge "HOW DO I KILL THIS THING!?" moment.  I eventually beat it, but it felt absolutely terrible doing that, not wanting to repeat that experience.  My friend did tell me to stick with it, and I made a decision around this time that really did change the course of things:
I dropped Dual Blades entirely in favor of Sword and Shield.  Dual Blades were the problem, in that they weren't as easy to use as I thought, had a lot of problems that didn't mesh well with my style etc.  Sword and Shield wasn't quite it either, but definitely was having more success with that, so I stuck with that for a while.

It was around this time I started playing more regularly too.  After getting to high Rank I kind of had a "Ok, so this is suppose to be drop and play it every now and then right?" not realizing I was only half way into the story (how was I suppose to know that fighting a LITERAL VOLCANO DRAGON wouldn't be the final boss?)
Actually, as a tangent, in the first Zorah Magdaros fight, when Nergigante showed up, my reaction was "Nergigante...I've heard that name before...which probably means it'll kick my ass, NOPE!"  Someone in DLChat actually had a "Ha!" moment to that.

So while doing High Rank stuff, I eventually went "So there's all these other weapons I haven't tried...let me play around with them."  Tl;dr, I found Greatsword was actually fun, and later Charge Blade, and would swap to playing to one of those two for...basically the rest of World.  This is around the time I really started getting into the game, which goes to show much a difference "Finding the right weapon" makes in enjoyment.  I was ready to quit with Dualblades, kind of grasping it with Sword and Shield, yet started really having fun with Greatsword and Charge Blade.

It was also around this time that a stunning realization occurred to me, something I did not forsee yet was a total game changer in my mindset of Monster Hunter:
Steve was actually an incredibly valuable ally!  Yes that cat I swore was going to exist just to be ridiculed and blame things on ended up being damned helpful.  Saving my life plenty thanks to Vigorwasps, distracting the monsters so I had a chance to heal, getting a little extra damage in...yeah, he's not as useful as other players, but damned if he wasn't one hell of a worthwhile sidekick.  It was from this point on my mindset went from "God damn it, Steve" to "Thank god for Steve!"

I got so into it, I would eventually do stuff like pick fight a Deviljho, die horribly, apply insanity try again, then farm him for his weapon, fight Nergigante, farm Nergigante despite how terrible an idea that is, and you get the idea.  The game just clicked.  I would eventually buy Iceborne and continue this way further.

On a different note, I noticed something else mid world: NO CHARACTER HAS AN ACTUAL NAME.
The characters all are named "Handler" "Commander" "Field Team Lead" "Admiral" etc.  It did highlight an aspect about the game's lore: Hunters don't do this for pride, or glory, they do it because it's their job.  The game's theme is even called "Pride of the Nameless Hunter", kind of ironic considering a nameless Hunter means his name won't go down in history beyond "Some Hunter killed the big bad dragon!"    I also came to the conclusion of "Handler needs to shut up", but I think everyone who plays World agrees to that!

The game is also incredibly light on plot.  The plot can be summed up as:
Act 1: Figure out what's going on with Zorah Magdaros
Act 2: Figure out what's going on Nergigante and how to stop him
Act 3: ...no seriously, what the fuck was going on OH GOD ALIEN DRAGON OUT OF NOWHERE KILL IT!!!!

Talking to someone about this, he said "Yeah, that's the most plot mainline Monster Hunter ever had" "wait MOST!?" "Yeah, and it only exists to shut up review outlets complaining about 'literally no story.'"  Despite how shallow and bare the story is, this actually worked to the game's credit as you're not distracted by overarching narrative or anything, and certainly avoids the God Eater anime tropes.  Yeah, if this was a Namco game, you know the Admiral, or Tracker or some Rogue Hunter would have been all "Aha, and now that Nergigante is defeated, NOTHING can stop the great XENO'JIVA from destroying everything! MWAHAHAHAH! MY MASTER PLAN TO PUNISH HUMANITY FOR THEIR EVILS HAS FINALLY COME!"  You know that tired old plot to justify a final boss and forcefully tie it into the story? Yeah Monster Hunter instead says, after beating all the Elder Dragons, the random mystical guy comes and says "So...I found something we probably should investigate", you go investigate it and that just HAPPENS to be the final boss.  No grand scheme, no elaborate revenge plot, just "I think we found the source of our problems, let's get rid of it now!"
Iceborne does mostly the same thing: There's a mystery regarding unusual monster actions, solve it! and it inevitably ends in "AH! KILL THE BIG SCARY DRAGON!"

Yeah, not every organization dedicated to keeping the balance, protecting the world, etc. has to have some kind of skeletons in their closet; it IS possible that things are genuine and that big scary things can happen independent of human actions.  As in, no, Monster Hunter isn't trying to make some kind of "The Real Monsters are HUMANS!!!" or anything, it's just "There's big evil dragon, it can destroy eco-systems, let's make sure it doesn't."
Also, the game being light on plot means it kind of side-steps the "EVERYONE LOVES YOU BECAUSE MARY SUE!" aspect.  It mostly only exists in Handler, who obsesses over you because "Hey Partner!" but Iceborne would later highlight that Hunter/Handler relationships are typically propping each other up anyway (The Excite-able A-lister hypes up Serious Handler when Handler has to leave you briefly, calling her "The Best Handler in the New World!"...I wasn't lying when I said no characters have actual names...) and the occasional justified moment like "OH you saved me from that monster, thank you Hunter!"  Iceborne there's a bit more of that hype, though to be fair you've kind of earned it, being the one who took down Xeno'jiva, and thus people have declared you the "Sapphire Star" so it's not as jarring as the usual "Wow, you're special, WE LOVE YOU BECAUSE SPECIAL!" 

...I can't say if this intentional writing, or just a side effect of Monster Hunter's plot being so basic and minimalistic that it doesn't provide opportunities to drool all over you, but hey, it helps!

Going to take a break from the writing here, because shut up.  I'll get into the next two entries, but I figure I'd leave you with Monelepe and Steve wearing the full armor sets of the game's flagships, Nergigante and Velkhana, because I decided that every Monster Hunter game, I would farm the Flagship, get a full armor set for my characters, and screen cap.  Just kind of a fun tradition thing!




2
Discussion / Meeple Pokemon Reflection/Rant Topic!
« on: August 15, 2020, 03:57:25 PM »
So for a while I wanted to play every Final Fantasy game in order from start to finish...but Square-enix won't release the original 6 in easy to get formats that aren't Steam with ugly graphics for some of them, even though it'd be easy money, as well as for some reason won't release FF13 on PS4 despite that ALSO being easy money, so been floundering...

...then after finishing Pokemon Sword and Shield I went "You know, I should do that idea for Pokemon!" and thus decided I would do that!  I'm going through each Pokemon game, mostly in order, based on their sets.  I say "mostly" because technically Emerald came out after Fire Red/Leaf Green, and someone is going to be THAT GUY if I don't address that, but Hoenn predates Kanto-Remakes so screw you, Emerald goes first!  My intended games played are as followed, with bolded means finished, Itallics in process, and anything written after the title means I did some kind of "gimmick" on the playthrough for shits and giggles:

Red: Poison Types Only
Crystal: Gen 2 Pokemon only
Emerald: Hoenn Pokemon only
Leaf Green: Streamed, random shit I haven't used before, all nicknamed.
Platinum:  Streamed.  All pokemon nicknamed after something I haven't used, all Gen 4 originals.
Soul Silver: Gen 2 Pokemon only, but different team than Crystal
Black: No gimmick, because I couldn't think of anything.
Black 2: Starter + One Pokemon from reach generation
X
Alpha Sapphire
Ultra Moon: Starters Only (2 of each typing minimum, and a Generation can only be represented once)

To be clear, yes, I do consider Sun/Moon and Ultra SUn/Ultra Moon as part of the same set, as USUM is really a "3rd version" that was released as a split.  It contrasts BW2 where-in those games are full on sequels and completely different games, just set in the same region.

Anyway, each time I finish a game, I will post a full on rant.  I also posted a poll for you to pick my starter for Emerald.  No I didn't forget Treecko; I purposely left him off because I DON'T want the Grass starter this time, having required it for my Red play-through (read above!), and it got voted in Discord that I go with Chikorita.

So with that out of the way, RANT IN THE NEXT POST!

(Feel free to comment on my rants to engage discussion.)

3
So I started this in WGAYP, and didn't continue because I realized FF14 just isn't fun when I'm constantly thinking about abridging it...so instead i'll do it in hindsight!

It also dawned on me it'd be funny if we invoked the FRUE!!! MMO experience and added in other characters. 


I'm updating this sporadically.  Feel free to comment, critique, call me a ****ing dip**** ****sucker pile of ****, etc.  First episode will just be a copy and paste of the one in WGAYP.  Without furtherado, here's FF14 Stormblood Abridged!

CHARACTERS:

For FF14 originals like Alphinaud, Alisaie, etc., just GIS them.  Easier that way!  That said, FF14 like most MMOs has CaC so it's important I demonstrate what the characters look like for visualizing purposes!


Paladin Meepel Lardos


"Come at me, bro!"
Preferred Mount: Dumplin the Chocobo*
Likes: Tanking, glowy swords, competent allies, getting acknowledged for hard work, snark
Dislikes: Incompetence, Gerolt, being relied on to do everything (though she'll do it anyway), Kobolds, being called "laddie"

This is Meepel's default state, and in a sense, is the "leader" which is why she wears red.  She's genre savvy, enjoys tanking, and basically feels like she's the center of everything...which isn't far from the truth...and thus is forced to deal with everything (so not quite "I AM THE CENTER OF THE WORLD" more of a "wait, why does everything involve me?") and loves glowy swords.   This is the form that also gets into arguments with Gerolt in chat.

*I'll get an image of him eventually, given Chocobos have variable designs in this.


Dark Knight Meepel Lardos

"For glory, justice, and all things heroic!!"
Preferred Mount: Midgarsormr
Likes: Honor, Justice, Nobility, Heroism, GIANT Glowy Swords!
Dislikes: Evil Doers, dishonor, kobolds, Nidhogg

Meepel as a Dark Knight!  This is her 2nd most prominent form, and one of her "alpha" personalities.  Dark Knight's personality is basically honorable, duty driven, obsessed with justice in a positive way (as in, not an Anti-Hero variant), tends to speak in ways that tries to make her sound more noble than she probably is, and is just generally an all around good person.  Yes, I am fully aware this isn't Paladin I'm talking about.  Like her Paladin...sister?, she also loves glowy swords, though not to the same obsessive extent.

Naturally, her and Paladin tend to get into the most discussions, positive or negative, more so than anyone else, but that's because the 3rd and last alpha...


Warrior Meepel Lardos

"Meepel SMASH!!!"
Preferred Mount: Pegasus
Likes: Axes, Smashing, not-being-as-stupid-as-she-seems
Dislikes: Kobolds, people thinking she's as stupid as she seems, Kobolds, Sylphs, Kobolds, being unable to speak fluid english...also Kobolds

...isn't exactly much of a conversationalist.  Warrior Meepel is a total brute, and rage filled woman...but she's not stupid.  Her intelligence is fairly average, she's just so constantly angry (because you need to be for Warrior powers to work, see), that the speech part of her brain got compromised, so she struggles to speak in full sentences, which is why she doesn't talk much.  Like Dark Knight, she can pop up whenever she wants alongside Paladin.  As for her outfit...well, that was her best way of trying to demonstrate she CAN be cultured and not stupid, since her words sure as hell won't work!


Red Mage Meepel Lardos

"Like, OMG, I'm soooooooo much prettier than Quinn~"
Preferred Mount: Magitek Armor (Reaper Class)
Likes: Shopping, Jewely, clothing...basically anything materialistic, especially if it's blue, gossiping, Alisaie,...also making fun of Quinn, Elemental Protean Crystals, Eurekan Fragments, Baldesion's Arsenal
Dislikes: Breaking a nail, overpriced stuff on things she wants, Quinn not suffering, Kobolds, Pazuzu, Louhi, Copycat Cassie, Skoll, Penthisilea, Providence Watcher

And here is the "Beta Plus" as I like to put it.  Red Mage is outspoken and basically exactly what you expect out of a Valley Girl Teen.  So she's obsessed with shopping, fashion, gossip, etc.  She's also very competent with a sword and magic.  Why is she wearing blue?  BECAUSE SHE'S A RED MAGE!


Samurai Meepel Lardos

"Si no buscas la muerte, entonces escóndete lejos."
Preferred Mount: Fenrir
Likes: Being a bad ass
Dislikes: The fact that no one can understand what she says...also Kobolds

And this turban wearing, Chinese attire clad, Norse Wolf Riding, Spanish Speaking, German Accented Katana wielding hero is Meepel's other "Beta Plus" in Samurai, and probably the last "primary" personality who will show up at some sort of consistency.  If the description didn't get the point across, Samurai is best summed up as "Culturally Confused Bad Ass."  I'll let the rest speak for itself, really.



Quinn Winago

"God, what the hell? I'm so dirty, gotta go wash, THIS IS ALL OF YOUR FAULTS!"
Preferred Mount: Xanthos
Likes: Ysayle, herself
Dislikes: Pretty much everyone that doesn't qualify in the "Likes" section

And here we have Quinn Winago, which is actually Mei's character.  In short, she's a narcissist, a racist, and just an overall bad person in everyway who is forced to be on the good guys because she's somehow technically not evil.  Even though she's a Black Mage, she has access to "Axe Space" letting her shove an axe (or attempt to) into anyone who annoys her enough...which is basically everyone...



Natia Ravenclaw

"You've trove me too far!"
Mount:
Likes: Treasure, Puns
Dislikes: Mimics

And this is a character of a different friend not associated with the DL.  Natia is obsessed with treasure such that when she sees a chest, she opens it as soon as possible, EVEN WHEN SHE'S WARNED IT's A MIMIC.  Also puns, lots and lots of puns.  As a result, she's designated as the important role of "Team Butt Monkey."



William Bluelike

"My god, if you don't shut up, you're going to be wearing an extra strip of silver."
Preferred Mount: Coeurl
Likes: Crafting, Fishing, Gathering, Triple Triad, GATEs
Dislikes: Healing Stupid

And here is Magic's character.  William is generally a chill guy...when he's not stressed.  Generally he prefers crafting and gathering jobs because it lets him do things at his own pace, unfortunately though when he's "chill" he also tends to get into what he believes is a zen, mentally higher state and starts speaking proverbs that don't even begin to make sense, or are just basically saying something obvious in something that sounds profound.  In dungeons, he favors healers...which is also the most stressful job...meaning he shifts immediately from "incomprehensible calmness" (which may be on purpose) to "complete and total jerk that at times decides to beat his teamates over the head with his astrolabe simply because he's a prick."  To be clear, this is not multiple personalities, it's just emotional states.


Asher

"CHALLENGE ACCEPTED!!!!"
Preferred Mount: Whisper A-go-go
Likes: ...
Dislikes: ???

Meet Asher.  He's...uhh...er...


...yeah, that'll do.



Aleph Rastel

"Give me a break, I -- CATGIRLS!"
Mount:
Likes: Catgirls
Dislikes:

This is Nama's character.  Aleph is a wandering machinist who loves fighting and catgirls.  Needless to say, there is a lot of pain and suffering in his future...



Chunyi Snowpetal

"I'm a woman, trust me!"
Mount: KFC the Chocobo
Likes: Claiming to be a woman, Sake
Dislikes: People not acknowledging the above fact, Wine

This here is another Non-DLer's character.  Chunyi I guess is the closest thing to a "straight man" of the group, other than the fact that Chunyi continually claims to be a woman despite that being of questionable nature.


Salo'wen Kaiench'ka

"Give me an M! E! E! P! E! L! What's that spell? MEEPEL!"
Mount: Magitek Deathclaw
Likes: Meepel
Dislikes: Anything that is anti-Meepel

And the last of the characters (for now) is Salo'wen.  She is Chunyi's wife (...maybe?), and traveling partner.  Yet despite this, she has a complete and obsession with Meepel.  This is due to a number of factors that made her feel detached until she heard of the Warrior of Light, and suddenly became the #1 fangirl of her.  Note this is not a Yandere obsession, just a crazed irrational fangirl.


I'll update this as more characters appear.  Note that lesser personalities of Meepel may appear as well, but I'm not screenshotting all of them; only the primary ones.  Also if a character is introduced and I didn't update, it's because I didn't get the screenshot of them yet.

PS: If people want, I can try to write ARR and HW abridged as well in retrospect, though only Meepel will be in those, not the others who will cause her more inconvenience than anything else.

4
General Chat / Fire Emblem Heroes Topic: You knew this was coming!
« on: February 03, 2017, 12:31:18 AM »
...as the topic says!  Given the nature of Gacha games, and this is potentially a big one, might as well just do this now.

Post your FEH related stuff here, like accomplishments, draws, etc.  You know the drill!


5
Discussion / Meeple's Final Fantasy Class (and others) Analysis
« on: June 05, 2015, 03:52:06 AM »
Before we get started, yes, I am completely attention whoring here so let's just get that on the table.  Got that?  Good, now that you're all aiming various murder weapons at me, let's get started!

The idea is simple...except it's not...but it is! Ok, enough of the silliness, this is something I wanted to do for a while.  I look at a class/job, elements, etc. that are consistent through the Final Fantasy franchise and assess how it's evolved.  For all that Final Fantasy is quite the evolving franchise, it does tend to reuse a lot of the same elements that it makes it an interesting analysis.  To be clear, here's how I'm looking at things!

First off, I'll be looking at the series as a whole...as the best to my knowledge.  There are some holes (FFD since I haven't played it is the most blatant one), and if someone wants to follow up and fill in those gaps, I encourage you!  Naturally, feedback is worth something too.  I am purposely skipping FF4HoL, however, simply because that game is so different in that it seems to purposely not follow FF Conventions.  No, seriously, it'd fit better in a Dragon Quest style comparison.   That and I don't think anyone really cares about FF4HoL anyway.  I'm also skipping FFTA and FFTA2 since I don't feel confident about those games, and there's a lot of variations of one job, so someone else if they want to field that, feel free.

And if it's not obvious by the above, yes, Spin Offs count.  I'm also going to be factoring in characters who are functionally this role, like from FF4, FF6, etc. but that should go without saying.  There's a few oddities here and there, which you'll see what I mean when we get to them.  On top of all that, I will be including Bravely Default in this.  Yes, it's not a Final Fantasy game, but Bravely Default very clearly took a lot of cues and design ideas from Final Fantasy (as well as started as a Final Fantasy game early in development), so it definitely feels relevant to this.  That is the only Off-Franchise I will be including.  Going outside of that, suddenly standards and mindsets are going to change.

Lastly, FF10-2 will be included despite having a lot of unique Job Names.  This is because a lot of FF10-2 Jobs are renamed for stylistic purposes (eg Gun Mage is just FF10-2's version of the Blue Mage), though my analysis may not be great there because I don't claim to be an expert of 10-2, but I'll try my best!

I am NOT giving jobs ratings, because numerical aspects will cause me to go crazy when different standards.  I'll simply be giving vague descriptions of how good/bad they were, etc.  This is of course leads to some misconceptions and will lead to me requiring to clarify myself, but that's part of the fun now isn't it!?

I should make it clear that for someone to qualify as a class/job/etc., they have to have something more than just a few vague similarities.  Yes, Tidus gets Haste and Slow, but he's not a Time Mage since there's more to a job than just a handful of spells.  No, factors I will be thinking about are skillset as a whole, equipment, general role, stats, etc.  Not everything is going to match 1 to 1, of course.

As for what order I'm going in...doing it by ear.  I was thinking of going chronologically but that's going to probably waste too much time, so I'll just do it in whatever I can.  As far as what I choose...that's pretty arbitrary too!  But enough of that, NEXT POST IS THE ACTUAL START OF THE ANALYSIS!  Why not here?  Because this is a garbage intro post that would be messy.

I think you guys get the basic jist of this and yes, at some point I might expand into other things like Weapons across the franchise!  But until then...let's go into the first one!

6
Discussion / DLC10 Music Quiz: Championship Edition
« on: May 05, 2015, 12:23:22 AM »
Before you ask, no, the title has absolutely no meaning whatsoever, and because you DID ask, you just got a boot to the head!

Now ignoring that silliness, you know the drill!  4-6 Songs, must be from different games (and ideally different franchises), bonus songs do not count (but requests valid), etc.  Must be from Video Games, and actually played in the game in question (eg remixes don't count unless they're from remakes), but doesn't have to be from an RPG.  Sign up here, and if your name isn't on the list, you didn't sign up!  PM me songs, etc.  By now you know this stuff, check older topics if you want to see me ramble about particulars.

Also, as in before, Con Hosts are allowed to know whatever is on the quiz, and can make personalized requests, thus do not need to sign up!

So...here we go!

THE SIGN UPS!
1. El-Cid
2. Grefter
3. Dhyerwolf
4.
5.
6.
7.
8.
9.
10.

(I can take more than 10, but under impression Iw on't get more than 10.)

If name is bolded, that means I received your PM.

7
Unranked Games / Pokemon Gen 6
« on: January 01, 2015, 10:39:45 PM »
So...yeah, here I a again, doing another stat topic...for every Pokemon in Gen 6...have mercy on me please.  Joking aside, unlike Gen 5, Gen 6 had a lot of changes, additions, etc. that change how a number of Pokemon would work as duelers.  The fundamentals are the same of course, and by now I think you all get that, but between some subtle mechanics changes, a large number of attacks being rebalanced, a new typing, and most importantly, Mega Evolutions, just doing the Kalos Pokemon only didn't feel right. 

As a result, this is probably going to be the most extensive Pokemon stat topic I ever did.  I'm changing a few things up on this.   I'll get to the things I'm changing later, and just post everything over again, because constantly linking to one stat topic is silly.  So HERE IS THE INTRODUCTORY STUFF THAT IS BORING BUT NECESSARY!

First and foremost, let me just say this: Attack Oddities are pretty much unchanged after Gen 5, so just reference that stat topic for weird things like "Double damage when Minimized!"  Out of the way? Good!

Typing Nonsense:
All Pokemon have either one or two types.  Each typing has set resistances and weaknesses vs. a typing.  Weakness is 2x damage, resistance is half, and nullifying is 0 damage, the factors can stack for dual types, and do so in a multiplication style.  Note that Immunity generally only applies to Damage Attacks, unless specified otherwise.  A Ghost type can be hit by normal type moves like Growl, for example.  Lastly, Immunity is treated as equivalent to a "Miss" in Pokemon, so any 2ndary effects, positive or negative, or applied to user or target, won't activate if the damage is immuned, in most circumstances. 

Some types have other special aspects, like immunity to a status.  Personally, I feel each typing corresponds to this in a more common DL sense:

Fire, Ice, Water, Electric, Poison, and Dark all seem self explanatory.
Flying = Wind.  Most wind based attacks in Pokemon (Gust, Aeroblast, Air Slash, Hurricane, etc.) fall under Flying.  There are exceptions (RAZOR WIND!), but for the most part this remains true
Ground vs. Rock for Earth. This is a debated one.  I generally assume Ground is the default for Earth, because it tends to share more properties, and thus Earth resistance doesn't work vs. Rocks.  However, if the game in question treats earth as "hitting people with lots of rocks" then I probably would treat that as Rock resistance.  Make of this as you will, this is just my thoughts.
Normal = Basic physicals and such.  Normal is meant to be the basic kind of attack, so there you go.  Due to this, I consider Ghosts immune to Non-Elemental Physicals, as well as Rock and Steel types as resisting them, and they will be listed as such; if you disagree, just ignore the Paranthetical  value.
Fighting = Martial Arts...if they're non-elemental.  Elemental based moves would fall under their element (see Fire Punch) 
Steel = Metal Based Attacks.  This isn't just "using a Sword = metal!" but moves specifically related to that.  This almost never comes up <_<
Dragon, Grass, Fairy, Bug, and Ghost all fall under a "Species" rule of sorts, so if a game has something that deals with an equivalent species (eg Ghost = Undead),  there you go.  If there is an element dealing specifically with it, naturally it applies there (Chrono Cross Green, for example, is inclusive of Plant-like attacks.)  For the record, I consider Fairy equivalent to any Magical enemy species, so they'd be weak to things like Frog's Masamune.
Psychic refers to any psychic based attacks (duh?)  Ness' PSI, for example, I'd say qualifies as "Psychic."


Normal
Weak: Fighting
Immune: Ghost

Fire
Weak: Water, Rock, Ground
Resists: Fire, Grass, Bug, Ice, Steel, Fairy
Other: Immune to Burn

Water
Weak: Electric, Grass
Resists: Water, Steel, Ice, Fire

Grass
Weak: Flying, Fire, Ice, Bug, Poison
Resist: Water, Grass, Ground, Electric
Other: Immune to Leech Seed and Powder based Attacks and Abilities (such as Sleep Powder and Effect Spore)

Ice
Weak: Fire, Fighting, Rock, Steel
Resist: Ice.
Other: Immune to Freeze

Ground
Weak: Water, Grass, Ice
Resists: Rock, Poison
Immune: Electric
Other: Immunity to the attack "Thunder Wave" (while one could argue "falls under Electric immunity" this is specified on the Pokemon site so yeah)

Poison
Weak: Psychic, Ground
Resist: Poison, Bug, Fighting, Grass, Fairy
Other: Immune to Poison status
 
Rock
Weak: Water, Grass, Fighting, Ground, Steel
Resist: Normal, Flying, Fire, Poison
Other: Special Defense increases by 50% during Sand Storm

Fighting
Weak: Psychic, Flying, Fairy
Resist: Rock, Bug, Dark

Psychic
Weak:  Dark, Bug, Ghost
Resist: Fighting, Psychic

Ghost
Weak: Ghost, Dark
Resist: Poison, Bug
Immune: Normal, Fighting
Other: Immune to Trap based moves and abilities like Mean Look

Flying
Weak: Electric, Rock, Ice
Resist: Fighting, Grass, Bug
Immune: Ground
Other: Unaffected by ground based abilities like Spikes or Grass Terrain

Electric
Weak:Ground
Resist: Electric, Flying, Steel
Other: Immune to Paralysis

Dragon
Weak: Ice, Dragon, Fairy
Resist: Electric, Fire, Water, Grass

Dark
Weak: Bug, Fighting, Fairy
Resist: Ghost and Dark, immunes Psychic

Bug
Weak: Flying, Fire, Rock
Resist: Grass, Fighting, Ground

Steel
Weak: Ground, Fighting, Fire
Immune: Poison
Neutral: Water, Electric, Dark, Ghost (as in, yes, it resists everything NOT listed here)
Other: Immune to Poison status

Fairy
Weak: Steel, Poison
Resist: Dark, Fighting
Immune: Dragon

Status Effects
There are 5 Primary status effects:

Poison: Inflicted receives 1/8th of their MHP in damage per turn
-There is a Poison variant where in damage is 1/16th MHP, but it increases by 1/16th per turn.  It is used by specific moves, and as such,  I will refer to this variant simply as "Toxic" status for simplicity.  It otherwise follows all the same rules as Poison.
Sleep: Inflicted is unable to act for 1 to 3 turns; waking up does not take a turn, so Sleep Locking is impossible
Paralysis: Inflicted's speed is reduced to 25%,.  Inflicted also has a 25% chance of being unable to act
Freeze: Inflicted cannot act, every turn there's a 20% chance of thawing out.  Thawing out does not take a turn.  Can be thawed out by Fire moves used on the user, or by specific moves (Flame Wheel, Sacred Fire, Flare Blitz, Fusion Flare, and Scald specifically),
Burn: Inflicted receives 1/16 of their MHP in damage per turn, as well as their physical damage halved

No two Primary Status can be applied to the same person.  If someone is under one status, they are functionally immune to the other primary status effects.

A 6th status that doesn't really work like the other 5 (since it can be stacked on top of it and isn't recovered by conventional methods in game), but still common enough is Confusion. Confusion makes the inflicted have a 50% chance of acting themselves with a low end, nontyped Physical instead of the selected action that turn. It lasts 1 to 5 turns.  This still counts as a status as far as the move "Safeguard" is concerned.

Move related stuff
Pokemon can used up to 4 moves in a given battle.  The moves I list are ones I deem "default"; anything below the dash marks are other options they have access too.

Moves I have listed are as follows:
-Anything learned via level up.  If a move might be "overleveled" it will be indicated with an "*"; I will only indicate the move if it is above level 65 unless...
-The move can be taught by the move relearner at a lower level.  Yes, it's weird but this comes up more often than you think.  Move Relearner moves are, in general, an extension of Level Ups, and tied specifically to the Pokemon's species.
-Level up moves learned by earlier stages in the evolutionary line.  There is on exception but I'll bring them up later.
-Moves that have very limited draw of users.  I'm not sure where I draw the line, but I'm trying to avoid these in general.  Notable moves are all the "Pledges" and the "Ultimate Attacks" (like Frenzy Plant), which are all shared by the starters of their respective typings, and Pikachu/Raichu's Volt Tackle.  I am mostly trying to avoid this, but moves I feel debatable here (like Blastoise's Aura Sphere) will be given a "%" indicator.

All attacks have a set PP value, which is listed right after the Pokemon's name.  Each time they use the attack, the move's PP lowers by 1.  When they run out of PP, the attack cannot be used until it is replenished.  If a Pokemon is unable to any of it's 4 attacks, it will be forced to use the attack "Struggle", a weak non-typed physical attack that makes the user suffer 25% of their MHP in damage each turn.  In most circumstances, this will never come up, so I won't bother listing damage done by Struggle, just know that in most circumstances if someone is forced to use Struggle, they've probably lost the fight.

Some attacks have a feature called "recoil."  This is damage dealt to the user as a result of the attack.  So a statement like "33% Recoil" means the user takes damage equal to 33% of the damage dealt to target.  All these attacks will factor that into the average damage negatively, as a result.

Flinching is another thing that comes up often. When an opponent "Flinches" they lose their action that turn.  Flinching can ONLY occur if you act faster than the opponent. If an attack says "x% Flinch" on its description, that means if the user is faster than the target, there's an x% chance the target will lose their turn.

Stat boosts and debuffs; a common popular trait in Pokemon. Stat Buffs and Debuffs work based on levels, which are stackable up to 6. A debuff cancels out a buff, so if Leer (Defense -1 level) and Defense Curl (Defense +1 level) are used at the same time, you're simply back where you are started.
A Buff is simply +50% to the stat per level, so at maxed modifiers (+6), the stat will be +300% its original value (or 400%)
Debuffs, meanwhile, get increasingly worse each use; obviously this was done so the stat can't hit 0. The first use is -33% to the stat (meaning Modifier Level -1), second is -50%, goes on until -6 is 25% the original value.

To make things easier:
Positive Modifiers: (2+Modifier)/2
Negative Modifiers: 2/(2+Modifier)

For evasion modifiers, it works that every value below 0 raises accuracy by 33% of attacks AGAINST them, where as values above all work on altering accuracy against them on intervals of 3/(x+3), and gains +1 for every modifier (so +1 modifier is 25% evasion, +2 is 40%, and so on til +6 being 67%.)

To make the topic less wordy, I'll be listing them based on the amount of levels effected This also saves wordiness in the attacks themselves, ESPECIALLY in moves like Overheat where stat boost/lowering is merely a side effect, not the primary one.

Some attacks hit Multiple Times.  In particular, many moves hits "2 to 5 times."  In these cases, there's a 33% chance of the attack hitting 2 times or 3 times each, and a 16.7% chance of 4 or 5 times.  This averages out to 3.15, so I'm just treating 3 hits as average.

Some effects are triggered by "Contact"; what is contact and what is not is generally pretty easy to figure out, but there's a lot of exceptions and such, and listing them all can get wonky.  Instead, I'll just direct you to this if you aren't sure

List of Contact Moves courtesy of Bulbapedia

Lastly, Priority Modifiers.  In previous threads, I'd just always so "always goes first/last" but well, I'm finding that's not sufficient anymore; Pokemon has a lot of priority modifiers and attacks go off at different times.  Priority is checked before speed, and thus, a higher priority will always go before a lower priority, speed be damned.  Default priority is 0, and most attacks have this; as a result, if no priority is listed, then priority = 0.  Positive priority = always goes first, and Negative priority = always goes last.  If priority is equal, Speed is used as the tiebreak.

In short, higher priority always goes first, Speed is used as a tiebreak for equal priority.  Again, if no priority is listed, then priority = 0.


Field Effects
Yeah, it gets it's own section, deal with it.

First off, Weather.  Weather is one of the most common field effects in Pokemon.  Given how common Weather is, describing each every-time they show up will get ugly, so I'll just list them here!  The weather effects are as follows:

Rain: Water damage increases by 50%, Fire damage is halved.  The attacks Thunder and Hurricane will never miss, the damage by Solar Beam is halved.  Moonlight, Synthesis, and Morning Sun have their healing reduced to 25%
Heavy Rain: Same as Rain, only Fire damage is nulled.  Considered an Advanced Weather effect.
Sunny Day: Fire damage increases by 50%, Water damage is halved, the attack Solar Beam will lose it's charge time, the effect of the move Growth is doubled, Morning Sun, Synthesis and Moonlight have their healing increased to 66%.  Freeze status will not activate while weather is in effect.  Thunder and Hurricane have their accuracy reduced to 50%.
Harsh Sun: Same as Sunny Day, but Water damage is nullified instead of halved.  Considered an Advanced Weather effect.
Sandstorm: All fighters received 1/16th of their MHP in damage per turn unless they are Rock, Ground or Steel type.  Special Defense of Rock types is increased by 50%.  Moonlight, Synthesis, and Morning Sun have their healing reduced to 25%, damage of Solar Beam is halved.
Hail All fighters received 1/16th of their MHP in damage per turn unless they are Ice type. The attack Blizzard cannot miss. Moonlight, Synthesis, and Morning Sun have their healing reduced to 25%, damage of Solar Beam is halved.
Delta Stream: Halves damage of Electric, Rock and Ice type attacks used against Flying types.  Considered an Advanced Weather Effect.

No two weather can be on the field at once; if a new weather is applied, the other one is completely nullified.  In the case of the 3 advanced Weather Effects (Heavy Rain, Harsh Sun and Delta Stream), they can only be nullified by each other, and other Weather effects will simply fail.   Advanced Weather IS effected by abilities like Air Lock and Cloud Nine, however.

There are a number of abilities activated during these weather effects such as Swift Swim, but they'll be indicated when they come up.

Another form of Field Effect is Terrain.  Terrain lasts for 5 turns and effects all fighters on the field UNLESS they are Flying type or have Levitate.   Terrain isn't as common as weather, but does come up, and I'll explain the effects as attacks that they apply to occur.  This is mostly noting the fact that they effect the field and do not work on specific instances.

Special Abilities
Every Pokemon has a passive ability called a Special Ability.  These range from immunity to certain effects to stat adjustments to reactive abilities.  Some Pokemon have more than one ability; in this case, they can only have one.  For those that have more than one, I have bolded the one I will be assuming in default.  If different abilities adjust damage, I will indicate it through a parenthesis the damage differences. 

Gen 5 introduced a new kind of ability called Hidden Abilities.  Hidden Abilities are standard Special Abilities but only available to select versions of those species.  Hidden Abilities generally do not appear on Wild Pokemon, nor will they appear on breeded ones, and often require external resources.  As a result, most of these are questionably legal.  I am listing them anyway, but outside very specific situations (mostly those who have a set interact-able that comes with it), I will not be putting these in for defaults.  I will still list damage fluctuations so those who do allow them can see the impact, but I won't be factoring them into averages. 

Lastly, some Pokemon have something called a "Mega Ability" (or "Primal Ability" some cases.)  Simply put, this the ability Special Ability that occurs when the Pokemon is in their Mega (or Primal) form.  It replaces whatever ability they had with the new one, regardless.  In some cases, the Mega Ability is the same as the base Special Ability, so some may have it listed twice, but that's to make it clear what they have when. 

Held Items
This topic assumes Held Items are not in effect unless they are unique to the Pokemon in question.  Technically, every Pokemon can use every Item, but some items only have an effect on certain Pokemon.  For the most part, this incorporates the following:

-All Mega Stones
-Soul Dew for Latios and Latias.  Yes, they share it, but 2 Users out of over 400 potentials, I think that's fair.
-Farfetch'd's Stick
-Pikachu's Light Ball
-Dialga's Adamant Orb
-Giratina's Griseous Orb
-Palkia's Lustrous Orb
-Groudon's Red Orb
-Kyogre's Blue Orb
-Arceus' Plates.  Technically, everyone can use this for a +20% damage boost to the respective typing, but Arceus has a unique ability that requires these plates, and they are plot-linked to him as well.  As such, I allow him to use the Plates for his special ability Multi-Type but not necessarily the damage boost.  As usual, YMMV, etc.
-Marowak's Thick Club

May be a few I missed on that list, but that should give you a general idea of how limited they are.  These will all be noted under the Pokemon in question as well as their effect. 

Some feel that "no items for everything else" is unfair and not-reflective of in game and that's fair.  As a result, here are some items that should be "reasonable" for DL purposes and are pretty accessible in game:

-Various Berries.  All Berries are activated once a certain condition is met, and once activated, it is consumed and thus unusable rest of the fight.  It's best to just look up a list of these, but most notably, there's a Berry for every status effect and typing in the game.  These Berries will be activated once hit with an attack that does that (so if hit with Paralysis, the Paralysis Healing Berry will activate and cure it immediately.)
-Type Boosting Items.  Every typing has one item (and a corresponding Plate sans Normal) that increases damage of that typing by 20%.

There are other items accessible like Quick Claw but they are starting into the realm of questionably legal. 

Mega Evolutions
And speaking of Mega Evolutions and items, I need to explain this!  This is a whole new mechanic added into Gen 6.  Some Pokemon have the option to Mega Evolve which essentially evolves them mid-battle into a different Pokemon with higher stats.  Mega Evolutions function as follow:

-All Mega Evolutions require a specific item to be held for the evolution to occur, with one exception who will be pointed out when we get to it.  The item in question works only on that Pokemon and is clear who it's for (kind of hard to figure out who "Venusaurite" works on afterall!)  As a result, all Mega Evolution items are unique and fall under item clauses.
-Mega Evolutions are activated mid-battle, and are chosen when.  Activating a Mega Evolution has initiative over all other actions, and thus the stats and abilities are adjusted accordingly.
-...except for Speed.  Due to the way Pokemon works, Mega Evolution Speed does not apply until the turn AFTER the Mega Evolution.
-Mega Abilities that activate the instant a Pokemon enters the battle (like Intimidate) will kick in right after Mega Evolving happens.
-Because Mega Evolving happens after the Pokemon in question enters battle, if they by default have an ability like Intimidate, it will still activate
--By extension, if the Special Ability and Mega Ability are both something like Intimidate, that does indeed mean it would activate twice.
-Mega Evolutions last until end of battle or until the Pokemon in question faints
-Only one Mega Evolution can be activated per battle per team
--As a result, if a Pokemon Mega Evolves, faints, and is revived, they cannot Mega Evolve a 2nd time during the same battle.

There's a special form of Mega Evolution as well called "Primal Reversion" which is dedicated to Kyogre and Groudon.  Primal Reversion has a few notable differences from Mega Evolution.

-Primal Reversion happens automatically and the instant a Pokemon enters the battle, if they have the corresponding item.  As a result, it is functionally impossible for Groudon to be fighting with the REd Orb but not be in Primal form.
-Primal Reversions do not count as a Mega Evolution usage.  IOWs, it's possible to have a Primal Pokemon and a Mega Evolved Pokemon at the same time.

Considering how weird and specific Mega Evolutions are, I know there will be various interpretations on whether it's legal, how to factor into averages, etc..  I will be getting multiple averages to adhere to various interpretations in the future.  For now, however, assume all averages factor just about everything.  This means the base Pokemon, the Mega Pokemon, multiple forms, etc.  While most Pokemon prefer a Mega Evolution pretty much instantly, there are rare cases where they may prefer not too.

Additionally, rather than listing a Pokemon multiple times due to Megas, I will instead list relevant Mega info alongside the Pokemon in question.  See Stat info below for key things!

Stats, Stuff and SCIENCE!!!

Pokemon will first be listed with their name, followed by their typing.  That seems straight forward.  Following that, we get THIS!

HP: Lose this, die
Atk: Shorthand for Attack, higher this is, more damage physical attacks do
Def: Abbreviation for Defense, higher this is, less damage physical attacks received do
SpA: Special Attack, see Attack, but for Special Attacks
SDef: Special Defense. Self explanatory, changing the Abbreviation here since many people were confusing "SpD" to mean...
Spe: Speed. The higher this is, the faster you are, etc.

Stats assume max IVs with 0 EVs.  This is just to keep things simple, and little else.  It's not "ideal" or anything, but again, keeps things on an even playing field.

For damages, I am assuming 100 for Defense and Special Defense.  This is a bit below average, but considering Pokemon uses a Division based system, that's not going to be meaningful; it keeps things simple for calculations.  Average HP and Speed is 155 and 100 using the standards I listed above; this is very possible to change if there are more Mega Evolutions/forms/etc revealed by the 3rd version of the game, and that will probably make me hate myself because I'm going to have to redo Effective Stats...

Effective Stats, speaking of which, are there to list how much something is compared to average.  I say "Magical" here because in effect Special = Magic, so yeah, just deal with it.  For Speed, I am listing based on Standard Deviations.  So here, 0.00 = Average speed, and from there you can make the adjustments yourselves.

Also worth noting Pokemon whose typing is the same as an attack get a 50% damage bonus (for conventional attacks anyway.)  This is referred to as a Same Type Attack Bonus (STAB) and is already factored in when necessary.

Certain Symbols to keep in mind:
(): For Damage, this refers to a stat that is altered based on using a different ability than the default.  For Stats, this refers to something that is being adjusted by an Item or Ability and thus is the "effective" stat.  For Effective Durability/Speed, it refers to a stat being altered by some external factor like Typing or Ability.
{}: Anything in this refers to a change due to a Mega Evolution.  So 100 {150} means the stat is 100 in base, and 150 after they mega evolve.
<>: Due to Charizard and Mewtwo having two variations of Mega Evolutions, they have a 2nd indicator; this refers specifically to their "Y" form, the standard Mega Evolution indicator referencing their "X" Form.
%: Attack in question is "sort of" unique, and thus questionably legal, listed for those that allow it.  These attacks will generally never be regarded as "Default"
*: Attack is gotten at a high level and there's no Move Relearner option.
#: Miscellaneous; any Pokemon that has some sort of wonky shenanigans (like Cosplay Pikachu!) will have this indicator and an explanation of what it refers too.
Bolded: For moves, this is the "ideal" damage attack, generally best attack move after all factors are considered in on average.  THis is what is being factored into averages.  For abilities, if there are two, this is the better one and what is being assumed; often doesn't make a big difference.
Itallics: Some cases, various forms of the same Pokemon have different default damage moves, due to stat changes, typing, abilities, etc.  In these cases, a move in itallics is an attack also factored into averages that applies to a specific form, eg Groudon's best damage is Earthquake, but Primal Groudon's best damage is Fire Blast.  In that case, Groudon's Earthquake and Primal Groudon's Fire Blast would be taken into averages.

Critical Hits have been changed since previous Generations.  Critical Hits deal 1.5x the damage of a normal attack, and ignore negative Attack modifiers of user and positive defense modifiers of target.  On top of this, Critical Hits now have different frequencies than before.  The chart looks as follows:

+0 Domain: 6.25% (default)
+1 Domain: 12.5%(note that any move indicated with a "12.5% Critical Hit Rate" is essentially just +1 Domain)
+2 Domains: 50%
+3 or Higher Domains: 100%

I've tried to be less wordy with moves to make things less painful to read, but I can't promise I succeeded.

There are some attacks that have very weird effects.  For moves that use Weight, I assumed average opponents are in the 110 to 220 lbs range, and that's what "average opponent" refers too; given how wonky these are, I am listing a range of damage.  For Foul Play, I am treated 110 as average Attack, because 100 was average in Gen 1 and it's definitely gone up from there.

Lastly, as far as what is being factored in...I sort of covered this before, but I might as well go over it:
-Every Final Stage Pokemon
-Pokemon with Multiple forms that can maintain said forms outside of battle are included as well.  This applies to things like Kyurem, Gourgeist, Rotom, etc., but not to Pokemon like Meloetta or Darmanitan, who will only have their default forms.
-Speaking of Rotom, his alternate forms will all be counted once; they are one set of stats, and just a change to typing and one attack
-All Mega Evolutions.  I explained this earlier
-Due to various reasons, Pikachu, Doublade, Vigoroth, Scyther, and Porygon2 will be factored into averages despite not being Final Stage Pokemon.  Generally, these Pokemon have some notable differences from their fully evolved form that makes them a lateral shift instead of a straight up inferior Pokemon.

RELEVANT AVERAGES FOR TOPIC:
HP: 155
DEFENSE: 106
SPECIAL DEFENSE: 106
SPEED: 100
Speed Standard Deviation: 28.33

NOTE: In the case of speed, since the average is technically slightly ABOVE 100, I'm listing all Pokemon with exactly 100 speed as "-0.00" to indicate "average but loses tie breaks."  I feel that's a fair compromise rather than being ultra nitpicky.


DAMAGE!
Primal Kyogre 178 > Mega Pinsir 174 > Mega Charizard Y 154 > Kyogre 152 = Primal Groudon 152 = Mega Rayquaza 152 > Kyurem-B 145 > Mega Mewtwo Y 136 > Rayquaza 129 = Zekrom 129 > Latios 128 = Palkia 128 > Mega Blaziken 126 > Xerneas 122 > Reshiram 119 > Hitmonlee 118 = Kyurem 118 > Dragonite 117 > Mega Beedrill 116 = Marowak 116 = Genesect 116 > Deoxys-A 115 = Hoopa-Unbound 115 > Mega Metagross 114 = Terrakion 114 > (Meloetta-Pirouette 113 >) Mega Alakazam 112 = Mega Gardevoir 112 = Latias 112 > Mega Kangaskhan 111 = Mewtwo 111 = Mega Mewtwo X 111 > Groudon 110 > Mega Pidgeot 109 = Mega Salamence 109 = Mega Diancie 109 > Mega Swampert 108 > Mega Venasaur 106 > Dialga 105 = Landorus 105 > Mega Latios 104 = Kyurem-W 104 = Yveltal 104 > Cloyster 103 > Mega Charizard X 101 > Vileplume 100 = Dodrio 100 = Pangoro 100 > Volcanion 99 > Machamp 98 = Blaziken 98 > Mega Gengar 97 = Deoxys-N 97 = Mega Garchomp 97 = Hoopa-Confined 97 > Mega Tyranitar 96 > Primeape 95 = Infernape 95 = Hydreigon 95 > Mega Sceptile 94 > Tauros 92 = Mega Latias 92 = Goodra 92 > Ho-Oh 91 = Shaymin-Sky 91 > Venusaur 90 = Mega Blastoise 90 = Mega Gyarados 90 > Alakazam 89 = Golem 89 = Arceus 89 = Volcarona 89 > Kingler 88 = Gardevoir 88 (= Floette-Eternal Flower 88) > Heatran 87 = Aegislash-Sword Forme 87 > Mega Slowbro 86 (= Soul Dewless Latios 86) = Espeon 86 = Giratina-Origin 86 = Keldeo 86 > Meloetta 85 > Cobalion 84 = Virizion 84 = Thundurus-T 84 > Moltres 83 = Swampert 83 = Torterra 83 > Entei 82 = Emboar 82 = Clawitzer 82 > Pikachu 81 = Tyranitar 81 > Mega Aerodactyl 80 = Salamence 80 = Metagross 80 = Darkrai 80 = Delphox 80 = Florges 80 > Meganium 79 = Sylveon 79 = Hawlucha 79 > Jynx 78 = Shaymin-land 78 > Sandslash 77 = Gengar 77 = Flareon 77 = Garchomp 77 = Leafeon 77 = Victini 77 > Muk 76 > Charizard 75 = Victreebel 75 = Exeggutor 75 = Pinsir 75 = Gyarados 75 = Omastar 75 = Zapdos 75 = Typhlosion 75 (= Soul Dewless Latias 75) = Azelf 75 = Thundurus-I 75 = Heliolisk 75 > Empoleon 74 > Vaporeon 73 = Sceptile 73 = Glaceon 73 = Chesnaught 73 = Diancie 73 = Pyroar 73 = Aromatisse 73 = Tyrantrum 73 > Samurott 72 = Talonflame 72 = Gogoat 72 > Clefable 71 = Snorlax 71 = Tornadus-I 71 = Vivillion 71 > Arcanine 70 = Slowbro 70 = Starmie 70 = Mr. Mime 70 = Mew 70 = Raikou 70 = Regice 70 = Jirachi 70 = Noivern 70 > Lugia 69 = Greninja 69 = Barbaracle 69 = Aurorus 69 > Malamar 68 = Dragalge 68 > Jolteon 67 = Articuno 67 = Deoxys-Speed 67 = Trevenant 67 > Arbok 65 = Golduck 65 = Feraligatr 65 > Dugtrio 64 = Mesprit 64 = Tornadus-T 64 > Butterfree 63 = Raichu 63 = Nidoking 63 = Venomoth 63 = Regirock 63 > Suicune 62 = Giratina-Altered 62 = Gourgeist-Super 62 > Ninetales 61 = Wigglytuff 61 = Tentacruel 61 = Weezing 61 > Farfetch’d 60 = Meowstic 60 > Blastoise 59 = Parasect 59 = Gourgeist-Large 59 > Kangaskhan 58 = Seaking 58 > Beedrill 57 = Fearow 57 = Gourgeist-Normal 57 > Nidoqueen 55 = Cresselia 55 > Hypno 54 = Aerodactyl 54 = Gourgeist-Small 54 > Avalugg 53 > Raticate 52 = Poliwrath 52 = Dewgong 52 = Electrode 52 = Deoxys-D 52 = Slurpuff 52 = Dedenne 52 = Klefki 52 > Persian 51 = Manaphy 51 > Registeel 49 = Diggersby 49 > Celebi 47 > Regigigas 46 > Pidgeot 44 = Carbink 44 > Phione 43 > Kabutops 42 > Umbreon 34 (> Magikarp 7) > Ditto 0
AVERAGE: 82

8
Unranked Games / Theatrhythm Final Fantasy
« on: January 23, 2014, 04:39:17 AM »
So...I started this a while back, got stats down, then...decided to stop working on it because I am stupid like that.  Recently went "I should finish this damn thing" and thus, sort of did!  A few things need to be done but they will be added in due time but here's the BARE BONES VERISON THAT IS MORE MEATY THAN THAT BUT QUIET! THIS IS CHIBIS!


Theatrhythm is a Rhythm game starring the FF cast.  You make a party of 4 characters, give them abilities, equip an item, etc, and go play music.  The characters don't really matter for score or Rhythm purposes, but they do have effects in odd ways. At set intervals, a Special Section of silver notes kicks in, which if you do good enough then, you activate the special mode, which are gold notes, and I will explain them in the songs themselves.

FOR THE RECORD, this is the 3DS version only.  I don't know what the iOS changed if anything for pre-existing characters, and don't know what the new characters are like.  If iOS version hasn't changed any pre-existing content, and new characters are in the same format, someone else can go ahead and get those additions!  As it stands, 3DS ONLY RIGHT NOW!

The levels you can get are:
Miss: Failure to activate a note. No points, and you take damage for every failure.
Bad: Bare minimum timing; gets you points, but generally has the same downsides as a Miss.
Good: Hit note with correct timing; good things can occur.
Great: Hit note with better timing, same positive effects as Good, sometimes amplified.
Critical: "Perfect" timing, same as good but with greatly amplified results sometimes, highest score, etc.  You want these!

So anytime you see ">=Good" it means "Good, Great or Critical"; additionally, anything >=Good will continue your "Chain" which increases your score per note.  Likewise, <=Bad means "Bad or Miss" and both reset your Chain to 1.  Your chain increases by 1 for every >=Good Note you get in a row.

The game has 3 styles of Music:

Field Music Scenes (FMS): Overworld themes and the like.  The character runs across the bottom.  In Dark Notes, if you cover enough distance (based on both how good you are at the song and your stats), you can access a Boss 2/3 for better rewards in the subsequent song.  The Special Section activates a Chocobo, which can be varying speeds, and runs much faster than your character does, until the Special Mode is done.  You can randomly meet moogles for items, and sometimes meet a random character (generally the 2ndary character of that game, provided they aren't in your team, so Seifer for FF8's Blue Fields, for example.)  On <=Bad, character can stumble, and thus slows down; sometimes they will fall, and your character will be replaced with another character. 

Battle Music Scenes (BMS): Characters fight monsters with your team of 4.  Notes will come based on each Row, and every success has the character attack (...ideally; sometimes notes come too fast they can't keep up!)  Do enough damage, Monster dies, replaced with new monster.  Every 4th monster is a "Boss" which offers greater rewards, Experience etc.  The Special Section, upon success, activates a Summon, which does ludicrous amounts of damage at the end of the Gold Notes.  Damage CAN carry overflow and hurt subsequent enemies.  The better you are, the better enemies you are likely to face (in the case of Dark Notes, better chance you'll face Boss 3, which has the best rewards.)

Event Music Scenes (EMS): Basically various scenes from the home game play and you just tap notes and THIS IS HARDER THAN IT SOUNDS! Special Mode activates "Extended Version" which lets you see an extended version of the song; failing to activate that means the song ends early (thus killing your score potential too...)  Yeah, these basically exist for the pretty cut scene nostalgia nonsense <_<

NOTE: Special mode is not the real name, I'm just blanking and too lazy to look up; will get official names in due time!


Characters have 6 core stats, they are:

HP: Lose this, song ends.  Note HP is pooled together into one resource, so doesn't matter who gets hit (outside of skills); basically this stat is more "How much they contribute to durability."  This caps at 9999.
CP: Skills need points to equip, this is how many you can spend!  Yeah it's basically FF9's system all over again.  This caps at 50 (everyone hits this by Level 99 as you'll see.)
Str: How much damage you do on basic and physical attacks in BMS.  This caps at 255.
Mag: How much damage you do with magical attacks in BMS; I think it also effects how much damage your summon does by pooling everyone's stat together.  This caps at 255.
Agl: How fast you move in an FMS; the higher this is, the more ground you cover.  This caps at 255.
Luck: Chances of getting items in just about any stage.  Items are to be used in OTHER maps and can only one can be equipped at a time, and only usable once per stage.  This caps at 255.

Skills are divided into two sections: Reactive (Blue) and Proactive (Green.)  Reactive skills generally have triggers that set them off while Proactive are always active.  I have divided them up for everyone so there's really no need to worry about what is what.

Every character has a predefined set of skills.  Reactive slots can only equip Reactive skills, Proactive can only equip Proactive, and Mixed can equip anything.  As a side note, I originally listed character skills by color, realize that could get confusing, so just said screw it and just used common terminology.  It's pretty straight forward, just know that "Mixed has no downsides whatsoever and are awesome slots, WORSHIP THE MIXED SLOTS!"

Character stats are listed at both Level 60 and Level 99.  Level 60 is about when stat growth slows down a lot...or maybe that's level 50, I forget, but more importantly, that's just a random level I took because a number of characters were past 50 when I started taking stats, so good round number.  Level 99 because hitting that isn't as hard as it sounds, and it works as an FYI.

The format is:
Stat: Lv60 (Lv99)

Additionally, any italicized skills are ones NOT learned by level 60, for people who want to hold them to those standards.


Ok, enough introductory garbage, I give you...THE WORKING STAT TOPIC! *cue evil laughter and cackling*

Warrior of Light
HP: 6717 (8666)
CP: 39 (50)
Str: 179 (229)
Mag: 115 (147)
Agl: 123 (158)
Luck: 123 (157)
Skill Slots: 1 Reactive, 1 Proactive, 1 Mixed

Skills:
Reactive:
Protect Lv1: 15% damage reduction if HP<80%, 7 CP
Protect Lv2: 25% damage reduction if HP<65%, 14 CP
Protect Lv3: 40% damage reduction if HP<50%, 21 CP
Brace Lv1: 75% chance of surviving a lethal blow with 1% HP, OPB, 3 CP
Brace Lv2: 85% chance of surviving a lethal blow with 1% HP, OPB, 5 CP
Brace Lv3: 95% chance of surviving a lethal blow with 1% HP, OPB, 7 CP
Focus Lv1: Low Physical damage every 13 Hold notes >=Good, 4 CP
Focus Lv3: High Physical damage every 15 Hold notes >=Good, 13 CP
Class Change: After a chain of 70, damage reduced by 50% for rest of fight, 20 CP

Proactive:
HP Up Lv1: +800 HP, 4 CP
Strength Up Lv1: Str +25, physical damage increased by 10%, 5 CP
Strength Up Lv2: Str +40, Agl -60, physical damage increased by 30%, 10 CP
Strength Up Lv3: Str +65, Agl -120, physical damage increased by 50%, 16 CP
Wind Rhapsody Lv1: Agl+20, additional +40 during FMS, 5 CP
Wind Rhapsody Lv2: Agl+30, additional +45 during FMS, 10 CP
Wind Rhapsody Lv3: Agl+40, additional +60 during FMS, 15 CP
Sacrifice Lv1: Str +30, HP-500, 5 CP
Sacrifice Lv2: Str +50, HP-750, 10 CP
Sacrifice Lv3: Str +95, HP-1200, 16 CP

Comments: With the stats, skills and slots all working together, WoL is one of the best physical fighters in the game, being a definite strong choice for set ups that want to barrel through enemies. Class Change is sadly a waste as defensive skills are best used when you're in trouble, and it only activates if you don't suck, which sort of is a conflicting message.  Nonetheless, definitely a good character.


Firion
HP: 4460 (5755)
CP: 39 (50)
Str: 188 (241)
Mag: 103 (131)
Agl: 171 (219)
Luck: 148 (189)
Skill Slots: Skill Slots: 1 Reactive, 1 Proactive, 1 Mixed

Skills:
Reactive:
Brace Lv1: 75% chance of surviving a lethal blow with 1% HP, OPB, 3 CP
Brace Lv2: 85% chance of surviving a lethal blow with 1% HP, OPB, 5 CP
Brace Lv3: 95% chance of surviving a lethal blow with 1% HP, OPB, 7 CP
Focus Lv1: Low Physical damage every 13 Hold notes >=Good, 4 CP
Focus Lv3: Medium Physical damage every 14 Hold notes >=Good, 9 CP
Focus Lv3: High Physical damage every 15 Hold notes >=Good, 13 CP
Counter Lv1: Every 3 “Misses”, deal low physical damage, up to 5x per battle, 5 CP
Counter Lv2: Every 3 “Misses”, deal medium physical damage, up to 5x per battle, 10 CP
Counter Lv3: Every 3 “Misses”, deal high physical damage, up to 5x per battle, 16 CP
Blood Weapon: After a chain of 50, each >=Good will restore health, 18 CP

Proactive:
Strength Up Lv1: Str +25, physical damage increased by 10%, 5 CP
Strength Up Lv2: Str +40, Agl -60, physical damage increased by 30%, 10 CP
Strength Up Lv3: Str +65, Agl -120, physical damage increased by 50%, 16 CP
Forest Nocturne Lv1: Agl +20, also Luck +40 during EMS, 5 CP
Forest Nocturne Lv2: Agl +30, also Luck +45 during EMS, 10 CP
Forest Nocturne Lv3: Agl +40, also Luck +60 during EMS, 15 CP
Lance Lv1: Every >=Good in character’s lane heals a low amount of HP, 8 CP
Lance Lv2: Every >=Good in character’s lane heals a medium amount of HP, 14 CP
Lance Lv3: Every >=Good in character’s lane heals a high amount of HP, 20 CP

Comments: Firion is a lot like WoL in the whole Fighter department.  Durability is worse, but he's got good speed for FMS...except that he hamstrings his speed with Strength Up, which defeats the purpose, so he's technically worse but if you're crushing enemies, durability doesn't matter.  Blood Weapon kind of has the same issue as Class Change, if not as pronounced.


Onion Knight
HP: 3813 (4920)
CP: 46 (50)
Str: 85 (109)
Mag: 159 (204)
Agl: 190 (243)
Luck: 131 (168)
Skill Slots: 1 Proactive, 3 Mixed

Skills:
Reactive:
Mirage Lv1: 25% chance of avoiding damage on a <=Bad up to 3 times, 3 CP
Mirage Lv2: 50% chance of avoiding damage on a <=Bad up to 3 times, 5 CP
Mirage Lv3: 80% chance of avoiding damage on a <=Bad up to 3 times, 7 CP
Fire: Low Magic attack every 30 Touch Notes >=Good, 7 CP
Blizzard: Low Magic attack every 12 Hold Notes >=Good, 7 CP
Thunder: Low Magic attack every 20 Slide Notes >=Good, 7 CP
Ninjutsu: Deals very high damage to boss based on Str and Agl, 18 CP

Proactive:
Regen Lv1: Every >=Good Trigger heals a low amount of HP, 20 CP
Regen Lv2: Every >=Good Trigger heals a medium amount of HP, 25 CP
Agility Up Lv1: Agl +40, 4 CP
Agility Up Lv2: Agl +80 Str -30, 8 CP
Agility Up Lv3: Agl +100 Str -40, 14 CP
Luck Up Lv1: Luck+50, HP-500, 5 CP
Wind Rhapsody Lv1: Agl+20, additional +40 during FMS, 5 CP
Hastemarch Lv1: +10 Agl to entire party, song, 7 CP
Hastermarch Lv2
Sacrifice Lv1: Str +30, HP-500, 5 CP
Sacrifice Lv2: Str +50, HP-750, 10 CP
Vigilance: Prevents character replacement once in an FMS should they fall, 4 CP

Comment: The idea here feels like some sort of Red Mage figure who is really fast thus good for FMS.  The problem?  He's kind of really bad at combat.  His best spells are level 1's, no ways to really augment them, Sacrifice is a poor-man's Strength Up, durability stinks so can't be used for defensive builds.  Ninjutsu is his only saving grace and there are way better Limits than his.  Why do I not give him enough credit despite the good FMS build? You'll find out in due time!

Cecil Harvey
HP: 7638 (9855)
CP: 46 (50)
Str: 115 (147)
Mag: 136 (174)
Agl: 108 (138)
Luck: 119 (152)
Skill Slots: 3 Reactive, 1 Proactive

Skills:
Reactive:
Cure: 10% Healing if HP<75%, OPB, 8 CP
Cura: 20% Healing if HP<65%, OPB, 16 CP
Curaga: 40% Healing if HP<50%, OPB, 25 CP
Protect Lv1: 15% damage reduction if HP<80%, 7 CP
Protect Lv2: 25% damage reduction if HP<65%, 14 CP
Protect Lv3: 40% damage reduction if HP<50%, 21 CP
Fire: Low Magic attack every 30 Touch Notes >=Good, 7 CP
Fira: Medium Magic attack every 34 Touch Notes >=Good, 14 CP
Blizzard: Low Magic attack every 12 Hold Notes >=Good, 7 CP
Blizzara: Medium Magic attack every 16 Hold Notes >=Good, 14 CP
Thunder: Low Magic attack every 20 Slide Notes >=Good, 7 CP
Thundara: Medium Magic attack every 24 Slide Notes >=Good, 14 CP
Soul Shift: Deals very high damage to boss based on Str and Mag, 18 CP

Proactive:
HP Up Lv1: +800 HP, 4 CP
HP Up Lv2: +1600 HP, 8 CP
HP Up Lv3: +2400 HP, 14 CP
Dark Lv1: Str +25, damage taken increased by 10%, 5 CP
Dark Lv2: Str +45, damage taken increased by 20%, 10 CP
Dark Lv3: Str +75, damage taken increased by 20%, 16 CP

Comment: So the Paladin Tank of FF4 is...now using Attack Magic.  Yeah, don't ask, I don't get it either.  To his credit, he has incredible HP and some defensive skills to compliment it, and can actually do something during BMS, and Soul Shift isn't too bad.  The problem?  He's kind of middling at everything, with no way to really focus on one area, and this is a game that favors specialization, at least as far as BMS goes.

Bartz Klauser
HP: 5039 (6502)
CP: 46 (50)
Str: 107 (136)
Mag: 141 (180)
Agl: 184 (235)
Luck: 144 (184)
Skill Slots: 1 Reactive, 1 Proactive, 2 Mixed

Skills:
Reactive:
Mimic: After 125 >=Good, uses last ability triggered in battle, 8 CP
Escape Lv1: 25% chance of avoiding damage and/or slowdown during a <=Bad on an FMS up to 3 times, 2 CP
Escape Lv2: 55% chance of avoiding damage and/or slowdown during a <=Bad on an FMS up to 3 times, 3 CP
Escape Lv3: 85% chance of avoiding damage and/or slowdown during a <=Bad on an FMS up to 3 times, 4 CP
Calm: First <=Bad will not slow down chocobo, 6 CP
Sic Lv1: 30% chance of first <=Bad leading to Chocobo running at Max speed, 10 CP
Sic Lv2: 60% chance of first <=Bad leading to Chocobo running at Max speed, 15 CP
Dash Lv1: After 50 >=Good, character speed increases by a low amount, 8 CP
Dash Lv2: After 50 >=Good, character speed increases by a medium amount, 12 CP
Dash Lv3: After 50 >=Good, character speed increases by a high amount, 16 CP
Master Mime: Deals very high damage to boss based on Str, Agl, and Luck 18 CP

Proactive:
Agility Up Lv1: Agl +40, 4 CP
Agility Up Lv2: Agl +80 Str -30, 8 CP
Agiltiy Up Lv3
Earth Blues Lv1: Agl +20, also Luck +40 during BMS, 5 CP
Earth Blues Lv2: Agl +30, also Luck +45 during BMS, 10 CP
Earth Blues Lv3: Agl +40, also Luck +60 during BMS, 15 CP
Sight Lv1: Increases chance of finding Moogle by 7%, 16 CP
Sight Lv2: Increases chance of finding Moogle by 15%, 24 CP
Sight Lv3: Increases chance of finding Moogle by 25%, 34 CP
Vigilance: Prevents character replacement once in an FMS should they fall, 4 CP

Comment: Well, Master Mime is ok I guess!  Yeah, he's kind of got the same issues Onion Knight has, except built for FMS maps even more so, making him even less useful in BMS.  This is scarcely a good thing, and Bartz is no exception!

Terra Branford
HP: 2939 (3792)
CP: 48 (50)
Str: 80 (102)
Mag: 175 (224)
Agl: 144 (185)
Luck: 145 (187)
Skill Slots: 2 Reactive, 1 Proactive, 1 Mixed

Skills:
Reactive:
Cure: 10% Healing if HP<75%, OPB, 8 CP
Cura: 20% Healing if HP<65%, OPB, 16 CP
Pray Lv1: 50% chance of 30% healing at halfway point, 10 CP
Pray Lv2: 60% chance of 50% healing at halfway point, 18 CP
Pray Lv2: 70% chance of 70% healing at halfway point, 27 CP
Fira: Medium Magic attack every 34 Touch Notes >=Good, 14 CP
Firaga: High Magic attack every 38 Touch Notes >=Good, 26 CP
Blizzara: Medium Magic attack every 16 Hold Notes >=Good, 14 CP
Blizzaga: High Magic attack every 20 Hold Notes >=Good, 26 CP
Thundara: Medium Magic attack every 24 Slide Notes >=Good, 14 CP
Thundaga: High Magic attack every 28 Slide Notes >=Good, 26 CP
Trance: Magic damage triples after a 30 chain for rest of fight, 16 CP

Proactive:
Bluff: Magic damage increased by 50%, 15 CP
Magic Up Lv2: Mag +40, Str -20, 8 CP
Magic Up Lv3: Mag +60, Str -30, 14 CP
Agility Up Lv1: Agl +40, 4 CP
Mana’s Paean Lv1: +20 Mag to entire party, song, 7 CP
Mana’s Paean Lv2: +25 Mag to entire party, song, 10 CP
Mana’s Paean Lv3: +30 Mag to entire party, song, 15 CP

Comment: You may have noticed that I mock FMS builds, and even sort of brushed off Firion's killing of his own speed in favor of Strength Up build.  Well, Terra's kind of the reason why.  With her base speed not failing and Agility Up, Terra ends up being just fast enough to reach the "end" of any FMS.  Now, consider that she's also probably the best mage in the game thanks to Trance and all the right skills to back it up, she's capable of being useful in BMS.  Durability is awful, but if you're going for a damage build, that implies you don't suck at the song, thus won't be needing it.  Definitely one of the better characters in the game.

Cloud Strife
HP: 6694 (8638)
CP: 39 (50)
Str: 188 (240)
Mag: 139 (177)
Agl: 142 (182)
Luck: 87 (111)
Skill Slots: 1 Proactive, 2 Mixed

Skills:
Reactive:
Weapon Break Lv1: Lowers attack power of 2nd monster by a low amount, 3 CP
Weapon Break Lv2: Lowers attack power of 2nd monster by a medium amount, 6 CP
Weapon Break Lv3: Lowers attack power of 2nd monster by a high amount, 10 CP
Focus Lv1: Low Physical damage every 13 Hold notes >=Good, 4 CP
Focus Lv2: Medium Physical damage every 14 Hold notes >=Good, 9 CP
Focus Lv3: High Physical damage every 15 Hold notes >=Good, 13 CP
Omnislash: Deals very high damage to boss based on Str, 18 CP

Proactive:
HP Up Lv1: +800 HP, 4 CP
HP Up Lv2: +1600 HP, 8 CP
HP Up Lv3: +2400 HP, 14 CP
Strength Up Lv1: Str +25, physical damage increased by 10%, 5 CP
Strength Up Lv2: Str +40, Agl -60, physical damage increased by 30%, 10 CP
Strength Up Lv3: Str +65, Agl -120, physical damage increased by 50%, 16 CP
Wind Rhapsody Lv1: Agl+20, additional +40 during FMS, 5 CP
Wind Rhapsody Lv2: Agl+30, additional +45 during FMS, 10 CP
Wind Rhapsody Lv3: Agl+40, additional +60 during FMS, 15 CP
Lance Lv1: Every >=Good in character’s lane heals a low amount of HP, 8 CP
Lance Lv2: Every >=Good in character’s lane heals a medium amount of HP, 14 CP
Lance Lv3: Every >=Good in character’s lane heals a high amount of HP, 20 CP

Cloud: Very strong case for best character in the game, Cloud has all the strong points of WoL and Firion, AND adds on Omnislash, a damned effective limit good for butchering bosses, which is overall more useful than Focus 3 (their "go to" reactive.)  If being the best Fighter in the game wasn't good enough, Cloud can also be used instead as an FMS character who is competent at combat by giving him Wind Rhapsody.  That's TWO strong builds he can focus on, with two niches, hard pressed to find a better character.

Squall Leonhart
HP: 5133 (6623)
CP: 39 (50)
Str: 156 (199)
Mag: 157 (201)
Agl: 123 (157)
Luck: 132 (172)
Skill Slots: 1 Reactive, 1 Proactive, 1 Mixed

Skills:
Reactive:
Brace Lv1: 75% chance of surviving a lethal blow with 1% HP, OPB, 3 CP
Brace Lv2: 85% chance of surviving a lethal blow with 1% HP, OPB, 5 CP
Brace Lv3: 95% chance of surviving a lethal blow with 1% HP, OPB, 7 CP
Weapon Break Lv1: Lowers attack power of 2nd monster by a low amount, 3 CP
Weapon Break Lv2: Lowers attack power of 2nd monster by a medium amount, 6 CP
Weapon Break Lv3: Lowers attack power of 2nd monster by a high amount, 10 CP
Focus Lv1: Low Physical damage every 13 Hold notes >=Good, 4 CP
Focus Lv2: Medium Physical damage every 14 Hold notes >=Good, 9 CP
Focus Lv3: High Physical damage every 15 Hold notes >=Good, 13 CP
Counter Lv1: Every 3 “Misses”, deal low physical damage, up to 5x per battle, 5 CP
Counter Lv2: Every 3 “Misses”, deal medium physical damage, up to 5x per battle, 10 CP
Counter Lv3: Every 3 “Misses”, deal high physical damage, up to 5x per battle, 16 CP
Lion Heart: Deals very high damage to boss based on Str, Agl, and Luck, 18 CP

Proactive:
Strength Up Lv1: Str +25, physical damage increased by 10%, 5 CP
Strength Up Lv2: Str +40, Agl -60, physical damage increased by 30%, 10 CP
Sacrifice Lv1: Str +30, HP-500, 5 CP
Sacrifice Lv2: Str +50, HP-750, 10 CP
Sacrifice Lv3: Str +95, HP-1200, 16 CP

Comment: Squall is like Cloud-lite; he gets the first two levels of Strength Up, but not the 3rd, but makes up for it with Lionheart to some degree.  This makes him much closer to WoL/Firion than he'd first appear as a result, thus a potential alternative to either if you want more damage.

Zidane Tribal
HP: 4173 (5384)
CP: 44 (50)
Str: 144 (184)
Mag: 112 (144)
Agl: 194 (248)
Luck: 139 (177)
Skill Slots: 1 Reactive, 2 Proactive, 1 Mixed

Skills:
Reactive:
Steal Lv1: 10% chance of stealing from a defeated enemy OPB, 16 CP
Steal Lv2: 20% chance of stealing from a defeated enemy OPB, 20 CP
Steal Lv3: 30% chance of stealing from a defeated enemy OPB, 24 CP
Escape Lv1: 25% chance of avoiding damage and/or slowdown during a <=Bad on an FMS up to 3 times, 2 CP
Escape Lv2: 55% chance of avoiding damage and/or slowdown during a <=Bad on an FMS up to 3 times, 3 CP
Escape Lv3: 85% chance of avoiding damage and/or slowdown during a <=Bad on an FMS up to 3 times, 4 CP
Grand Lethal: Deals very high damage to boss based on Str and Level, 18 CP

Proactive:
Luck Up Lv1: Luck+50, HP-500, 5 CP
Earth Blues Lv1: Agl +20, also Luck +40 during BMS, 5 CP
Earth Blues Lv2: Agl +30, also Luck +45 during BMS, 10 CP
Earth Blues Lv3: Agl +40, also Luck +60 during BMS, 15 CP
Sinewy Etude Lv1: +15 Str for entire party, song, 7 CP
Sinewy Etude Lv2: +20 Str for entire party, song, 10 CP
Sinewy Etude Lv3: +25 Str for entire party, song, 15 CP
Hero’s Rime Lv1: +12 to all stats to entire party, song, 18 CP
Hero’s Rime Lv2: +18 to all stats to entire party, song, 26 CP
Hero’s Rime Lv3: +24 to all stats to entire party, song, 35 CP
Treasure Hunter Lv1: Low increase in chance of rare item, 12 CP
Treasure Hunter Lv2: Medium increase in chance of rare item, 16 CP
Treasure Hunter Lv3: High increase in chance of rare item, 20 CP

Comment: If Terra and Cloud didn't convince you why FMS based PCs are a waste, Zidane only adds insult to injury.  Having good speed, an actual Strength score and Sinewy Etude to boost the entire team further, as well as Grand Lethal for an adequate limit, he makes a good candidate for that "necessary FMS PC slot" for Dark Notes.

Tidus
HP: 5304 (6844)
CP: 42 (50)
Str: 143 (183)
Mag: 100 (128)
Agl: 176 (225)
Luck: 138 (176)
Skill Slots: 1 Reactive, 2 Proactive

Skills:
Reactive:
Cheer Lv1: If HP<25%, entire party gets Str +50, 8 CP
Cheer Lv2: If HP<20%, entire party gets Str +70, 10 CP
Cheer Lv3: If HP<15%, entire party gets Str +90, 12 CP
Sic Lv1: 30% chance of first <=Bad leading to Chocobo running at Max speed, 10 CP
Sic Lv2: 60% chance of first <=Bad leading to Chocobo running at Max speed, 15 CP
Sic Lv3: 90% chance of first <=Bad leading to Chocobo running at Max speed, 20 CP
Dash Lv1: After 50 >=Good, character speed increases by a low amount, 8 CP
Dash Lv2: After 50 >=Good, character speed increases by a medium amount, 12 CP
Dash Lv3: After 50 >=Good, character speed increases by a high amount, 16 CP
Blitz Ace: Deals very high damage to boss based on Str and Agl, 18 CP

Proactive:
Agility Up Lv1: Agl +40, 4 CP
Agility Up Lv2: Agl +80 Str -30, 8 CP
Agility Up Lv3: Agl +100 Str -40, 14 CP
Wind Rhapsody Lv1: Agl+20, additional +40 during FMS, 5 CP
Wind Rhapsody Lv2: Agl+30, additional +45 during FMS, 10 CP
Wind Rhapsody Lv3: Agl+40, additional +60 during FMS, 15 CP
Sight Lv1: Increases chance of finding Moogle by 7%, 16 CP
Sight Lv2: Increases chance of finding Moogle by 15%, 24 CP
Sight Lv3: Increases chance of finding Moogle by 25%, 34 CP

Comment: AND...back to pretty much pure FMS PCs.  He has Blitz Ace, but not convinced that's enough here.  Well, ok, to his credit, his strength score isn't too bad, which puts him above Onion Knight and Bartz!

Shantotto
HP: 2890 (3729)
CP: 48 (50)
Str: 56 (72)
Mag: 199 (255)
Agl: 169 (216)
Luck: 146 (186)
Skill Slots: 2 Reactive, 1 Proactive, 1 Mixed

Skills:
Reactive:
Cure: 10% Healing if HP<75%, OPB, 8 CP
Cura: 20% Healing if HP<65%, OPB, 16 CP
Fire: Low Magic attack every 30 Touch Notes >=Good, 7 CP
Fira: Medium Magic attack every 34 Touch Notes >=Good, 14 CP
Firaga: High Magic attack every 38 Touch Notes >=Good, 26 CP
Blizzara: Medium Magic attack every 16 Hold Notes >=Good, 14 CP
Blizzaga: High Magic attack every 20 Hold Notes >=Good, 26 CP
Thundara: Medium Magic attack every 24 Slide Notes >=Good, 14 CP
Thundaga: High Magic attack every 28 Slide Notes >=Good, 26 CP
Ancient Mag: Deals very high damage to boss based on Mag and Level, 18 CP

Proactive:
Regen Lv1: Every >=Good Trigger heals a low amount of HP, 20 CP
Bluff: Magic damage increased by 50%, 15 CP
Dualcast: Doubles Magic Damage, 22 CP
Item Lore: Doubles effects of healing items, 14 CP
Magic Up Lv1: Mag +20, 4 CP
Magic Up Lv2: Mag +40, Str -20, 8 CP
Magic Up Lv3: Mag +60, Str -30, 14 CP
Agility Up Lv1: Agl +40, 4 CP
Luck Up Lv1: Luck+50, HP-500, 5 CP

Comment: You know how I said Terra is "probably best mage" as opposed to definitely?  Well, Shantotto is the reason to at least question it.  Dual Cast is a worse boost than Trance, but she has higher Magic stat, and Ancient Magic for bosses, making her at least fierce competition for that slot.  Her strength is worse though, which matters for net damage, but she does have really good speed, meaning she's still a good choice for that "Good FMS PC who is competent in BMS" for Dark Notes.

Vaan
HP: 4684 (6043)
CP: 44 (50)
Str: 133 (170)
Mag: 118 (151)
Agl: 132 (169)
Luck: 199 (255)
Skill Slots: 2 Reactive, 1 Proactive, 1 Mixed

Skills:
Reactive:
Mirage Lv1: 25% chance of avoiding damage on a <=Bad up to 3 times, 3 CP
Mirage Lv2: 50% chance of avoiding damage on a <=Bad up to 3 times, 5 CP
Mirage Lv3: 80% chance of avoiding damage on a <=Bad up to 3 times, 7 CP
Mimic: After 125 >=Good, uses last ability triggered in battle, 8 CP
Spare Change: Deals damage based on score to 2nd enemy, score lowers as a result, 10 CP
Steal Lv1: 10% chance of stealing from a defeated enemy OPB, 16 CP
Steal Lv2: 20% chance of stealing from a defeated enemy OPB, 20 CP
Steal Lv3: 30% chance of stealing from a defeated enemy OPB, 24 CP
Pyroclasm: Deals very high damage to boss based on Str, Mag and Level, 18 CP

Proactive:
Agility Up Lv2: Agl +80 Str -30, 8 CP
Agility Up Lv3: Agl +100 Str -40, 14 CP
Luck Up Lv1: Luck+50, HP-500, 5 CP
Luck Up Lv2: Luck+80, HP-1000, 10 CP
Luck Up Lv3: Luck+110, HP-1500, 15 CP
Earth Blues Lv1: Agl +20, also Luck +40 during BMS, 5 CP
Fortune’s Refrain Lv1: +10 Luck to entire party, song, 7 CP
Treasure Hunter Lv1: Low increase in chance of rare item, 12 CP
Treasure Hunter Lv2: Medium increase in chance of rare item, 16 CP
Treasure Hunter Lv3: High increase in chance of rare item, 20 CP

Comment: The idea with Vaan was making a character who was really good at hording items, if it's not obvious due to the insane Luck, and all those boosting skills.  Yeah, he's not that useful unless it can be proven Luck helps you farm shards for character unlocking.

Claire “Lightning” Farron
HP: 6690 (8632)
CP: 40 (50)
Str: 167 (213)
Mag: 164 (209)
Agl: 136 (174)
Luck: 118 (151)
Skill Slots: 1 Reactive, 2 Proactive, 1 Mixed

Skills:
Reactive:
Cure: 10% Healing if HP<75%, OPB, 8 CP
Fire: Low Magic attack every 30 Touch Notes >=Good, 7 CP
Fira: Medium Magic attack every 34 Touch Notes >=Good, 14 CP
Blizzard: Low Magic attack every 12 Hold Notes >=Good, 7 CP
Blizzara: Medium Magic attack every 16 Hold Notes >=Good, 14 CP
Thunder: Low Magic attack every 20 Slide Notes >=Good, 7 CP
Thundara: Medium Magic attack every 24 Slide Notes >=Good, 14 CP
Counter Lv1: Every 3 “Misses”, deal low physical damage, up to 5x per battle, 5 CP
Counter Lv2: Every 3 “Misses”, deal medium physical damage, up to 5x per battle, 10 CP
Counter Lv3: Every 3 “Misses”, deal high physical damage, up to 5x per battle, 16 CP
Libra Lv1: Reveals 1 item from a boss in a new Dark Note, 20 CP

Proactive:
Bluff: Magic damage increased by 50%, 15 CP
Agility Up Lv1: Agl +40, 4 CP
Agility Up Lv2: Agl +80 Str -30, 8 CP
Sinewy Etude Lv1: +15 Str for entire party, song, 7 CP
Sinewy Etude Lv2: +20 Str for entire party, song, 10 CP
Sinewy Etude Lv3: +25 Str for entire party, song, 15 CP
Hero’s Rime Lv1: +12 to all stats to entire party, song, 18 CP
Hero’s Rime Lv2: +18 to all stats to entire party, song, 26 CP
Hero’s Rime Lv3: +24 to all stats to entire party, song, 35 CP
Omega Weapon: Str +75, Mag +75, 18 CP

Comment: Lightning is a Red Mage PC done right...except she's not great on the defensive thing so you could argue she's not a Red Mage and just a Fighter Mage but shh!  Sinewy Etude means she's good for fighter builds, while Bluff insures her Magic is pretty good too, though she's never going to be as good as the specialists.  Still, the combination of good Magic and Physical damage is hard to come by, Lightning actually makes the most of both.

9
Tournaments / Best Scene Tournament Mk 2: Noms!
« on: December 22, 2013, 10:01:58 PM »
Yep, it's back, and this time it's...oh hell with it, let's just get into the nitty gritty.

We vote on what scene is best, but some scenes are hard to compare.  What is better? The scene that is a powerful dramatic moment, or a scene that made you laugh your ass off?  If you say the former, does not all scenes of the latter get put at an unfair advantage?  You get the idea.  As such, again, we have DIFFERENT CATEGORIES!

Drama: The scenes that are well done based on serious writing, execution, plot developments, etc.  It's the scenes that stand out to you in some serious manner.  It could be a majorly uplifting heroic moment where the main delivers a powerful speech, or a famous death scene with strong emotions.  Basically, anything that is "Serious" goes here.
If this division was a Movie, this would be your "Best Picture" award bait movies.

As a side note, the nature of this division has MANY spoilers involved.  If you want to justify why the scene is, either spoiler tag it, or don't specify events. 

Humor: The scene is good because it is funny.  Well, ok, there may be scenes that qualify here that aren't "Funny" but shh!  The idea is the scene was made to make you laugh, or at least crack a smile, and it succeeds gloriously at this.  I must emphasize this: This is intentional humor, not ironic, "So Bad It's Good", etc. humor.
If this division was a Movie, this would be your comedies, your parodies, etc. 

Style: This is where all those "Bad Ass" "Cool" "Awesome" and all that jazz.  These are the things that appeal to you on a shallow level.  It's not necessarily serious but not quite humorous; more just kind of "man, that was great!" moments. 
If this division was a Movie, this would be your action flicks, super hero movies, etc.

Wrong: There comes a time where you see something that you like but know you shouldn't.  You see something done so bad it is suddenly amazing.  Something happens that you know wasn't intended to be taken a certain way, but you can't help but love it for that wrong reason.  That's this division.   This is NOT about how bad the scene is, this is about how unintentionally awesome it is.
If it were a movie, this would be your Plan 9 From Outerspaces, and all that.

Fail: New category!  Simply put, THE WORST OF THE WORST.  Scenes are awful, and you can't believe they exist, and they actively make the game worse.  You know the drill.  In this division, you are voting on what scene is worse.

And yes, some scenes MAY cross into two divisions, as there are blurred lines.  I get that, however, I am adding a rule I didn't have this tournament:

A scene can only get into one division.  It can be nommed for multiple, but if it gets into a division, it is disqualified from the others.  Last tournament, it was getting ridiculous where people we'd have a scene up one week, then the following week that same scene would come up, and there was a sense of Anti-voting the scene.


Also, nom scenes, not a sequence of events.  No, just because they all happen consecutively does not make them the same scene.  Case in point, nomming "Don Corneo's Mansion" is not a scene.  There are multiple scenes that happen in this area.  Now, saying "Don Corneo Interrogation" is an isolated scene.  Also, chopping up one scene into smaller parts I will not allow this time.  None of this "I nom Yunalesca's rant about anti-hope!" when someone nommed "This is the time!" speech from Auron.  They're the exact same scene, they both qualify.  Feel free to give any reason you want of course!

ALSO, THE FOLLOWING SCENES ARE BANNED:

Drama: Ferid/Arshtat (Suikoden 5)
Humor: Man Festival (Shadow Hearts Covenant)
Style: Evil Overlord Lesbian Asellus (SaGa Frontier)
Wrong: Chu-Chu Died For your Sins (Xenogears)
Fail: Anything from Xenosaga 3.

Why are they banned?  They won the previous tournament, so I feel it's only right they get "Retired."
As far as Fail goes, I banned Xenosaga 3 as to avoid over-saturation.  Whoever wins Fail will face off against what people agree is the worst scene in that game...how I decide that is something I haven't quite figured out yet...

...and yes, I think I did forget to announce winners of previous tournament so consider that "Retired" list me announcing the winners like 4 years late or something <_<;

Also, I ask you to please consider the people voting on this.  There is one franchise, which I will not specify here, that got a large number of scenes in, which got god awful vote draws every single time, and it was a legitimate turn off to some people.  I urge you, PLEASE consider that before hand.  This is especially important in Drama, where both spoilers are a big deal, so people don't watch in hopes to avoid that, AND sometimes context is a big deal, and the scenes loses everything without knowing the context.

Additionally, make sure you can find a means to illustrate the scene.  If the scene can't be found on Youtube, or the script is unavailable, or whatever, do not nom it.  I can make exceptions for really well known scenes that no one needs to watch because they all know it, but don't assume yours qualifies.  If you nom a scene and I can't find an example of said scene, it is not getting in.

Lot of rules? Yes, yes there are!  Just get to nomming 4 to 6 per division, and I urge you to have a bit of variety in your noms; no oversaturizing with one game please.

EDIT: Forgot to note this, but Non-RPGs are allowed.

10
So I figured I'd make a topic on it just for preliminary discussion because we aren't getting anything done if we do not do this.  So...at very least, start brainstorming for where and when!

So lets start off when people are actually available, and try to work based off that.

I'm good for anytime outside of the weekend of Thanksgiving, near as I can tell.  I'm thinking sometime in December might work best as a result (possibly late November)

11
Discussion / High Holiday Rant of Informativeness
« on: September 21, 2013, 07:27:29 PM »
Its time for Meeple Rants on Jewish Holiday Round 3 or something!  Doing this because there are people in the DL who are legitimately interested by learning this kind of stuff and well, helps put things more into perspective anytime I make any comment, good or bad, about the Holiday.  I'll probably do one per post just to keep things in order.

Anyway, the Holidays I will be discussing this time are two that passed recently, namely Rosh Hashanah, and Yom Kippur.  They are the two High Holidays of Judaism, which is to say, they're the big ones.  No other Holiday is anything close to as big as these two, and they're the most important...for all that the Rabbis will adamantly argue and state you're 100% wrong because "Shabbat is always more important!!!!" which frankly, is just them being stubborn since their logic is "It's every week, THEREFOR IT IS HARDER TO KEEP!"  My response is "When something happens weekly, it is way harder to put as much importance into it as something that happens yearly."  Basic psychology there guys, and you don't call it a "High Holiday" for nothing

Note that most of these Rabbis are from like 2000 years ago, therefor the entire statement was beyond pointless, and most people only bring it up as a technicality.


Anyway, so let's get this started!


ROSH HASHANAH

What is this Holiday you ask?  Well, if you translate the name from Hebrew literally, it means "Head of the Year", so if you take a non-literal translation, it'd translate to "New Years."  Yes, its the Jewish New Year, when the Jewish Calendar (which is primarily Lunar) starts over in the month of Tishrei (a month I am pretty sure does not show up in Xenogears as a city anywhere...), on first day of the month.  Note that in the Torah, it states this is the 7th Month...yeah, logic does not really work there, I think the Torah has an implied "7th month of the Exodus from Egypt" and illustrating the cycle of seasons should start at that time of year.  Weird, I know, just go with it.

So on the universal New Year, January 1st (or New Years Eve at least), the most associated action is going to parties, and getting drunk off your ass, and waiting for the ball to drop or something.  Point is, it is massively festive and a fun day to look forward too.  Jewish New Year is...something completely different:

It is a major religious time.  On it, we have one of the longest services of the year, typically starting at 9 AM and going until like 2 PM (yeah, most people don't show up until 11 AM.)  It has a lot of unique prayers, and some of the standard ones use new melodies.  I think the idea is you're getting yourself prepared for all the atonement that will follow, but whatever, I'll get to that later when we get to Yom Kippur.  My synagogue actually hires a Canter to do the service because "it's special and nice!"  The Rabbi also dresses in a white frock he doesn't use the rest of the year (normally, he just has the usual suit and tie thing going on, and the Talit that all post-Bar Mitzvah males (and some females) wear), etc.  The Torah comes out and I think we have 5 Alliyas for it, which means nothing for any of you, so I'll just leave it at that unless someone specifically is curious about that detail.

One of the key things during the service is the usage of the Shofar.  One of the big Mitzvah's is hearing the Shofar blow during the Holiday.  What is a shofar?  Glad you asked, even though I technically did the asking for you!



Yeah, it's basically a Ram's horn or a number of other potential animals but usually a ram turned into an instrument.  It makes noise.  There are 4 ways of which you traditionally make noise by blowing through it:

Takiya: One long note
Shevarim: 3 shorter notes
Trua: 9 Rapid short bursts
Takiya Godola: Takiya only much longer to the point where there is no set length; it's basically "The blower goes as long as he can do it."

If you want to hear what they sound like, this is the first relevant Youtube video I found:

http://www.youtube.com/watch?v=HkThNw210is

Note that the last one is usually much longer than he shows, and the first one is usually a little shorter. 

In the service itself, the order is generally:

Takiya - Shevarim Trua - Takiya
Takiya - Shevarim - Takiya
Takiya - Trua - Takiya (Godola)

The first two times, they blow each one 3 times, so you do the first line 3 times, then the 2nd line, etc., otherwise each done once.  Godola is sometimes done, sometimes not done, really depends what part of the service.

That's about the only interesting part of the service, the rest is boring "listen to the cantor, hear about Holiday related pledges or what you can do for the synagogue speeches" etc.  Its boring stuff that I won't get into.  I will say though that more people got to this service than most others in the year, by a large magnitude.  In my Synagogue, we have to open the social hall and fill that with seats to fit everyone, and you have to actually reserve and have a ticket to get in.  Its so big that we actually also have a hired police officer staying outside the synagogue just to keep things in order, and the Synagogue gets legitimate permission from neighboring parking lots to use them in the morning (there's a church and an Elk's Club everyone uses when the main lot is filled.)

So what about after services end?  Well, technically, the Holiday starts at night...meaning Services is the following morning...meaning we celebrate it before services!

This is the less annoying part because no services, but at the same time, I do live in a household where my mother goes psycho when guests come over so its not all happiness, but this is purely a personal thing, not a universal holiday thing; if you met my mother at DLC4, you might know a little what I'm talking about!

Generally speaking, outside of some preliminary blessings (short stuff, takes about 5 minutes tops), you eat.  Big meal with some family coming over and all that jazz.  A tradition on the Holiday is to have Apples dipped in Honey.  This is because it is symbolizing a "Sweet New Year."  Also suppose to dip Challah in Honey too, for the same reason.
Also, you're suppose to try a new fruit or something on the Holiday, because hey, New Year, trying something new!  At least, our family tries a new fruit anyway, so my Mother tends to go out of her way to find whatever obscure fruit we've not had and have one.

Next two days are bigger family get together (our family, the first night is usually my immediate family + Grand parents only; subsequent days involve cousins.)    Really, just meet up with family, have dinner together, etc.  Nothing specific goes on here.

This ended up being shorter than expected, so I'll talk about the next thing that's tangentially related.

Aseret Yemei Tchuva.  Confused?  Good, because that's entirely Hebrew!  Translates into "10 Days of Atonement" more or less.  It is the 10 days between Rosh Hashanah and Yom Kippur inclusive.  Not much big goes on here other than some inclusive prayers during standard services (if you go to them), and you're suppose to use this time to reflect on all the bad things you've done, be it sins, basic human indecency, what have you.  If it was bad, you're suppose to think about it, and ideally apologize to the person you did it too.

One of the practices done during this is Tashleich.  You take Bread, tear a piece off, and throw it into a river.  It's symbolizing throwing your sins down stream and letting them leave.

Really, when it comes down to it, these 10 days you don't really do much different, they were just given a fancy name because "WE WANT THIS TIME OF THE YEAR TO FEEL MORE SPECIAL!" I feel like.


So that's Rosh Hashanah.  I'll put up Yom Kippur in due time.

12
Discussion / Music Quiz Mark Whatever
« on: March 02, 2013, 04:31:31 AM »
...By now, I think you guys get the jist.  Just go to another topic to find out rules, regulations, pie, etc.


I might choose more than one song per person, but you get the idea.

POST HERE IF YOU WANT TO JOIN!  Also, PLEASE actually follow up on getting songs in; I don't wanna be sniping at people for signing up and then not following up and then I have already worked on 20 songs and HEY I GOT SONGS and they're all from games I've already chosen BE PROMPT PLEASE!  Get me songs by April so I can get started and not have to feel pressured or something <_<

People Giving Ideas:
1. Oblivion Knight
2. Superaielman
3. El-Cideon
4. Grefter
5. Hunter Sopko
6. Malcom Masher
7. Sir Alex

(Bolded means I already got your list, so if you aren't sure if you sent it or if I got it, this is a good way to check)

As usual, Con Host(s) get free requests and don't need to sign up unless they intend on participating.  Also, those NOT going to the con can act as guinea pigs to assess said quiz.

13
Unranked Games / Pokemon Generation 5
« on: February 28, 2013, 08:54:38 PM »
Ok, yeah, I'm doing this now, with only a few months between Gen 6 coming out and you get the jist.  By now, you know the routine.

So first off, random stuff to go through!  Given rules from Gen 5 have basically been unchanged since Gen 4, as well as mechanics for the most part, I'll just link you to the Gen 4 topic rather than going through all that garbage all over again.

GENERATION 4 STAT TOPIC THAT NEARLY KILLED ME!!!

A few things to note however...

-I am not allowing Dream World abilities.  Not only have a number of these not been released yet, they feel like Promotional Only skills (which I asterisk more often than not, and only if the Pokemon is promotional as is), so yeah, only abilities they have naturally.  So don't expect to see stuff like Contrary Serperiors.

-I am, however, allowing Hidden Abilities that can be accessed in game w/out Dream World, like special interactable versions, like Zen Mode Darmanitan or Prankster Liepard.

-I am ONLY doing the Gen 5 Pokemon, as in, things introduced in the Unova region.  Trying to do all 4 Generations again is not something I'm willing to do; if someone else wants to go ahead and start doing them, by all means, just make sure you run it by me first.  If you want to add it to this topic, I jsut ask that you let me finish the Gen 5ers first.  Obviously, I'm only doing fully evolved Pokemon unless I feel there's a legitimate reason for an unevolved Pokemon to be there.  An example of a good reason is a unique item that legitimately changes the Pokemon significantly (Pikachu's Lightball, for example), or legitimate stat advantages (Poliwrath being slightly slower than Poliwhirl? Not good enough reason to list Poliwhirl for example.  Meanwhile, Vigoroth lacking Truant relative to Slaking is a completely different story)

-Gen 5 has a lot of Multi-form Pokemon; how this is being handled is case by case.  Some can be treated as a totally new Pokemon (Therian forms of the Genies for example), and as such I am going that route (so expect to see Tornadus twice in the averages); others not so much (Pirouette form of Meloetta); in some cases, the Pokemon stats may seem a little messy, and in others it's hard to gauge how I should decide their default moveset, what their ideal damage is, etc.  THANKFULLY, given how large the cast is, a few discrepancies in damage, etc. won't change the overall averages, so this shouldn't be a big deal.

-I'm using a different battle damage calculator than the other Gens, so there might be some slight differences in damages; nothing major, mostly differences in some round offs here and there.  So if you see a Pokemon with identical stats and using the same power move, but damages are off a little, that's why.  From what I understand, Gen 5 did slightly alter the equation, again, mostly in terms of how it dealt with rounding off.  I highly doubt this will ever be significant, nor that anyone cares, but it couldn't hurt to specify that.

-People are getting picky about averages in Pokemon now, so the "Durability" list will be blank until I get a full average of their HP, Defense, and Special Defense.  If someone actually has figured them out (For Gen 5), please tell me in some manner and I will add them in.  Also, given I don't know the damage averages, and the speed might be a little off, my assessments of Pokemon might be a little inaccurate; these are just general thoughts and ways to quickly indicate strategies, etc.

-It came up in chat once, so I feel the need to note this: Weird screwed up moves that rely on crap like POKEMON WEIGHT!!! and all that I am NOT getting specific info for; I'll try to aim for a "mid-range" of what the move does (so the listed value is about half it's max potential) and just say "does damage based on yada yada yada."  This is because not only do some games just lack actual listed statistics for characters (STOP TELLING ME THAT CHRONO CROSS HAS LISTED WEIGHT VALUES IN GAME DAMN IT!!!), but that is getting way too in-depth for an aspect that'll come up once in a Kappa/Ko tea Party

-Didn't mention this in the Gen 4 stat topic, so I'll mention it here: Moves like Thrash, Uproar, etc. that are used several turns in a row only use 1 PP per cycle, so these movse can be used many more turns in a row than their PP implies in practice.

-Lastly, I might have forgotten this in the Gen 4 topic, so I'll just reinforce it here or something: Just about everything that isn't damage or the main 5 status (Burn, Poison, Paralysis, Sleep and Frozen) undo themselves when swapping out, be it positive or negative; this naturally does not apply to field effects, like Weather.  The only exceptions I can think of offhand are Reflect, Light Screen, and Safeguard, which work on the entire team and don't negate until the turn limit is up regardless (or alternatively, the moves at dispelled by something like Haze); I'll get a more complete list of those attacks listed later.

-IVs and EVs nonsense!  I took it at maxed IVs and 0 EVs.  I know this isn't PERFECTLY MIDDLE GROUND but it works for simplicity and is generally "Close enough" as it means I can keep the stats on the same curve as other games, etc.  The differences will generally be not a big deal on a relative scale if you choose a different standard.  Also, as usual, this is taken at level 50; yes, I know, some Pokemon can't be gotten at that level low enough (be it because of evolutions or just they only appear at level 70 or whatever), but we're going to ignore that little factor <_<

-There's a bunch of moves with weird side effects that won't come up in a duel ever; when I get all Pokemon listed, I'll make a separate post trying to document all the weird aspects.  This is because I'm trying to save space per post and it looks cleaner, and some of these effects are really weird though some may come up in things like RPGmon (Pursuit, for example.)  Bare in mind that some are listed anyway because I am inconsistent like that; this might change as time goes on.

-Never noted this before, so might as well do this here.  If someone is immune to an attack, be it through Typing, Special Ability, invincibility moves like Protect, the outcome is the same as the attack missing.  This means both secondary effects will not work on the target, as well as effects that are linked to missing (like Hi Jump Kick's recoil), all function as though the attack missed.  So think of immunity in Pokemon as "Perfect Evasion, Ignores Perfect Accuracy Modifiers" rather than just 0 damage.

-Also worth noting, as it might not be intuitive, but all special effects, regardless of nature, only occur if the attack successfully hit the target.  This applies to both positive things like Metal Claw's Attack Up factor, and negative things like Hyper Beam's recharge rate.  Exceptions are anything with a charge time (due to the nature of those moves), and anything otherwise noted.

Beyond that, let's get this topic started!  How long will this take me to finish?

...umm...OOH LOOK AT THE LUVDISC! *runs*

14
Discussion / DLCon 8: Prelimanary Mumbo Jumbo
« on: November 13, 2012, 11:56:14 PM »
So...it's November and that means like 8 months or something until DLCon!  True, that's still plenty of time to discuss the con, but why not get a head start and at least figure out the two most important things about it?

-Where is it going to be?
-When is it going to be?


For "When", I think I'll just come out and say that last years happened a little too early (evident by how many people couldn't make it for schooling related reasons), so probably aim for something a little later.  Just something to consider for a general time frame.

For "where", multiple people in the west seem to want to do it.  We've done NorCal twice and I know Gate said they would be willing to hold it again, but let's discuss it first for...uhh...science?  ...yeah, let's go with that!


BARE IN MIND, this topic isn't about whether you can make it or not; it's just preliminary discussions on where and when, as well as potential back up plans if tentative ideas fail.  Furthermore, it doesn't hurt to label what are good time frames to work with, or alternatively, times to avoid, so we as a group can plan around what is most convenient overall.


So let's get this DLCon 8 discussion started!

15
RPG Reviews / Final Fantasy #-2's: The Battle of #2s!
« on: August 04, 2012, 01:54:38 AM »
No, I refuse to explain the title, its self explanatory...I think...if its not, you'll know what I'm talking about when I get there.  This is something I've been wanting to do, and annoy people with, and well...

IT WILL BE DONE IN MULTIPLE STEPS!!! Why?  Because its going to be bigger than other things, since there's a lot to discuss.  So...consider this somewhat of a sequel to the MEGA RANT of 3D ACtion Adventure games or something.  I mean, these games totally deserve the analysis right?

...don't that.

START RANT!!!!


Until 2003, there was a simple basic rule within the Final Fantasy series, that being all games are completely unrelated, and the only thing linking them was the name and a few recurring themes, items, songs, etc.  Ok, FF5 apparently had an OVA related to it, but that doesn’t count, nor does FF7’s cameos in things like FFT and Ergheiz.  Legitimately, the series went through 10 games and they were all completely unrelated to one another.  Then…Square-enix, or Squaresoft or whatever they were called at the time, decided to do something bold and ambitious; make the first true Final Fantasy sequel ever, and logically, to the newest game in the franchise at the time (FF10).  This of course got a lot of attention, and interest because something like this was never done before!  What was the game to be called?  Simply “Final Fantasy 10-2.”  Name sounds silly, but it’s that are a subtitle, and well…to be honest, I don’t know why they didn’t go with the subtitle route; maybe they felt it’d be confusing or something.

The game idea was simple.  Take FF10, set it two years in the future, and make it about Yuna and her adventures in Spira with Rikku, a character from the previous game, and Paine, an original character who…ok, I think she was made because they wanted an all female team, and couldn’t find a convincing way to get Lulu on a youthful escapade like this, so just made a new character because hey, why not introduce some new blood?  Sequels doing that is absolutely nothing new, after all.  That was the other ambitious thing FF10-2 had; an all female roster, something never before seen in an original game, big title like this. 

Ignoring the game’s qualities for a second, it was a huge success commercially, just based on these facets alone.  Sequel to a popular game, let alone a sequel no one expected, and an all female roster for an extra niche?  It’s no wonder the game sold really well.  Since FF10-2’s release, Square-enix decided that perhaps expanding other FF universes is a good idea…and by “other” I mean “Final Fantasy 7” as they announced Advent Children around the time of FF10-2’s release, as well as a lot of the Spin offs and uh, yeah, there were a lot of FF7 stuff! It didn’t end there, as FF12 got a Spin-off Sequel in Revenant Wings, and FF4 got a sequel in The After Years.  Yet, Final Fantasy 10-2 was the only “sequel” that was treated as such; only game called “Game-2”, only one that felt like it was actually trying to build off what the previous games had, rather than forcing new stuff that wasn’t there, not just rehashing the previous game’s plot points to make a “new” story, etc.  No, it actually felt like a genuine sequel, as opposed to “game with characters from the previous game!” 

…that is until very recently, when they released Final Fantasy 13-2.  Unlike FF10-2, this game was not nearly as successful.  The game wasn’t a failure by any means, make no mistake; it actually sold pretty well, just significantly worse than Mainstream titles, whereas FF10-2 actually sold comparably to the series standards at the time.  FF13-2 is very much the same as FF10-2 in its sequel approach, at its core, not just the game’s labeling.  Why didn’t it sell well?  No, it’s not because “FF13 sucks!”, but because of the time it was released  When FF10-2 came out, nothing like it had ever been done before, so of course it got a lot of attention.  FF13-2 came out, as I illustrated, FF spin offs based off mainstream titles has been done multiple times, and it was clear that these games were not as “high quality” per se as the mainstream titles, even the well-received ones like Crisis Core.  So it’s only natural people got leery about buying the game, as this game not only lacked the same AMBITIOUS GAME!!! Factor that FF10-2 had, but there was history of cheap FF spin offs in the 8~ years between the two games.  Why did I want to point this out?  Dunno, just felt like that was a way to introduce the two games we’ll be comparing:

  AND

Yes, battle of the Final Fantasy #-2s!  Why am I not factoring in FF4TAY, Revenant Wings, or the FF7 Compilation?  I’ll explain in a later post as an aside to this rant as not to bog down details if people are actually curious.  For now, we’ll just say “because they aren’t Final Fantasy #-2’s!”  So how will I be comparing these?  Well, POINT BY POINT BY NONSENSE BY MEEPLETASTICNESS BY OTHER POINTS!  …basically like my other comparative rants (one of which was stupidly long, the other was…uhh…emo), mostly because I feel it keeps things easier to follow when we’re kept to a singular topic, as opposed to jumping around and losing people.  As such, lets get started with something useless just to get it out of the way!

BOX ARTS
…what? I said this category would be useless!  Ok, unlike Dirge of Cerberus vs. Shadow the Hedgehog, neither of these games have particularly stand out box-arts.  I guess the best way would be to compare them to their first games.
Looking at FF13-2’s is…pretty much exactly like FF13’s truth be told.  It is Lightning on the front in some pose in front of a white background.  The only difference is the outfit she’s wearing.  Its’ pretty much the most basic and bland cover art you can get in both games, though I suppose FF13-2’s point is “yes, Lightning is in this game, if you haven’t been watching the trailers making that blatantly obvious, and she’s a freaking Valkyrie.”  I feel like the game is basically saying “Hay gais, do u liek FF13? Den plae da sequel!!111!!”  so I guess it gets the point across but it’s a damned boring box to look at if you ask me.

FF10-2’s is a little better.  It shows our principle 3 protagonists, all close up shots, getting across “hey guys, this game is about a bunch of chicks looking pretty!” and with “Final Fantasy “in the title, we can easily deduce its “looking pretty while kicking ass.”  So its pretty much telling you exactly what the game is before you get it…more so than you realize though.  But compared to FF10’s Box art?  It’s kind of…uncaring.  It looks like a bland photoshopping of the 3 character faces and yeah.  Though it beats the crap out of most Modern Day Shooter Box Arts with “Random Soldier Guy in gritty colors in front of a boring background” …yes, Call of Duty, I’m totally sniping at you, DEAL WITH IT.  Yet, compare it to FF10’s box art for a second..the NA one anyway, because the Japanese one is just “the  title on it” but that seems to be the standard for like the entire series.

The box art for that game is a picture of Tidus, our protagonist, standing in the ocean, holding a neat looking sword, and we can even see the beach and everything in the background.  Furthermore, we can see nice attention to detail with the clouds, and maybe it’s just me, but it almost looks like the game’s logo is sort of flowing out of the clouds, giving it a nice illusion.  This may not be the best representation of the game, but it at least looks pretty, or shows an attempt at it.  It catches your attention and looks nice.  I can’t say FF10-2’s does quite the same, though the cover isn’t visually appalling or anything, just feels…lazily put together?”

…I don’t know where I’m going with this other than its clear the games are selling on the name alone.  With a name like “Final Fantasy” and tying it in with a mainstream title, I guess you don’t really need to put effort into box-art, so just “It doesn’t look ugly” is enough.

INTROS

Ok, so let’s get onto something that people might actually care about, that being how the game’s actually start.  I’m not going to touch upon how their predecessors start because that’s irrelevant here, though I might draw quick comparisons so I apologize ahead of time.  Anyway let us start with FF10-2 because 10 comes before 13 and well, IT ONLY MAKES SENSE!

FF10-2’s intro starts off with Yuna singing at a concert, while Rikku and Paine beat up guards, all while we get these Charlies Angel’s style intros.  So…ok, something I left out beforehand that I will touch upon lightly now and probably more heavily later on if I don’t forget is how FF10-2 before the game even came out was drawing parallels to “Charlies’ Angels”, given the game’s entire playable cast is young attractive females in sexy outfits.  At first this sounds like a bit of an over generalization tease but…when you get an intro like that, there’s really no chance in hell this was not intentional.  To the game’s credit this intro does give a sense of the developers just having fun.  I can respect that, even if I think the direction it took is a little questionable, but I digress.  To top it off, we have upbeat J-pop music in the background in the song “Real Emotion.”  Now, contrast this to FF10’s for a second, where it starts off in a big Blitz Ball match, a game that is pretty rough in nature, accompanied by the song Otherworld, a fierce, heavy metal rock song, that leads into the destruction of the city by a giant Godzilla Whale, and FF10-2’s tone is very clearly much different than FF10’s, in that it is much more playful and lighthearted.  This is something the intro has going for it as well, which is establishing its tone, how it’s different from FF10, though at the same time, keeping us reminded that this is still Spira.  How does it remind us its Spira?  Well apart from the characters, just the visual designs (the concert is in a Blitz Ball Dome, or at least looks like one), style of technology, fashion sense of the dancers (look like stylized Al Bhed), what have you, it’s all very fitting of Spira.

Though, all this kind of explodes in its face pretty fast when we learn that Yuna isn’t actually Yuna, but someone using this new plot device called a “Dressphere” to make herself look like Yuna, leading you to…fight Not!Yuna.  This then leads to random action and OH LOOK YUNA WITH GUNS!  Now yes, the game was pretty strongly advertised with “Yuna uses Guns” but still, that should have been an indicator for things to come later, as well as something else in the intro, namely Yuna’s line “Give. It. Back!”  This being “Yuna’s entire character from FF10 has been compromised.”  Why do I say this?

Well, first off, look at Yuna at the end of FF10.  She’s still a nice, gentle woman, and well, its hard to convince me this maiden who was basically Yevon’s equivalent of a priestess would suddenly learn how to use guns, unless this was some sort of self-parody.  I know the game is more light hearted, but that doesn’t mean it can’t take itself seriously.  Light Hearted =/= mockery, it just means the game is having fun and not trying to be dark and deep.  If they wanted to make Yuna look suitably badass, for example, a more appropriate would have been, say, some cool gymnastic martial art antics with a quarter-staff or something…but maybe that’s just me.  The other thing that stands out, as I said, si her line “Give. It. Back.”   What makes it stand out the most is right before this, Yuna and Rikku actually feel in character…ignoring the guns.  Rikku even calls Yuna “Yunie” as she did in FF10.  Then Yuna, with an almost “RAGE” voice says that line.  Yuna HAS gotten angry in FF10, but when she does, she didn’t sound anything like she did here.  This makes her sound vicious and threatening, almost as though they’re trying to sell us that “Yuna is more bad ass”, but that just means she’s out of character.  Trying to up badass levels of characters is fine, but there are ways to make them in character, and this was not one of them.  I know I’m going into details about this, but it really just stands out and is an indicator of things to come.

The intro ends by basically introducing the team’s rivals, who are the “Team Rocket” style of incompetent morons who are not actually evil, just kind of bad…and it ends with Yuna breaking into dance seemingly out of control, followed by a Yuna narrative.  Now, the narrative is an obvious throwback to FF10, where Tidus narrated the game, but here…well, I’ll cover that later.
So already in the intro, there is a sense of betrayal towards FF10.  Not in the light hearted nature, but the fact that they’re clearly trying to change Yuna into something she’s not, without a legitimate explanation.  People will say “oh, she’s been acting like a free bird for the past 2 years, cut her some slack!” but I’ll cover that when I get to actually talking about Yuna in detail.  Otherwise, it’s a stark contrast to the original game, which had an almost epic beginning and really got you hooked. This almost feels like a self-parody and a mockery, rather than light hearted once you look at it.

FF13-2, meanwhile, basically opens…very similar to how FF13 did, which is basically “Lightning is doing some awesome action stuff.”  The key difference?  Lightning isn’t just single handedly kicking everyone’s ass, but rather, is fighting a capable opponent in this new guy, Caius, who seems pretty clearly established as the primary antagonist from the get go.  Who is this Caius guy?  We’re not supposed to know, just that he’s strong enough to hold his own against Lightning, whose apparently some sort of “Warrior Goddess” now.  Also, takes place in Valhalla.  See, this here is sort of FF13-2 throwing a bunch of stuff that didn’t exist in FF13 right at you, sort of compromising the setting.  It can either confuse the hell out of you, or get you interested into how this all fits in with FF13’s setting.  Really, this entire sequence exists as half tutorial, and half “It is FF13 related, just sit back and enjoy the shiny…oh yeah, there are Quick Time Events.  No, they’re not really meaningful, but they’re there.”  It does introduce Noel as well, as this random kid that Lightning calls out too and uh, yeah, there’s a lot of moments in this opening where you’re probably thinking “Game, you better explain yourself.”  Though, at the same time, there’s a lot of turning your brain off because Lightning and Caius are hitting each other with everything, including FIGHTING UPSIDE BECAUSE WHY THE FUCK NOT?

After some more plot banter, we cut to Serah, sleeping, who is in her FF13 outfit still! Does she never change? Ignoring that, she’s apparently dreaming about something, oh shit her town is under attack, then her clothing changes, she meets Noel, they kill monsters, and YES YOUR MAIN CHARACTER IS SERAH AND THIS NEW KID YOU NEVER MET DEAL WITH IT.  This is a super abbreviated version, I know, the point is the game’s entire opening is basically nothing but action and just sort of saying “Lightning is a Valkyrie, Caius is the bad guy, Serah is your new protagonist, and we have this new kid you know nothing about.”  FF13-2’s intro sort of suggests it’s the same kind of EPIC!!! Tone FF13 had, being serious and explosive, though, which…I wouldn’t say is inaccurate, but kind of misleading?  It is hard to explain, because FF13-2 definitely comes off as more of an Adventure than FF13, if that makes sense.

When you look at these intros, FF13-2 definitely resembles FF13, but at the same time, something just feels different.  You can’t really put your finger on it beyond some of the obvious stuff (Valkyrie Lightning…), but you can definitely feel its attempts to preserve FF13, but also change it.  FF10-2’s intro, meanwhile, you get really nothing more than a sense of total change.  It tries to establish its identity as “this is not FF10, but we’re using its characters and setting anyway!”  This in a sense really is a precursor to how the two games treat each other, and treat their predecessors.  What is my point with all this? SUSPENSE FOR LATER IN THE RANT!!!! …yes, I’m a dick like that.   
With intros out of the way, its onto our next section…


PLOT

Now here’s the part I dread talking about…mostly because it involves talking about the heinous thing that is FF10-2’s plot and seriously, who WANTS to discuss that?  Don’t answer that.  Ok, to be fair, I am making it sound like this is Xenosaga 3 Disc 2 and FF10-2 is nowhere near that level, so lets just get that out of the way: FF10-2 has better plot than Xenosaga 3.  And better writing (at least…compared to its second half). And better characters.  And better gameplay…holy shit, is FF10-2 just flat out better than XS3 in every way?  What the fuck?  …ok, some exaggerations were involved there, and if anybody takes that seriously, I would recommend you go smack yourself in the face with a wrench, because you aren’t surviving this rant otherwise.

SO ABOUT FF10-2’S PLOT!  First off, I feel the need to bring up something that many Western Gamers have never seen: FF10 International’s bonus extended ending.  This is important because some of FF10-2’s shortcomings are related to this.  For the record, no I have not seen it, but I have read the script and I probably COULD youtube it but whatever, it’s not like a lot actually happens, and unless the tone is 100% different than what I expect, I feel that’s good enough.  In short, the bonus ending is about Yuna during the Eternal Calm, 2 years after FF10’s ending.  It mostly just shows she’s been living in Besaid, Lulu is pregnant with Wakka’s baby, and it talks about the current state of Spira.  We can see Yuna’s been living a humble life and she’s still been herself after her pilgrimage.  It ends with a VERY OBVIOUS TEASER for FF10-2 where we see the primary plot device that sparks FF10-2’s plot, the “Tidus?” Sphere, and Yuna running off with Rikku to join her on her quest to investigate this (with a crack about Yuna changing her outfit.)

Now, FF10-2 we know takes place 2 years after FF10, which means that FF10:I bonus ending and FF10-2 are not far off from one another, in terms of chronology.  This means Yuna could not have been a Sphere Hunter for all that long, as well as hasn’t known Paine for that long.  Keep all this in mind, especially when I deal with characters and setting, because it actually does kind of bite a lot of claims about the game in the ass.

Anyway, FF10-2’s story is…well, lets quote Spoony from his big review of the game:

“Take this one in which you play as a group of ditzy girls who dress like skanks who fly around the world murdering people for shiny balls that contain recordings with less worthwhile content than a video of Keyboard Cat.”

As cynical and caustic a critic he was in this review…he’s absolutely right about that being the plot structure of the game.  That said, honestly, fanservice aside (and the exaggeration of “murdering people”), it seems harmless enough; the Tidus Sphere (what I’ll be calling it from now on for simplicity) itself is mostly just an excuse to get Yuna out of Besaid and journeying again, though you need to then come up with a good excuse for a world bearing crisis.  Actually, maybe you don’t; the game could have just sold itself on a rivalry between the Gullwings (Yuna’s crew) and other Sphere Hunters, and sort of had a fun episodic adventure that way, and let the mystery sort of just unravel itself to whatever answer it is, be it disappointing or satisfying.  This also would have been a nice breath of fresh air, having a jRPG that does not have a major world shattering crisis.  The other thing is the tone and mood of the opening would have greatly supported this, as well as given a better sense of “this is not a serious epic story, it’s just a fun adventure, go nuts!” 

Sadly, somewhere down the line, FF10-2 felt it needed to pretend its FF10, though in a way that isn’t rehashing the plot.  So instead of the holy order being actually EVIL, we instead have 2 factions duking it out between New Yevon, led by Baralai, and Youth League, led by Meyvon Nooj (I apologize if I spell any of these names wrong).  How I feel about this angle overall, I’ll cover later in setting, as I feel it fits better there.  There’s also a 3rd, neutral group in the diggers, who mostly just exist for economic reasons, and don’t care much about politics of the scenario, hence why they do not get involved, but they’re clearly a big enough group that they COULD get involved...and they’re ran by Gippal.  So we have this conflict set up and…ok, that could work as a plot I guess.  I mean, have Yuna make decisions that she feels is best for Spira, help end this conflict in least bloody fashion possible, whatever.  And if you want a big awesome final boss, just say one of the groups is going a little too far, and unleashed some giant monster that Yuna and co. defeat, using some cheesy “we were only able to beat this because we set aside our differences and fought together!” or something.  This isn’t that hard, and have the Tidus Sphere plot just be something Yuna deals with on the side that she gets her answers to, and in some regard, the plot ultimately ends up BEING That way anyway, given what Vegnagun is, how it gets unleashed, how it’s taken down, etc.  Really, the Tidus Sphere did not need to be anything more than a catalyst to explain why Yuna started her adventures, and all we needed was an answer to the question “is that Tidus?  And if not, who is he?”

…except that it ends up being exactly what the story is about, and basically the primary focus.  See, roughly halfway into the game, we learn that Nooj, Gippal, and Baralai are all actually past friends and Nooj did something horrible 2 years prior at Project Mii’hen, which Paine was the 4th person in that quartet because…plot convenience so she can explain it later? 
And wouldn’t you know it; it has everything to do with the Tidus Sphere.  Before then, Yuna and co. saw the Sphere had him talking about some girl “Lenne” to some big armaggeddon weapon that happens to still be under Bevelle, which to be fair, they state later that it was created during the war 1000 years earlier, and was basically Bevelle’s Machina Answer to Sin that merely never got activated.  A simple explanation built upon what was established from FF10 which works in the game’s setting…the fact that something like this exists in FF10-2 PROVES the writers had some sense of competence and could have done good things, if you ask me.  The machina’s reveal is a little later on a different sphere, but why there are so many Spheres dedicated to Shuyin, who recorded them, etc. are all genuine plot holes the game never explains.  Whatever, that’s not what is important.

Wait, whose Shuyin?  Oh, he’s the Tidus look alike, which Yuna runs into, and Lenne was his girlfriend who happens to be the woman in the dress sphere Yuna uses to go Songstress…which is apparently the same Dress Sphere that Rikku and Paine use, beginning the question why they didn’t feel adverse side effects of Lenne’s memory the way Yuna did.  Furthermore, while Yuna “emulates” Lenne in that form, mostly through her outfit, how come she can’t literally TRANSFORM INTO LENNE the way Leblanc literally did that in the beginning of the game?  And believe me, I could go on about just how much is unexplained, poorly written, half assed, etc. with the whole Sphere nonsense, but I’ll spare you.  Really, Spoony did it far better than I ever could, and I don’t wanna just reiterate what he said.  This does lead into the main problem with the game’s plot, though…

The game’s plot structure.  FF10-2 does not flaw like a normal plot.  You randomly run around the world finding leads on Spheres, in hopes to find something useful, no way of knowing which one is useful and which ones aren’t.  There isn’t any real plot development in the game until the end of Chapter 2, when you finally see the scene between the 3 leaders, outside of a few teases with the Shuyin stuff.  Before then, it’s just girls being “ADVENTURE HO!!” This would be fine if FF10-2 didn’t try for a coherent linear plot, and just was random episodes.  FFTA2 did this afterall, just tossing in a few related events because the game needs to have an ending somewhere, but ultimately, FFTA2’s story was just “Luso’s Adventures in Ivalice!”  FF10-2 would have been fine in this regard, but it adds in a genuine linear plot halfway through, and said plot just sort of clashes with the nature of the game, and it takes a whole new serious tone…except still plays itself with the “tee-hee ^_^” mindset and…honestly, it’s like the game doesn’t even know what it wants anymore.  To add insult to injury, the game forces you to see a lot of the useless stuff like, say, CONCERT ON THE AIRSHIP! Instead of, say, Den of Woe, which is actually significant for clearing up plot details, which I should add is also one of the most annoying things to unlock.  I’m not sure where to place an idiotic thing like that, but since its directly related to plot, there’s no excuse.

I think CmdrKing, in brief talking to him about this (because I like making sure some of my points are sound), summed up FF10-2’s problems best when it comes to the overall plot.  I’ll just quote him as a result:

“The game is undoubtedly about Yuna, and thus the heart of the quest is intensely personal FOR yuna.  And they try to keep that connection but it just doesn't work.  Though really the trouble is that they try to have the new characters (Baralai, Nooj, and Gippal) be the focus of the main plot, to the exclusion of Yuna really, then still have it all tie in to the Tidus thing while ALSO not giving you vital details on the trio to make them functional characters.”

Pretty much explains everything!  I think I’ve said enough about FF10-2’s plot.  The rest I’ll cover with individual character explanations.  Which of course now means I get to talk about FF13-2’s Plot!

FF13-2 is actually very similar in some regards to FF10-2 in structure and what not.  Both games have our female protagonist learning that a character they think is dead might actually be alive and set off to find them, doing random odd jobs along the way.  FF13-2 is just a lot classier about how it handles it.  First off, Noel from the outset feels like he’s a significant part of this story, as opposed to Paine and Rikku who are just “kind of there to be partners.”  Noel definitely has some info that helps acknowledge what’s going on, and he even is quick to bring up these point as they become relevant.  Almost immediately, the game explains just what you’re doing and your ultimate goal:
Repair the timeline in order to eventually get Lightning back, by traveling through time and fixing “paradoxes” as we see them.  All the new terms are defined pretty quickly, such like a “Paradox” is anything found in one time period that shouldn’t be there.  What makes this work is how Noel is a character from the Future himself, so he knows of a lot of these historical events, thus is capable of figuring out anomalies.  Though, in fairness, after a point the situation is more like the two of them can figure out a paradox based on common sense, so Noel’s purpose in that regard is undermined.

The first thing you do have to question though is how FF13-2 makes any sort of sense in continuity with FF13’s ending however.  Lightning very clearly did not die in FF13’s ending, but FF13-2 claims Lightning was “still on Cocoon.”  It’s a blatant retcon and contradiction of the game…except that it’s also the entire point of the game.  The game makes a clear point that FF13’s ending is something that Serah specifically remembers, and that this is the TRUE timeline, and fixing the timeline to reach Lightning in Valhalla will restore that fate and ultimately save Noel’s bleak future as well.  The Time Travel factor is more a stylish touch as it’s not a plot device used as often, and FF13-2 has its own unique little rules, which leads into FF13-2’s core theme of “if you change the future, you change the past.”

Which is something I am reminded of regarding FF10-2; does the game even HAVE a theme? I guess it’s all about adventuring and having fun, but then the second half of the game kicks in and suddenly it has nothing to do with that.  There is this theme about moving on from your past, but then the ending literally spits in that face by giving Yuna the piece of her past she wanted back.  Maybe a story about Life since FF10 was all about Death to some degree…but if that was the case, they did a really poor job of actually emphasizing the values of life, as it basically is summed up in maybe one rant at the end of the game, and frankly, FF10 dealt more with “why life is good and meaningful!” far more than this game did.  In the end…FF10-2, YOU ARE CONFUSED.  Wait, I’m sorry, FF10-2’s theme is blatant and obvious, and can be summed up in one word:

FANSERVICE!!!!

Anyway, back to FF13-2!  The way FF13-2 is set up, this is very clearly Serah and Noel’s story (more so Serah, but there’s a very ‘Co-protagonist’ feel at times), and no one ever really feels like they’re stealing the spotlight from them.  In fact the only real new characters in the grand scheme of this game are Caius and Yeul, the effective antagonist and mysterious near-DiD level partner he has.  This is an advantage FF13-2 has on FF10-2, because with limiting the cast to mostly pre-existing characters, it doesn’t require giving too much time exploring the new characters, deviating from the fact that this is supposed to be about Serah, relative to FF10-2 which…well…see CK’s point above.   Now true, Caius does sort of ham it up a lot and become center stage when he’s on the screen plenty, but then, he’s the villain, this is kind of what they do.  You know, the “now that I am here, I WILL BE EVIL! AND RANTING! AND INTIMIDATING! AND EVIL! BECAUSE I AM AN IMPORTANT CHARACTER!”  Any villain that wants actual screen time will do this, frankly.  Well, ok, hamming it up isn’t a requirement, but Caius does sort of become the center of attention of every scene he’s in.  Contrast this to Nooj, Baralai and Gippal who are clearly intended to be secondary characters, but in many ways are the real focus of the story, and the only thing diverting you away from that is “They are not playable.”  Well, no, that’s not entirely fair, but I’ll get to that more later.

Overall, FF13-2’s plot is just time is getting screwed over, so Serah, who happens to be the sister of the main character from the previous game that somehow turned into a Valkyrie between games, and some kid from the future have to go around repairing it.  She runs into some resistance along the way, because well, you need a villain.  In the end, the game is very much about Serah, or at worst, she's playing a Co-protagonist role with Noel, which is fine seeing as the two of them are almost always together, so they tend to share screen time anyway.  It never feels like it diverts away from the duo, and it always feels like they're center to the plot, Serah more so than Noel.  This contrasts FF10-2 where there are many times that Yuna just feels like there to be the "undisputed good guy" because the Guy Trio of Friends are meant to be ambiguous and have no baring on FF10's plot, thus don't really tie the two games together well.   FF13-2 definitely knows who its heroes are, whose the central figure, who the villains are, etc.  It has clear distinction of whose who, and you never feel like the spotlight is being stolen by a secondary figure whose had barely any presence beforehand.  If nothing else, I feel this is what makes FF13-2's plot superior:

It has a stronger sense of identity.  It is very much about Serah (and arguably Noel's, though for these purposes, whether Serah is a "true" protagonist or Co-protagonist is irrelevant as I said), the characters have their clearly defined roles, and Serah's journey is explicitly stated from the outset what her purpose is, and she sticks to it the entire way (Fix the timeline in order to find her sister and her fiance.)  Oh sure, a lot of the quests have nothing to do with this, but you at least get a sense of "these are bumps along the road that Serah has to travel to reach her destination", contrast to FF10-2 where there's often little connection to each of the Gullwings actions in terms of Yuna's alleged journey to "Find the Truth" of the Tidus sphere.  FF10-2's plot has very little focus, and throws together a bunch of plot details that don't really mesh; FF13-2 feels more like an television series where there's a lot of filler that is loosely connected, but the core plot is still there and pops up on occasion when its relevant; the best parallel I can think of is something like Slayers...except far less silly.    FF10-2 is more like Spider-man 3 or Iron Man 2; it has a lot of different plotlines and doesn't know which is most important, thus sort of forces them all to be related in the very end, and what we're left with is a lot of underdeveloped roles.

So that's really all I have to say about the plot of both games...well, maybe I had more but didn't think of it.  I'll cover more shenanigans as I go on though.  What? Not satisfied?  TOUGH! I'm ending this section here and moving on because...uhh...SCIENCE!!!

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Next Time On Meeple Rants:

Meeple analyzes one of the most heinous things to ever be seen in the Final Fantasy series.  A concept so horrible, it can only be summed up in one word:
Brother.

16
Discussion / DLCon 7: Recap
« on: June 10, 2012, 11:52:29 PM »
The usual "follow up to DLCon" topic.  Those who've returned, post thoughts on the Con, people you met, things you've done, etc. topic.  I figured I'd make it because I'm one of the first to return or some such!

Anyway, I'll post my thoughts later, just getting the ball rolling.

17
RPG Reviews / Emo Gun Totting Hero Spin Off Comparison Review!
« on: March 20, 2012, 12:52:45 AM »
Yes, this is another Meeple Rant of sorts between multiple games, but worry not, this won't be anywhere near as big as the OoT/Okami/Darksiders one (gonna try to fit it into one post, but might need two.)

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INTRO
There comes a time when developers have a successful game or franchise.  The success leads to variety of things, be it lots of merchandise, sequels, and of course, sometimes spin offs.  Often, these spin offs delve from the genre the game is, and/or deal with a character who had a smaller role in the media that preceded, and the idea of the spin-off is to learn more about this character.  Often, the character chosen is someone who either is very popular, or has a lot of character to work with to make an interesting story.  Sometimes these spin offs are great and ambitious.

Take for example, Yoshi's Island, also known as "Super Mario World 2."  Yoshi was nothing more than a glorified power up in the previous game, and now he has his own platformer dealing with Yoshi specific elements.  The game was well received, and arguably better than its predecessor, and comes off as a fine example of how to make a spin off.

Sometimes, however, you have to question what the logic behind the spin off in question is.  Going back to Yoshi’s Island, Yoshi was cute and lovable in Super Mario World, so it made sense to make a game based off him, and run with that.  If one equates “cute and lovable” to quality of a spin-off (IOWs, Yoshi = Cute, so Spin-off on Yoshi = Good!), than an “Angsty, Emo, Brooding Bad Ass” style spin off must be one of the stupidest ideas of a game ever.  This is flawed logic of course, but it does bring us to our two games we’ll be discussing:





From this point, I'll be using a variety of short-hands to reference both games, naturally.  These two games are spin-offs of big popular games (or franchises in Shadow's case) based around a dark brooding character from the game as the central figure, with a darker storyline than the original, focusing on gun combat.  If you think the games sound shockingly similar conceptually right now, you have no idea how deep the similarities between these two (conceptually) can go, but I’ll spare you!  Furthermore, what makes this most interesting is how the two games are contemporaries of one another.  I don't mean in that "Final Fantasy 6 and Chrono Trigger" sense where they are both "same generation, same general time frame"; I mean these two games both were released within 2 months of one another (Shadow is November ’05, DoC is January ’06), which suggests that both companies had the SAME IDEA AT THE SAME TIME, pretty much. 

BACKGROUND NONSENSE AND MISCELLANEOUS GARBAGE

Final Fantasy 7 is a game that needs no introduction, nor do I need to go into depth about it and the impact it had in general, so I'll just leave it at that.  As a series, Sonic the Hedgehog is the same, but specifically, I do need to touch up on one entry of the game, that being Shadow's first game, Sonic Adventure 2.  While there are mixed views regarding this game, and how it holds up compared to its predecessor, the general agreement is that, at very least, SA2's best parts are its Hedgehog stages.  The parts of the game where you play as Sonic or Shadow are regarded by many as some of the best stages 3D Sonic Games have had to offer, and it’s very clearly this game that Shadow's own game is deriving itself from.  If there's something to be praised from this game, it’s those stages, and by extension, anything that tries to use its core gameplay is probably in a good standing.

So a spin off involving characters from those two games seems like a good idea, right?  I mean, there's every reason to want to see these games in action, taking well established casts and what not, but give limelight to a new character, right?  Well, no, there are actually plenty of reasons to worry about everything, and it’s before both of these games came out. 

I point you in the direction of two titles, the first is Sonic Heroes, and the second is movie Advent Children: Final Fantasy 7.  To most people, Heroes was a bad game and basically the start of the huge downwards spiral of the Sonic series that bottomed out at Sonic 2006 (and that is one deep trench!) that the series only FINALLY has recovered from when Sonic Colors came out.  It’s a game that basically took only a fraction of what was liked about SA2 and gave us a half-assed follow up.  I could go into details about everything wrong with Heroes, but that's a complaint for another time.  Advent Children, to be fair, is not as widely hated...actually the reviews are quite mixed.  Though, it seems to me, most people tend to agree that if you enjoy the movie, it’s purely on that "turn brain off and enjoy the explosions" level, as anyone who tries to make sense of the plot and connect it with FF7 beyond "Cloud's in it" and such tends to hate it.  So what's wrong with AC then?  That plot is exactly it; while it wasn't deep and didn't go into the depths they could have to totally spit on what FF7 established, in terms of world building, characterization, etc., it did show hints that the writers did not actually know what they were dealing with, but rather, were writing based on how they remembered FF7, and coming up with flimsy excuses for explosions.  Classic example is writing Cloud as an antisocial jackass who does nothing but angst, and his only redeeming quality is being a badass action hero.  Again, I could go on with what's wrong with this, but it mostly establishes just what kind of fears that Advent Children sewed.

In both Sonic Heroes and Advent Children, we see our Protagonists of the two games we'll be discussing, Shadow the Hedgehog, and Vincent Valentine, playing a large role.  While it’s true in SH, Shadow's role didn't exactly increase, given he was already prominent in SA2 as a Shonen Rival for Sonic, just him appearing in Sonic Heroes more just solidifies that Shadow is a character whose "here to stay" and not a one game wonder, as well as further establishes him as an Anti-Hero instead of an Antagonist, so Sonic Heroes purpose is significant in that regard.  Advent Children, meanwhile, features Vincent more than any of the primary FF7 cast with the exception of Cloud (still the protagonist) and Tifa (female lead.)  Heck, I think Vincent does more in this sub-2 hour movie than he does in the 40~ hours of FF7.  Which just further highlights the "getting both characters more exposure and possibly raise their popularity!" factor.   Which brings us to the next scenario: The actual characters in question before their own games.  Well, let’s analyze them one at a time.

Shadow was introduced in SA2, as I said.  Here, he mostly plays the role as "Dark rival for Sonic."  The first question one must ask is "Why create Shadow?  Why not just use Metal Sonic or something for an Eggman Aligned Hedgehog?"  Whatever answer you come up with, it doesn't matter; Shadow exists so the Dark side of the storyline can have gameplay mimicking Sonic.  Here, Shadow is established as being Sonic's equal...and I don't mean "he's better until the end where Sonic beats him" like most Shonen Rivals.  Shadow is displayed as being Sonic's equal the entire game.  Shadow impresses Sonic early on with Chaos Control, but that's more just a plot device to explain where Sonic learned he could do that with a Chaos Emerald for a later Deus Ex Machina.  The fights between the two end in draws, even.  Shadow is given Rocket Shoes as an excuse for why he can run as fast as Sonic...silly, but it keeps Sonic as the "Fastest thing alive", but allows Shadow an excuse for keeping up with him by saying "he cheats."  Shadow's plot in this game is sort of the crux of the story, in that he's directly from the era where all these weapons, monsters, orbital lasers, etc. come from, and is sort of a spotlight stealer in that regard.  It’s pretty much for this reason I feel Shadow is often the "poster boy" for "everything wrong with Sonic games" when people like to blame it on the new cast members (personally, I blame Big the Cat but that's just me.)
Sonic Heroes, he's brought back with Amnesia, and then just plays the role as being the "Speed" character on Team Dark, mostly to be Sonic's opposite in personality (so while Sonic's all upbeat and optimistic, Shadow is an emo, angsty jackass.)  Really, Shadow is a character that probably earned his haters for a reason, but at the same time, he's really popular because, well, Shonen Rivals like that tend to get a lot of fans.  There's a ton of teenage boys who find the whole "Emo Anti-Hero" thing appealing, and that's a large part of the demographic playing these games, so there you go. 

When you look at everything surrounding Shadow, it really didn't surprise me that they were making a game with him.  The devs like him, he's got a lot of popularity when he first came out, and he plays similar to the popular titular hero, so there you go.  There are questions to be asked with the game, of course, which I'll get to later!

As far as Vincent...well, unlike Shadow, he was NOT a significant character in his game of origin.  He was an optional character whose entire plot was basically "he knew Sephiroth's mother before she went AWoL, and hates Sephiroth's father because Hojo is a dick", he sleeps in coffins, and that plot I mentioned above is all displayed in one scene.   Vincent doesn't do anything once he's introduced and recruited beyond a token "hey I exist!" line, even at points of the game where you'd think he'd speak up (like...any scene with Hojo, which the game tries to convince us is his rival.) Gameplay wise...well, he was something at least unique, if only because of his limits, and having a lot of ranged weapons with high magic, blah blah, its FF7, character differences only go so far.  Either way, Vincent doesn't talk much, has little purpose in the game, plot-wise,  and little personality, and basically exists just to find a convenient way to introduce Lucrecia, Sephiroth's real mother.  In Advent Children, he's suddenly this major gun toting badass...which in fairness does not contradict what we did learn of him, but it still stands out that he does more in that movie than he does in FF7, and playing a bigger role than most of the FF7 cast (including Sephiroth) is pretty telling.

...so while making a game centered around Shadow had at least some logic to it, Vincent is a huge "???"  Ok, he has some fans, but I was never under the impression he was that much more popular than any other character in the game.  The only excuse I can think of is "let’s explore that Lucrecia subplot" which ok, that's fair, but here in lies the problem.  The nature of exploring a game like this suggests that the game should be a prequel, centered around Vincent when he was a Turk, and we see the events straight up.  Instead, they made a sequel, and I like many people had a huge "just what nonsense are they thinking of next?"

I'll get into this further, but anyway, this is the first big difference I feel Shadow and DoC have conceptually.  Shadow is dealing with a character who, in both his appearances, is a prominent character, and in at least one of them, was a central figure, so focusing an entire game on him feels like a sensible extension, not to mention he is actually fairly popular, especially back then from my understanding.  It was also coming out when Shadow's games were still sort of newish, so “promote this new character!” made sense.  Vincent, however, was about as minor a character you can get in an RPG without being a Joke or Cameo, from a game released nearly 10 years prior his own, begging the question "Why Vincent?" 

So thus, we get to actually looking at the two games!  As we can see, they both stem from aspects that indeed had hope, but in between their own games and the games their stemming of, there was a black mark and every reason to fear their existence  The fact remains, however, these two games are conceptually very similar, and you'll probably see the similarities as I go on.  The question is, however, does the fact that they have so many conceptual similarities imply they're equivalent in worth?  Well, LETS FIND OUT!

First and foremost, let’s look at the box art of the two games.  I feel this is a good thing to start with because, trailers aside, this is the first thing you see about the game!  That and its completely arbitrary filler to talk about and I'm being inspired by a certain Comic Reviewer in this regard.

Shadow's Box art is...pretty stock and generic, truth be told.  I wouldn't say "bad" but it’s not exactly interesting.  The thing that catches your eye, I suppose, is the fact that he's holding a gun.  This is a pretty big deal because in previous games, Shadow fought like Sonic.  Here, they're showing him as being something he wasn't, and it establishes a new gameplay mechanic this game has that the Sonic games did not have; the fact that Shadow can use Guns.  Beyond that, it’s just our protagonist, standing in a typical action pose, behind a large explosion.  It’s what you expect to see in a game like that.  It sort of blends in, and basically tries to sell itself entirely on "This game is about Shadow the Hedgehog, YOU KNOW YOU WANT IT!"  I would say Shadow's not big enough to sell games on his own except that the game sold 1.7 million units across its 3 consoles, so maybe I'm just horribly wrong (well, that and its tied in with a classic series that sells, I'm sure that has a slight bit to do with it!)

DoC's Box art is...uhh...very reminiscent of another game.  Before I say that game, it’s worth noting that a lot of people labeled the game "Vincent May Cry" when it was first revealed because "Action game about Vincent" and there were obvious visual similarities with the Devil May Cry series.  True, this is just a joke...



...apparently the developers were thinking the same thing, as "Close up of Vincent's face that tells us nothing about the game" isn't any different from "Close up of Dante's face that doesn't tell us anything about a game."  But hey, being similar to DMC series isn't a bad thing right?  Except that this is DMC2's box-art it’s similar to, and well, as most people know, DMC2 is the "bad" game of that series, so right there the game is taking off on the wrong foot.  Ok, to be fair, VMC's box art isn't quite as bad, because it’s not misleading like DMC2's, as DMC2 gives this "Dante is a villain" impression while VMC just gives more of a "Vincent is a dark, lonely guy."  Also, the title of the game "Dirge of Cerberus" is a huge "Who of what?" scenario.  The name means absolutely nothing if you don't play the game, and even if you do, it’s just a play on words that means nothing, as Dirge is just a sad song, and Cerberus happens to be the name of Vincent's gun but Vincent also has 3 forms so blah blah blah it’s a stupid name that tries to sound badass.  Contrast this to Shadow's game where it’s just a case of "Exactly what it says on the tin"; a game about the titular character.

Yes, the box-arts usually aren't indicative of the games as a whole, but regardless, I feel it should at least have some sort of appeal.  Shadow's box-art is generic, but hey, at least it has an anthropomorphic Hedgehog wielding a gun, which is something stand out.  DoC's just a picture of the protagonist’s face with some fire behind him.  To be fair, both are more interesting than your average Call of Duty or Battlefield box-art...but that's not saying much!

GAMEPLAY
Both games are different kind of action games.  To be more precise, Shadow's deals more with platforming, moving fast and odd ball gimmicks, while Vincent's is more just shoot things dead with an RPG Paint job.   No, I don't mean it’s an ARPG or anything, but rather, it incorporates a few general "RPG Elements" like leveling up and what not, but many of these have been applied to non-RPGs, and the real "it pretends it’s an RPG" factor is how it has numerical damage values (instead of just showing the guy fall over dead after a few shots, or giving non-bosses health bars) and uses terms like "Critical Hits" for head-shots and such.  This isn't so much a bad thing as much as it’s showing the awareness of how alienating this game is to fans of FF7, and their attempts to make it more familiar.

This brings me up to my first point regarding the two games: Alienating from the home game.  As I eluded to before, a game being based around Shadow isn't completely new to the Sonic fanbase, if you've been keeping up with games, as he did play prominent roles before, but Vincent is this C-list character (in terms of plot relevance) that is completely skip-able, suddenly taking center stage in his own game.  What's that got to do with gameplay?  Well, it displays just how familiar the gameplay is going to be.  So you have to ask yourself what kind of people are going to play these games?  Fans of Sonic games (most notably SA2) for Emo the Hedgehog, and fans of FF7 for VMC.  So naturally, you'd want to do familiar things for those players.

In Shadow's case, the game clearly treats itself like a game of the series it’s from.  It has all the standard conventions of a 3D Sonic game for the time.  Homing Attack, Boost Pads, a Ring system (tweaked a bit, but still the same idea), what have you.  There are new conventions like Weapons and Vehicles but nonetheless, you can still play the game just as you would SA2, where Shadow originates from.  With that familiarity aspect, it allows fans of the series to more readily grasp new ideas, as the older ones are unchanged.  It establishes itself as its own game and not a sonic game, but doesn't deviate from the source material too much...which is what I feel a spin-off should do, at least on its first attempt.

Vincent's case, the original game was a turn based RPG, this game is a full-fledged action-shooter game.  There couldn't really be a larger deviation in gameplay style.  Now while ARPGs have existed in the past, good ones even, this game does not come across as an ARPG, just an action game.  Stats only mean so much, everything is about your ability to target and shoot, react to attacks, what have you.  This is not a bad thing by nature, but it goes back to what I said about alienating the fans.  It’s asking fans of an RPG to suddenly be good at something that was completely unlike what they've been playing.  True, some people play multiple genres (I myself am one such person!), and can do an easy transition, but what of those people expecting an FF7 style game but getting something that has almost nothing to do with it?  To further illustrate what I mean, let’s look at DoC's follow up (for lack of a better term), Crisis Core.  Crisis Core, like DoC, is action oriented, but it actually has plenty of RPG elements.  Suck at dodging enemy attacks?  That’s cool, the game lets you boost your defense, HP, and pack a lot of healing, and you can compensate, just like a turn based RPG.  Furthermore, it actually keeps some of FF7's basic conventions like Materia, to keep that familiarity aspect despite the core gameplay deviating from the original.  It comes off as different, but not completely alien to the fans, so the transition is much smoother.  This is DoC's problem; it’s the first spin off of FF7 and it has almost nothing to do with FF7 on gameplay.

Now, the alienating of fans wouldn't be so bad if DoC did a good job with the gameplay style it presented.  The issue is, the game shows it was made by people who really never dealt with the genre.  It’s not exactly fast paced (which I feel is significant for action games to be engaging), dodging I felt was kind of iffy and many a times the game assumes you'll just take damage and heal through it using your limited inventory (Rouge the Crimson comes to mind.)  It comes off as a bland 3rd Person Shooter, or alternatively, a cheap rip off of Resident Evil 4 (a game I have a fair amount of respect for.)  Shadow, meanwhile, just did the gun thing far simpler.  You pick up a gun on the ground, shoot it, and hope it hits.  Game has a bit of an auto targeting system if enemies are on the screen, but also, as I said before, beyond a few specific puzzles, you can often ignore the gun thing and just kill things with Homing Attacks if you want too (ideal? No, but do-able.)  The Vehicle riding is far less prominent as a gimmick factor, and it can be skipped entirely in a variety of levels.  Again as I said before, Shadow plays similar to how he does in SA2, but with a few more gimmick factors, and being gimmicks, the gameplay doesn't rely too heavily on them.  Contrast this to Vincent's game where the whole "guns and action" thing is basically 90% of the gameplay, and its deviating pretty much entirely from the game it’s derived from.

When you look at other spin-offs in series, again, you tend to notice they are at least reminiscent of the series they’re from.  Shadow’s definitely is reminiscent of a sonic game, Vincent’s, gameplay-wise, is not.  To further show what I mean, again, look at Yoshi’s Island (yeah, I’ll be using that as “example of how to do a Spin-off RIGHT.”)  It’s a platformer, just like Mario games, so same genre.  You can kill things by jumping on them, just like Mario, and Yoshi has his trademark Tongue attack, and can spit large things out of his mouth as a projectile, just like he could in SMW.  From here, they added in a few new features, like Eggs as a primary form of offense, small sense of flight, and a few other gimmicky features like Vehicle Transformations.  It was a new and different game, but still held true to some of the features that people were used to.  Shadow definitely feels similar in this regard, as I said, Sonic conventions and mindset are all there, but with added “ok, Shadow needs cool stuff” factor.  DoC is almost nothing like FF7, other than the paint job of things like “hey, Materia determines your SPECIAL ATTACK!” Contrast this to Crisis Core where Materia was a key feature in Zack’s development, just like FF7 Proper’s core cast, so yeah, despite both using Materia, DoC used it more as a way to pretend its following FF7 gameplay conventions, while CC actually used it in a way that reflects how they were actually used.

Back to general gameplay , both games do have a Super Power Up aspect that gives you temporary awesome boosts to do stuff with.  Granted, how they are handled is different in everyway.  Vincent’s power up comes off as more of a trump card to bail you out of bad scenarios.  Meanwhile, Shadow’s variation is more a reward for doing certain things, and to keep the game more dynamic.  Neither is necessarily better than the other, conceptually anyway, and both are clearly put in to reflect the character.  In Vincent’s case, one of his trademarks is “Transforms into a monster”, so it’s kind of a necessary component, and Limit Breaks being limited access moves in FF7, making it a “trump card” style power up ala Devil Trigger just makes sense.  In Shadow’s case, he’s always using those Chaos powers in plot scenes, so for once, they gave him the ability to actually use them in game, to further deviate him from being a cheap rip off of Sonic.  True, I didn’t say anything good or bad about either game here, but it is worth noting that both games have these “Super Power Up!” states, to further establish how conceptually similar these games.  Feel free to ignore this entire paragraph if you want!

Both games also have a rating system.  In Shadow’s case, it’s something that has been a standard in Sonic games since SA1, so it’s kind of to be expected.  It encourages you to replay the stage such that you can do better and get an A Rank, and there’s a mode dedicated specifically to replaying these stages.  Again, this is nothing new to the series, and is kind of just an assumed factor for the game.  In DoC, the rating system determines your EXP (which in turn can be transferred into cash), which suggests that the better player you are, the stronger you will get.  This is a weird philosophy all things considered, as it means that those who are good will have that much easier a time of the time on top of the skill difference than those that suck.  I guess the logic is that it rewards players who care about after game stuff by giving them better stuff for the mission mode.    Now I did not find VMC’s rankings to mean a whole lot, nor did I pay attention to them much, so I guess it is all theoretical in the sense of “better you are, better your character’s stats are, thus easier game!”  but I haven’t done like any missions so for all I know, they’re significant here; having not played them, I will not make any direct statements towards them one way or another in this regard.
Though I haven’t played missions in DoC, I have at least experienced them by watching friends and I can safely say that they are varied in their requirements.  That’s a good thing since it means for more dynamic gameplay after you play the main story, and it is something to do other than the same 10 maps or so repeatedly.  StH, on the other hand, has varied requirements in the main game, which lead to different routes.  The game wants you to replay it 10 times, which is something I will get to later.  The missions are varied enough though often at least one of the missions is “kill x number of guys on the opposing side!”  Granted, just about all “Normal” missions, if there is one, are “Reach the Goal!”, which is to say, it is what happens when you play the game like a typical 3D Sonic Game.  Now, some of the missions would be awful in a game like this if Shadow didn’t implement the Warping Check Point features that let you go back to any part of the stage, which means the usual “you can’t backtrack in Sonic games” factor goes away.  Again, this plays into one of good adjustments made to help secure the more “This is an action game feel.”

You know…at this point, I feel there’s no reason to go into depth about the gameplay.  The main point I mostly wanted to make here was already made, that being that Shadow doesn’t alienate its fans, as it’s more a 3D Style Sonic game with a few new gimmicks, notably multi-arching story (and missions to go with it), Guns and the vehicles, so at least fans of the previous games can adjust pretty well.  VMC, even if it did a good job at its core game, it still begs the question of why make a 3rd Person Action Shooter Game based on a Turn-based RPG series?  Furthermore, unless it was outsourced and I missed it, it was clearly made by a company that didn’t have much experience in it, leading to appropriate questionable reactions to it.  I can understand wanting to do something different with the series, but cutting out pretty much all of the RPG elements barring a very select few minor ones, when appealing to a fanbase that regards the series as an RPG is not a smart thing to do.  To be fair, I know a lot of people were making fun of the “Guns!!!” thing in Shadow, but that sounded more like playful teasing than people being skeptical…though maybe I’m wrong and perhaps people were afraid the entire gameplay would be based around that, rather than being a Sonic game…which is a fair thing to be worried about.  Often, developers get too bogged in their gimmicks they overuse them to make sure they’re not wasted, and while I am not convinced that happened with Shadow’s game (Guns and Vehicles are clearly a secondary to the core gameplay, for all that they do play a significant role), it is something that’s an understandable fear.  Vincent’s case, it’s just flat out a completely different genre in every way.  I suppose you could say “They wanted to try and make a new game type, not just RPGs!” and slapping “Final Fantasy 7” on the front would raise the marketing value of the game, which is fair, but also illustrates how much Square-enix relies on namesake to sell a game.

...oh, right, there is one more thing I should talk about!  That being replayability.  DoC is a much longer game than Shadow, making it harder to replay.  To be fair though, DoC has a lot more "aftergame" content so it can sell its longevity on that more, and encourages a replay in the style of "make your character better for mission mode!"  It also has higher difficulty modes so you can genuinely challenge yourself.  Mission mode aside, these are standards of the Action Game genre, and it even lets you replay missions.  However, from my little experience it appears the game shoves you back at the mission exactly as you were when you started it (unlike DMC where you start the Mission exactly as the character you are now, kind of in an NG+ style), and I honestly how no clue how this affects later missions, in regards to finding missed items, money, etc.  Shadow lets you replay missions but it seems they mostly exist for ranking and letting you try the alternative paths more convenient.  That's cool and all, but Shadow has one distinct replayability factor that actually ends up hurting more than helps:
Multiple endings.  See, if the endings were care-worthy, that'd be one thing, though even that wouldn't be enough.  All the endings are basically Shadow comes to a conclusion of who he is, tells whoever was the final boss of that path what it is, then yells "This is who I am!", roll credits.  I think there's a grand total of one ending that actually ends in a way that isn't him yelling "THIS IS WHO I AM!" and go figure, its the one that you can basically hear him cutting himself.  But that's not gameplay related...

What IS however is the fact that the game requires you to get ALL 10 ENDINGS, which means literally replaying the game 10 times.  There are multiple stages you can go to, so you may want to see them all, but that still requires 5 playthroughs, which is still a big excessive.  You can't even go to Mission Select -> Beat Respective Last Level different way to access other final boss.   I'm sorry, but going through Westopolis 10 times gets dull even if you just blitz through it ASAP, you'll A Rank Normal Missions in no time.  If this was a pure ending thing, I wouldn't mind it so much because hey, Youtube...except the LAST STAGE OF THE GAME is after getting all 10 endings, followed by the FRUE FINAL BOSS!!! which is a big epic showdown.  Contrast to DoC which has a similar styled "Super Upgraded Form vs. Final Boss", but there you always get it if you beat every mission, as you'd expect of any normal game.  Sonic games have required multiple kinds of playing to get a "best ending", but usually it tried to just be "play game as all characters" and move on.  Here, you're literally playing the same character doing a lot of the same stages over and over again, just changing how you beat certain ones to get a specific ending.  This gets dull, tedious, and is something the game didn't need at all.  The formula of "play through game, get final level!" was adopted for a reason, and that's because "It works."  Shadow didn't seem to get that...



Cont. on next post!

18
Discussion / DLCon 7 Music Quiz: Super is the Wind
« on: February 05, 2012, 10:49:37 PM »
Yeah, its that time again!  You guys know the drill, starting off with noms, etc.  Just post IN THIS TOPIC if you are interested in nomming music, etc.


Rules here.


Starting with 20 slots; might add more if there's enuogh demand...which I somehow doubt.

1. Dark Holy Elf
2. Grefter
3. Oblivion Knight
4.  El-Cideon
5. Hunter Sopko
6. Malcolm Masher
7. Superaielman
8.  Notmiki

19
RPG Reviews / Wild ARMs 4 Thematics Stuff
« on: October 07, 2011, 06:54:10 PM »
I figure I'd rip off CK and do my own version of a thematic analysis of a game.  Why WA4?  Cause I recently replayed it and its fresh in my mind and people seem to have this misconception of what the game is actually about.  I'm not trying to praise WA4's theme here, or any characters, so much as speak of things on a more conceptual level and how it goes together!

That said, lets get started!

(and yes, I do intend to put this on the DL Site, everything after the hyphens)

------

Wild ARMs 4, a game often praised for its gameplay due to the unique Hex system, and the way it handles fights within it.  Whenever someone praises this game, its almost always for this reason.  Not surprisingly, whenever someone bashes Wild ARMs 4, its almost always attacking its plot, characters, and more so than other games, its actual theme.  The former two are completely subjective and I am not here to deal with that, but the theme?  Well, yeah, you're entitle to your own opinion...but the issue is, many will often misrepresent the game's theme.  Before we get started, I wish to quickly recap the series themes overall.

Not unlike Final Fantasy, a series Wild ARMs seems to wish to emulate in terms of series progression overall, each Wild ARMs game has a different theme.  Wild ARMs 1 (and Alter Code F by extension), and this is the one I feel most uneasy on due to my lack of memories on specifics in the game, was about that searching of ones self.  Wild ARMs 2 dealt with the definition of the word "Hero" and explores both its positive and the negative connotations.  Wild ARMs 3 dealt with the concept of memories, and Wild ARMs 5 was racism plot nonsense that any sort of concise mentioning of it makes it sound like cliched garbage, whether that be true or not.

If you look at Wild ARMs games, they tend to deal with their themes on a rather large scale.  Its not just a simple concept like, say, Final Fantasy 6's "Hope" but rather, the game beats you over the head with it constantly, and thus it strikes me that yes, the writers did want to explore the theme rather strongly.  Wild ARMs 4 is no exception here.  So what is Wild ARMs 4's theme? 

http://www.youtube.com/watch?v=pjBO8gCzhmY

Sounds accurate, right?  I mean, the song is entirely about Kids and Adults fighting, bickering and trying to say whose the real cause of problems in society.  So WIld ARMs 4's theme is "Kids vs. Adults!" right?

...no, actually, its not.  That is where the problem with WA4 analysis comes from.  The theme is not something so simple as a confrontation of Kids and Adults duking it out, with Kids being the "Good Guys" and the Adults being "Bad Guys."  Now make no mistake; this Kids and Adults thing IS the theme of WA4, but not something as simple as people put it.  Someone said "Kids vs. Adults" is an accurate description of WA4's theme, but not in the way people think of it, by which he meant that the "vs." is not implying confrontation but rather, "What is the difference between the two terms?"  Putting it that way, I agree, and THAT is WA4's real theme: THe definition of those two terms.  Basically, we are back to Wild ARMs 2's theme, only instead of "hero" you can say "Adult", and by extension, to define Adult, one must define what a "Kid" is. The problem is when people say "Kids vs. Adults!" they almost always mean "Your team is full of kids, they're fighting the bad oppressive adults!" which as I said is NOT what the game is about.  Actually, that song did make me recognize a facet of WA4's theme I hadn't considered when playing the game, but its very much there now that I think about it, but I'll cross that bridge when I come to it.

Lets start from the beginning to analyze this theme shall we?  We start the game with Jude in a tree, a very typical "childish" activity.  Its not long until we learn Jude is the only child in the village, and he's adored by all the adults there, but at the same time, often reprimanded for, well, kids things, like not doing homework or getting into trouble.  It starts tossing out these terms out of the gate.  Here, we see Adults as authority figures with Jude just trying to act on his own and have fun.  The Adults, his mother especially just want what is best for Jude, but Jude being the child that he is, doesn't really care that much, he just wants to kick back and have fun.  Right here, we come to our first major indicator of what Kids vs. Adults actually is:

Freedom vs. Responsibility.  A Kid is free to do whatever they want and act entirely on Will.  An adult, meanwhile, is expected to act a certain way and to fulfill a certain duty.  In short, Children are driven by "Will" and Adults are driven by "Duty."  Now, I know you may be thinking this is looking too deeply into it, but the thing is, WIld ARMs 4 OPENLY MAKES THIS POINT late into the game, and is rather consistent about it.  To further establish it...

Look at the team briefly.  Why is Jude on this journey?  To help Yulie.  Why?  Because he wants too, nothing more.  Yulie's in trouble, he sees he can help, and wants to.  Then look at Raquel; oldest character in the team, but still considers herself a child.  She's traveling the world cause she wants to see beautiful things, to remind herself the war didn't destroy everything the world has to offer, and with her limited time left to live, she wants to make the most of it.  She is only able to take this Drifter lifestyle since she's not rooted in any sort of responsibilities.

Now lets shift to the Adults.  Why is Brionac obsessed with getting Yulie?  The answer is...cause they were told too.  That's their orders.  They don't have any reason to care about Yulie, their job is to follow orders, and their orders from the Congressional Knights are "Capture Yulie Ahtreide alive."  That is the only thing keeping them coming after you.  There's no personal vendettas, no personal things to gain from it, what have you.  Now again, remember, I'm talking about Brionac, not the Congressional Knights; the latter has their own agenda, and I will get to that later.  Brionac extends as far as even Lambda, the primary antagonist, who again, is only chasing Yulie since his "superiors" told him to. 

Lets make one thing clear; I am not saying that Adults are like Robots, who can only follow orders.  What I mean is that an adult has certain responsibilities that come first, and they act based on that, rather than their own personal will.  Look at Jeremy for example.  Like the rest of Brionac, he's trying to catch Yulie since he was told too, but he definitely isn't afraid to take things far and get personal almost to the point of killing her.  He needs to be reminded that his mission requires she come back alive from Kresnik the first time.  What we have here is someone who follows orders, but sometimes lets his personality get the better of him.

The game does not want to display that one is better than the other here, so much as how the two are clashing.  Naturally, making Kids the antagonistic characters is hard to do, as the idea of "kids = evil" just spits in the face of an obvious symbolism of "Children are Innocent" which I think is pretty clear in ANY game, and Wild ARMs 4 is no exception, and its morally just unsound.  The nature of dealing with a theme that strongly delves into defining Kids and Adults demands that you have two factions primarily built around those kinds of characters, in this case, all the Heroes are kids and all the villains are adults.  This is obviously where the "Kids vs. Adults!" misconception comes from, but it was also a necessary evil in establishing this.

Now that we have the whole "What drives both sides" aspect out of the way, lets look at what the two terms mean symbolically.  As usual, Children represent Innocence, and the Future.  So Adults should represent Past and Corruption, right?  Actually, no, cause an Adult is NOT the opposite of a Child.  An Adult is the inevitable step that follows Child.  As such, an adult actually represents the Present, and perhaps, more of a morally conflicted state rather than corruption.  Why do I say this?  Well, the child stuff is all pretty clear as its usual stuff so I won't waste your time on it; just about any story that uses children in any sort of symbolic sense uses them to represent one of those two things.  Very few games use Adults as any sort of representative aspect, meanwhile, mostly because Adults are so various, its hard to make them symbolize anything, especially since your heroes usually are Adults, or at least characters on the verge of Adulthood.  Wild ARMs 4 is unique in that regard in that they make it clear your team is nothing but Children, and while Arnaud will not stop claiming adulthood, he's still very clearly a child.

First off, the Adults = Present aspect.  When you look at the Adults, they are constantly reflecting on the past and thinking of the future, but often acting in ways that are dealing with contemporary problems.  They talk about making a "better tomorrow" but in truth are more concerned with problems as they happen now, dealing with things as they come to them.  They are consistently talking about how "No, the war is not over!" or "humans are weak!"  or whatever.  The game seems to give this perception of Adults exist to maintain the present for the sake of the future generations, which is the children, who in themselves will become adults and be forced to take on those responsibilities.  Furthermore, when you think about it physiologically, there's some fitting aspects too.  Children are clearly physically inferior than Adults as a whole, but they have a large potential to grow, and thus, potential to eventually surpass the Adults.  A Child surpassing an Adult is a strong indicator of how strong that Child will be as an adult.  Children keep wanting to get better and better, and when you think about it, does not Leveling Up in WA4 suggest that? Adults, meanwhile, are in their peak physical state, and are not worried about growing but rather, maintaining their current stature.  They are about are the ones who control what is happening now. 

An instance that well establishes this is the fight with Lambda.  When Jude defeats Lambda, Lambda's relationship with Jude takes a complete 180.  He goes from basically being a complete enemy to saving the team despite his battered body, and encouraging them to move on, believing the future is in their hands.  Here we see Lambda basically submitting he's done his job, and that since Jude has surpassed him, the future being in Jude's hands is not really a bad thing, and he is willing to let these children create this new future.  Now, you could argue Lambda, with all his prediction powers, had this all planned out, and it was really a huge Xanatos Roulette, right?  Except WA4 openly discounts this, as Farmel thinks that's exactly what happened, but Lambda states that no, he seriously tried to stop Jude at every turn, Jude just managed to overcome all his obstacles and in effect was a variable he did not consider, and its only after seeing how strong and determined Jude was did Lambda realize that he needed to change his ways.

Which leads to my other point that Adults are not symbolic of corruption.  Lambda himself is not actually a bad person when it comes down to it.  Many of his followers follow him because they believe in his vision, and his vision is making a better Filgaia.  His problem, of course, is as Gawn openly states, Lambda has this tendency to "rush results", which the whole "force evolution" thing is a symbolic example of, as he's trying to rush Nature itself.  To branch from this, just about every single Adult on Ciel spits in the idea of Adulthood being an example of corruption.  They all had strong, good motives, and never even compromised their beliefs.  The issue there, of course, is that their research ended up creating a deadly weapon (the ARMs) instead of a device to recreate the world.  One last example is a pretty obvious but at the same time forgettable one in Archibald.  Archibald is a good man, with no strings attached.  Yes, he's one of those Miltiary Soldier Adult jerks, but even in Ciel, its very clear he's not a bad man.  After Tony screws up big time, he's the one who tells the Troops to retreat, and even apologizes for the mess, indicating that everyone (including the civilians) getting to safety is more important than their mission.  Later on, we find he's leading the construction of Halim, to make up for his previous transgressions, and when Jude attacks him, he's fully willing to take the hit head on.  He never once stands in the way of the way of the team, fully recognizes his errors, and wants to do his best to help others.

So what if we look at each character individually and recognize what the whole "What does being a kid and adult mean to their characterization" aspect?

Jude, first of all, is a Kid in every sense of the word.  Youngest character in the game, grew up sheltered from the rest of the world making everything he says have that childish naivete, and he's got a lot to learn.  The game very much is Jude's coming of age story, in a sense.  He's learning the harshness of reality first hand, but his determination lets him persevere.  Jude actually very rarely says bad things about Adults; in truth, its more he has absolutely no understanding of how an adult thinks.  His interaction with Gawn was there to establish that Jude thinks on pure childish merits, and does not think in any abstract manner.  The most obvious example is Good vs. Evil.  Jude says a simple Good is helping others, Bad is hurting others.  Gawn then tosses out the flaw with that claim of "What about hurting someone for the sake of helping others, like a soldier who fights his hardest for the sake of his family at home?"  As expected, Jude doesn't have an answer.m  Gawn's answer to Good vs. Bad...we'll cover that when we get to him.

Yulie, meanwhile, is sort of a vacuum in all this.  She's not a Kid or Adult when you think about it.  What do I mean by this?  Well, she's got some maturity, but this game establishes that Kids and Adults can vary on maturity a lot so that's irrelevant.  No, what Yulie has is the fact that she never had a true Childhood.  Her entire life was spent in a lab and she feared each day.  Her idea of friends has been for a while people who shared the same exact fears as her, and she's been watching other children disappear sporadically each day, fearing she may be next.  Yulie represents that control factor, and she doesn't quite know what she is in that regard, so she sort of bounces off everyone else, relying on them.  Even Jude whose younger and naive as hell is able to give things Yulie didn't consider, the most obvious is "Stop saying 'sorry' when people help you and say 'thank you!'"  By the end of the game, Yulie has finally gotten in touch with her "inner child" that has been suppressed and she's able to actually start growing up.  She finally is able to do the things she wants, not what others want or expect of her, and wants to help people.
I'm aware this is a rather deep and controversial view of Yulie, but that's what I got.

Arnaud is that arrogant kid who thinks he's older than he is.  In some sense though, he is the most adult member of the team, due to looking at things from a very rational standpoint.  He knows when he's being childish, for example.  What makes him not an actual adult of course is that he has no real purpose.  He's sort of living however he damn pleases, and has no responsibilities.  He doesn't even have a goal in life until late in the game where he wants what's best for Raquel...and there we have it the whole "Will vs. Responsibility" thing again, as Arnaud WANTS to help Raquel, not that he's obligated too.  IN some sense, one could say he tries to convince himself he's with Yulie and Jude initially because they're clearly children, and believing himself to be an Adult, he feels obligated to watch out for them until their safety is secure, though I do not think anything in the game supports this, and Raquel's joining means this viewpoint is short lived at best.

Raquel is basically a child who has no chance of growing up.  Her time is short, she has convinced herself there's no point in trying to think of a future since she has none.   There really is not much to say about Raquel in truth since the game has her saying everything rather outright, and I covered it mostly earlier with why she's acting, so I'll just say "see above."

What about the Adults then?  Well, Lambda I think I covered rather well, but I would like to tag on that for all his being iconic of the "Adults" of the game, he breaks down crying near the end when his plans aren't going his way...a very immature action and Jude calls him out on it.  Here, we see something unexpected in WA4, an actual SIMILARITY between Children and Adults, and that for all that the game has been displaying this very "Children are Red, Adults are Blue" (black and white gives a good/bad connotation, which as I said, WA4 seems to specifically AVOID) viewpoint, suddenly we see something the game sort of glossed over...possibly on purpose.  That being maturity and conduct; a child is capable of acting mature just as an adult is capable of being immature.

Brionac I covered, but there are some things I'd like to toss out, that being they further establish that while Adults won't "Grow", they can "develop" and still change.  In Hugo's case, he first comes in with this ultra-confident attitude of basically you can't win, but when he loses, he submits he was "defeated by the better man."  So this cocky jerk suddenly showed he can take defeat like a man.  No excuses, no trying to save face, just a humble acknowledgment of inferiority.  When Farmel is defeated,  she learns that she too has a lot to learn about companionship and trust, and its not just "being there to protect them" but rather also having faith that they will be there for you.  Its all cheesy and what not, but its there.  Then we come back to Jeremy who exists to show what happens when an Adult tries to grow beyond their current limitations.  Taking enhancements and practically turning himself into an ARM of himself, he's pretty much completely jumped off the rocker and has lost all sense of humanity, and by extension, all sense of the distinguishing features of Adulthood.  All the other Brionac Members, upon defeat, either die in the process or accept their defeat. 
...that is except for Tony, but given Tony is mostly there for comic relief and to be an incompetent member of the "bad guys", there's not much to be said about him.   Well, ok, Tony is also a further example of why people constantly say "ITS CHILDREN FIGHTING ADULTS!" but if you're going to use Tony as your proof, you may want to reconsider your stance.

Now, there's 3 characters who need to be discussed alone to get across the points further, as they establish characters who mix traits of both, and further establish it.

First off, we have Gawn.  Gawn is that oaf character who befriends the team and betrays them.  He's clearly an adult right?  Well, mentally and physically, yes, but in spirit, he's still a kid.  He actually understand where children are coming from, rather than simply tossing them aside, and likes hanging out with them.  The problem is that he still regards himself as an adult, so the responsibility aspect kicks in.  At the same time, though, he tries his best to delay this factor if you pay attention.  You can claim he's all just doing it for a MASTER PLAN for Lambda's sake, but if he was, he had plenty of better opportunities to capture Yulie earlier on than when he did.  The reaction I got is he did not realize who he was traveling with at first, but when they mention Brionac, you'll note he reacted in fear.  Why would he want to split up with the team at that point if he was trying to capture them?  Well, ok, maybe he had to contact Lambda, but then why does Gawn go out of his way multiple times to warn Jude not to do things that Jude does?  The answer I can think of is that Gawn really does not want to go through with this, but having acknowledged his adulthood, he feels obligated to do so.  The less he's with Jude and Co., the less his responsibilities will plague him.  Gawn is also the one who actually stands up to Lambda, indicating the problems with his stance and calls him out on his "you rush things" factor.
In all this rambling, I guess the ultimate point I'm making is that Gawn is that lone Adult figure who understands Children, and as such, can be an actual mentor to them.  He actually tries to learn about them and teach them rather than suppress them.  Going back to the Good vs. Bad thing Gawn tossed at Jude, Gawn had his own definition, that being "A good person is someone who follows their beliefs." When you take that view, Gawn following Lambda makes sense, as by Gawn's definition, Lambda is a "good person"...but then, so is Jude.  Gawn is conflicted, but ultimately his loyalties were with the Adults, for all that he's very clearly cheering on the kids.

The next character is, naturally, Kresnik.  Kresnik like Yulie has a hard time identifying as a Kid or Adult, but unlike Yulie, does not have the physical stature to push him greatly towards one end.  Being surrounded by Adults and working with them, Kresnik initially identifies as an Adult of course, but by the end of the game, he's clearly siding with the kids.  How does that work?  In short, Kresnik never WAS an adult, as his goals were NOT based upon responsibilities, but rather, what he wanted.  He wants to protect Yulie cause she's his little sister and he promised her.  To his fortune early on, his duties fall perfectly in line with that.  From his perspective, being with Jude is dangerous and he wants to get her so he can be there to protect her outright, and so long as she's not with him, Brionac will chase them.  To him, Brionac is dangerous and its unsafe to go against them.  Once Jude beats Kresnik, of course, Kresnik is hit with a reality check of how Jude's team may be strong enough to go up against Brionac and keep Yulie safe, as well as how Yulie clearly sides with Jude.  As someone who wants what's best for Yulie, who is he to go against her wishes?  When his "conviction" gets challenged, he loses all identity of himself, and loses the will to do really anything.  What's his new conviction afterwords?  Acting solely to aid Yulie in help saving the world.  After the Jeremy stuff, his role is basically just there to show Jude one more aspect of growing up, and that's understanding that you CANNOT always help people out, so you need to compromise at times for the best possible outcome.  Sacrifices must be made, etc.
In short, Kresnik represents that transitional state of Adulthood and Child.  He's waffling between driven by Duty and driven by Will.  There are times after-all where he clearly acts on Lambda's behalf only because Lambda is his boss, despite how it goes against Yulie's wishes, to further exemplify that no, he's NOT just driven cause "YULIE NEEDS HELP!"

Last character I will deal with is Hauzer.  Hauzer is a weird one because I couldn't quite figure out how he fit into this theme...but I think I finally figured it out.  Hauzer is what happens when someone grows up without actually growing up.   He's seen the horrors of war, he's dealt with a lot of harsh realities...but he's kept a naive idealistic viewpoint and never actually shifted to the side of rationality and compromise.  This is why Jude and co. fight him so hard in the very end, because unlike Lambda and the rest of Brionac who are acting on what they feel is their duty, Hauzer is acting on what he wants.  He WANTS to rid the world of war, and his method is to kill all humans, because HUMANS WANT WAR.  He feels betrayed and is taking it out on everyone else.  He's very much an anti-thesis to this idea of "Will is always good!"  because he's driven by will, and his will turns out to be bad.
Its a stretch, to be honest, and I'm still uncomfortable with it, but that's the impression I got.


So we can see that there's quite a bit to do with Kids and Adults in the game and it gets a bit mired down by the fact that Adults are mostly antagonistic while Kids are the heroes, but that as I said was a necessary evil.  The game tries its hard to say "No, Adults are NOT evil, and are NOT out to get you", more just everything is seen differently from the eyes of both.  Even with all this...I am not convinced this is a full exploration of the theme.  Why?  Well, lets look back at another point I made:

Children are the Future, Adults are the Present.  That's only 2 facets of Time, when as we all know, there's generally regarded as 3 moments, the 3rd obviously being past.  Its easy to pull off a Future vs. Past and not have a Present, just saying "the present is symbolized by the struggle of both", but Future vs. Present does not work without that past element.  So what symbolizes the Past?  Well, despite popular belief, there's 3 stages to human development that WA4 deals with, not two, the third one being hidden and less obvious, but its very much there once I thought of it, and analyzing it is integral to the theme, and its completely consistent with everything we saw.  Its something that did not occur to me until, oddly, that Simpsons' video above, where at the end, a 3rd faction jumps in.

That being the Elderly.  Children grow into Adults who then regress into Elderly.  Why did I say "regress?"  Well, the Physiological stand point again; while Children have some advantages over adults in physiology, such as potential to grow, Elder do not; their prime as has passed and they are but a shadow of what they once were.  And what better way to represent past than with Old People?  You'll note pretty much all of Brionac are made up of middle aged adults.  There's not a single Eldery figure among them.  I feel this was completely intentional as there's a whole set of Elderly folks and they are very different from Brionac individuals, that being the Congressional Knights.

The Congressional Knights act on these old standards, trying to hold onto things that don't exist anymore.  They are convinced the war is NOT OVER, and are trying to use Yulie to end this.  Contrast this to Brionac folks who while yes, they don't feel the War is truly over, they acknowledge the situation is much different than it is 10 years ago, and are trying to keep things together.  The Congressional Knights in some sense are driven by fear.  They're afraid of losing what little they still have, and need to keep up the one thing they still have in check, that being political power.  They have pretty much no hope for anything, so while they talk about Filgaia's Future, its more in a condemnation sense rather than an actual pushing forward.  Unlike Lambda, the Congressional knights are pretty much straight up bad guys.  When Lambda kills them off, you definitely do not feel pity for them, and the scene is displayed in a "they had it coming" way, with Lambda giving them their just desserts.

Furthermore, each "faction" is a mirror of the era they represent.  The Congressional Knights, with their morally questionable, to say the least, motives and methods, mirror the war from the past, which was harsh and cruel, much like they themselves are.   Adults reflect the present, as evident by how there's a lot work to be done to recover, but no real direction, hence a lot of conflict.  The Children reflect the future to come, and with how Jude and Co. want peace above all else, when they become adults, one can deduce their era will be a more peaceful one.

From this perspective, it maintains what role each of these age groups have.  Children exist to build the future; they must be proactive so they can learn the reality and achieve their dreams.  Adults exist to maintain the state of the world, and fix problems as they come, hence a more reactive state.  It isn't about changing the world now, but rather finding the problems in it.  The Elderly exist as an example of the past; had Filgaia a less war-torn past, the Congressional Knights may have been a more sympathetic lot and less clearly "bad guys" as they are.  Furthermore, if the Adults exist to maintain the present for the sake of the children, the Elderly exist to "pass the torch" to the new generation of Adults to deal with the new era.  An Elderly person should not be taking action, be it reactive or proactive, but rather, using their wisdom to help the new generation.  You'll note in the Simpson's Video, the Elderly folks are completely against both Kids and Adults, and we see the two sides jumping together against a common foe.  This is consistent with WA4, where while you're fighting Brionac, you're not fighting their ideals but rather the Congressional Knights; this doesn't excuse Brionac's actions, as part of "responsibility" is the ability to recognize right and wrong and act accordingly, something Lambda learns mid way and does very much when he finally recognizes the Congressional Knights for what they really are: Superiority Complex Driven Jerks.

And of course, there's one last facet of Wild ARMs 4's story we haven't dealt with, that being the logical end of a plot analysis...the ending itself.  By the end, we've killed off not only the Elderly Faction, but most of the major adults have been killed off too.  A few like Archibald still live, naturally, but in the end, in this major war, the children have won.  Why?  Well, think of it as being symbolic as in no matter what you do, tomorrow always comes.  There is always a future, for better or worse, and nothing you can do can stop it.  This is of course a really poor way to look at it, and frankly, I'm more inclined to just say "kids win cause they're the heroes thus the good guys and this is suppose to be a happy ending."    Cheap?  Sure, but I'm willing to submit an occam's razor here, because that's really what it actually feels like.

In any event, with the adult generation killed off, this means that the last facet of the "present" has been washed away, leaving in a sense, a blank slate for the future.  So naturally, the ending deals with these children shifted forward 10 years as adults.  And what are they doing?  Exactly what I said Adults should be doing: Maintaining things such that the future generation has a good world to live in.  Jude is living a life in nature, preserving what little is left and trying to help it grow, shown by how he's actually helping injured animals in the forest rather than simply "observing" them.  Yulie is a teacher, doing her best to prepare the new generation to be ready for when they grow up, in a sense, preparing the next generation that is to replace hers.  Arnaud and Raquel have a child, thereby adding to the next generation, though Raquel dies thereby fulfilling her "I can never grow up" claim.  Arnaud, meanwhile, is apparently living happily as a successful restaurant owner and a single father.  This seems like a little meaningless thing just to wrap up Arnaud's story, but there's a  connection with Arnaud's history that's easy to miss:

Arnaud disrespected his father, and grew up motherless.  His father had debt issues, remember, and the only thing Arnaud took from him was some basic flight control to "see his mother."  Arnaud now has apparently exceeded his father by becoming financially stable, and thus fully capable of taking care of his own daughter despite being a single parent.  Likewise, Yulie and Jude are living lifestyles in parallel to their own upbringing spun in a positive way, though its really pretty obvious, thus not worth getting into details.

So wait, now all the kids are adults?  So the idea that "Adults are Evil!" cannot possibly be true then, since the very ending involves our heroes growing into this "evil" state!  Unless of course...WA4 was NOT trying to say "Adults are Evil" or even displaying Kids fighting adults, but rather, just illustrating how different they are, and more an evolution of growing up.  Jude, Arnaud and Yulie all are living pretty ideal lives and their actions bring about nothing but good things to the people around them.  There's no compromises, no questionable motives, they're just good, honest people when they grow up, showing that you don't necessarily lose that when you do grow up.  They haven't just grown up physically though; they are all holding genuine jobs, and no longer are following their wonderful dreams, but rather, living their humble duties happily, again showing us that Adults are driven more by their duty than their will.  It just so happens that as adults, the characters in question all enjoy what they are doing, and what they are doing is positive.

So the question is, can you say that WIld ARMs 4's theme is Kids vs. Adults?  Perhaps, but you must keep in mind that the "vs." is not that of conflict but that of indicating differences.  The Elderly factor is not explored nearly as much as it could have been, but its very much there, and in truly understanding the game you need to understand that.  When you recognize this and how much the game deals with Kids and Adults in a non-confrontational sense, its rather clear that simply saying its a conflict of the two is wrong.  A conflict of all three?  Perhaps, with the Elderly being the big losers, but in truth the Adults don't necessarily lose nor do the kids win, more the two come to an understanding of one another, and the Adults are willing to let the Kids handle things from then on, perhaps an early foreshadowing how this generation of Adults is far more tolerant of the next generation than the previous, allowing for a genuine era of peace to begin.  Its really focusing on the difference between the two facets, and then  uses the Elderly to further establish that things do not end at Adulthood.

Does this mean you have to like this theme of how it delves deeply into defining what a "Kid" and an "Adult" is?  Does this mean WA4 did an effective job of displaying it?  No, not necessarily it, but its very much there and in spades.  To merely say its driven off a conflict when it branches out into so much more regarding the two, and there's plenty of counter examples of Adults and Kids actually working together to acknowledge there has to be some common ground (which is finally proven when Lambda breaks down crying) between the two, I think its just an oversimplification of what is going on.  There is no doubt that the theme involves both these terms, but as I have been saying, Wild ARMs 4 is very similar to Wild ARMs 2's theme, only replacing "Hero" with "Adult and Kid."

------


Feel free to comment and point out things I missed, as well as things that can help make this clearer, better formatted, etc.

20
Discussion / Musing over BoF4 Character Balance
« on: September 22, 2011, 03:46:35 PM »
Yeah, Elfboy did this with CT and Tide with WA4, and I kind of wanted to do one of my own.  Most of the games I want to do are not very compatible with this, for reasons like "no EXP for PCs out of party", or "Cast too big" or "too many variables to consider with playstyle" and all that.  Alternatively, we have the original BoF where the game is basically "there is only one party, everyone figures it out pretty fast don't let people try to make you think otherwise!"  So after discussing it in chat, we decided BoF4 is a good game for this for a few reasons:

1. I know enough about the game to be judge.   BoF4 has some random variables you can't control like random drops, but there's also Non-Random drops that are circumstantial (eg Ershin's Early Raptor Claws), and I tend to know which are the random drops, which are the controlled ones, etc. and thus any good luck I get on drops I can easily rule out.  THANKFULLY, nothing TOO significant in either direction exists.

2. Everyone gains EXP for the most part.  This means no character will be bad due to underleveledness barring plot inconveniences (eg Ryu joins at level 1 when Nina is level 5), so I can adequately swap in and out and test worth.

3. Furthermore, character swapping.  Since it can be done on a fly in battle, it makes testing on the spot REALLY easy.

4. BoF4's cast is diverse and interesting enough to make people CARE.  The Skill System while being a universal shared skill is like WA3's implementation in that it doesn't compromise uniqueness, but rather, emphasizes it.  Yeah, you CAN give Cray a magic skill, but it'll be so god awful with the AP and Wisdom combo, it just further gets the point across "He's a Fighter!"  Likewise, the existence of physical skills means that Cray, hypothetically, has ways to do big damage.

5. Odd Synergy aspect.  Due to BoF4's combo system and all that, a character may be only so useful by themselves, but can become a lot better if paired with the right character. The famous example is how much better Ursula and Nina become when paired together than when they are alone.

6.  I know a lot of the skill quirks of enemies.  This ties into number 1.  For obscure stuff like Early Shadow Walk, I'll be noting them, and unsure how I'll factor them in.


So yeah, I'll be updating this occasionally, and of course, this is Meeple Style so it'll be probably wordier than need be!  Also I tend to forget names of enemies and such so I might use vague descriptions like "Those thieves!" and what not.  Furthermore, for Skills...well, I tend to hand them out on a whim.  There's some gameplay logic, but also bare in mind you can't control who INITIALLY learns skills from enemies, so if you see me talking about an odd skill usage, that'd be why (well, and perhaps I was too lazy to change skills then, or was low on Aurum, etc.)


A few things to note about playing style nonsense:

-I will be using EXP Tricks when they're convenient.  So no, I won't use a lot of Fire Spells on a Lavaoid to get EXP fast, but I will use Blind on the occasional eye Goo early, or try to provoke Goo Counts "Level Up" factor on turn 1.  I am not going out of my way to do this, but I am taking advantage of these, if that makes sense.
-For masters, skills, etc. I am using whatever I feel is best.  I will be going out of my way to say who gets what and why
-I do SOME fishing.  I don't abuse it or anything (so don't expect any chap 2 Renders or whatever), but expect to see me bring up things like Firangi or the Flail
-I go to each "?" spot at least once, to get the item there (I know they respawn but sometimes there are genuine goodies) and cause sometimes it opens up other areas (usually fishing); this gets me a few extra fights, but not too many to make me overleveled.


So lets get started...NEXT POST!

21
This is something I've been wanting to do for a while.  The idea is looking at 3 games that are all of the same genre, and comparing them.  The three games in question I picked specifically cause they all come from different eras.  I merely am looking at things like what makes the games that did things right good, where the ones that didn't failed, and things like how nostalgia can go shut up and such.  Before, I get started, remember one important thing:

THIS IS A MEEPLE RANT!!!!

Now that you've been warned? Lets get started!  Oh yeah, feel free to comment and such.

INTRODUCTION
First off, what is a 3D Action-Adventure game in this regard I'm referring too?  Well, you guys know Zelda?  Of course you do; if you don't, you're obviously lying.  Understood?  Good!  Basically, take that, and well...that's the kind of game I'm looking at...but of the 3D Kind.  So not things like A Link to the Past or Link's Awakening, but stuff like Orcarina of Time, Majora's Mask or The Wind Waker.   So naturally, its only logical I choose a Zelda game to work with, and as a result, I'll start off with the most logical one, the game that started this style of the game, that being The Legend of Zelda: Orcarina of Time, here on referred to as all its nicknames; naturally, if I just say "Zelda" in this rant, I'm referring to the game, unless I'm referring to the character in question.
I am NOT using OoT to symbolize the ENTIRE FRANCHISE.  I'm looking at the game by itself, unless I specify otherwise.

The second game of this style I'll be looking at is a game that has gotten similar level of critical success, but nowhere near the same commercial level, and is thus a sleeper hit.  A game well known for its unique art style, the usage of art in the game, and well...ok, screw it, if you can't figure out that I'm talking about Okami, then you all suck.  So yes, Okami would be the 2nd game.

The 3rd game is somewhat more contemporary, being only a little over a year old.  Game is a little different than the above two, but its clearly the same genre, same...well, ok, I don't know how to get into explanation at this point, so we'll just say Darksiders and move on.  Darksiders, like both of the above games, got a lot of critical acclaim, though worth noting it was released alongside Bayonetta, which ALSO got the same amount of critical acclaim, and both God of War 3 and Dante's Inferno were coming around the corner, so there was this big Action Game influx at the time.    I'm not sure if that says anything, but I just thought I'd point it out.

So why these three games?  Well, not only are they very obvious examples of the genre, but they also represent 3 completely different moments in time.  OoT is considered a classic and is generally put up as this HOLY GRAIL of gaming by many people, believed to be the first and absolute best of its genre.  Naturally, games like this also have to take into account the factor of Nostalgia, which I'll be analyzing how much that may or may not be factoring into it.
Okami is a game that's not exactly new...but not quite old enough to reach classic status, and even when it does, probably won't get it just cause of lack of genuine flair it created.  Its from the era of gaming right after OoT in any event, so it makes sense to display, coming in at the tail end of the PS2 era.
Finally, Darksiders is a contemporary game, and thus the newest.  If the logic of a genre evolving and that newer games should build upon older ones and thus be better, Darksiders should by this logic have all the advantages.

In short, OoT is an "Old" game, Darksiders is a "new"game, and Okami is somewhere in between.


So, LETS GET STARTED SHALL WE!  Since I don't know where to start, I'll just start at the most logical place...the beginning of the games:

GAME OPENINGS:

How a game begins can make or break someone's interest in a game; it is important that a game have a strong opening for this reason.  Now granted, there are games with absolutely stellar openings, but end up being weak overall; breaking away from the genre, a premier example that many people in the DL probably agree with is Final Fantasy 8, a game that has this spectacular opening FMV that really gets you pumped...and then the rest of the game fails to deliver.  The reverse is true too, of course; there are games that have weak and iffy openings, but generally end up great experiences overall.    Star Ocean 3 comes to mind, a game whose opening is long, boring and you aren't really sure what's going on, but once you get past that hurdle, the game delivers a strong experience.

So naturally, a game's opening is not indicative of the game overall, but its still a way to get someone interested and start things off on the right foot.

Of the three games, Darksiders is probably the best at this most definitely.  It starts off with some basic info about the council and all that nonsense...shit no one could honestly care about, but its a necessary evil.  Then you're tossed into the actual game, with an overpowered, practically invincible main character.  Yeah, its just one of those "Now you're playing with power!" scenarios, and its nothing more than a tutorial, but its stylish, and you have fun.  It teaches you the basics of the gameplay, and you get to kick ass while doing so; and the tutorials are quick and easy.  Furthermore, it establishes you as this overpowered bad ass with no real morals as War, the Horsemen of the Apocalypse.  Actually, the opening is basically the Apocalypse, and lets you do fun stuff in it like throw cars at demons *AND* angels, hit things with an over-sized sword that he uses one handed, etc.   Its nice action-packed, interactive opening.

Okami, meanwhile, is probably the worst about this.  It has a long narrative which isn't even visually stimulating, because it feels like just a lot of line art, and its introducing you to a lot of Japanese names that hard to keep up with, and there's Badger speak on top of it.  Then when you're past that, you...still have a lot of exposition and talking from this forest chick.  Then you're tossed into a generic tutorial, where its still a lot of text and little gameplay.  Its slow moving opening, that's for sure.   There is one saving grace about the game's opening and that's establishing that "Yes, the main character is an actual wolf", and it does well suggesting the game has a sense of humor, but the overall opening is kind of droll and boring; it really gets to the point of "can we get started...please?"

So what of the Legendary game OoT?  Its...not really either.  Its a simple humble opening of our silent protagonist, Link, waking up, meeting his long awaited Fairy, and then learning he needs to see this big talking tree, and its quick to lead you into the first dungeon.  Yeah, there's some running around the town, but its nothing major.  One thing OoT does that both Okami and Darksiders do not is have a very light-hearted, playful opening.  Okami, the world is basically in shit and covered in darkness, the crisis has already started.  Darksiders, ITS THE FREAKING APOCALYPSE (or is it!?!?!?).  In OoT?  The game hints that a crisis may be coming soon...after you do the first dungeon, but the world is still a nice place to live.  You're in a nice lush, green forest, instead of some dark gloomy place.  It almost makes the game feel like its intended for much younger audiences than the other two...

...ok, it is definitely the case when compared to Darksiders, but Okami is a game that feels intended for "all ages" like OoT, so the comparison is still apt.  But in any event, OoT's opening doesn't really grab you the way Darksiders does, but it also doesn't turn you off the way Okami does; its very much just this humble middle ground, which is acceptable.

Since I brought all 3 up in this section, I mgiht as well move onto the next area using them:

PROTAGONISTS:

Given the game involves playing as one character the entire way, a game like this needs a strong protagonist.  Also, since all 3 have a "Side kicK' style helper whose just kind of there to be a constant companion to the main, I'm going to assess them here.

So lets first off look at Link, the ever famous green tunic elven hero with a pointy hat and tights.  Link is a classic design and supposedly, there's like 50 of him in the Zelda Timeline cause they each take place 100 years different to each toher and-...wait, WHY THE FUCK AM I TALKING ABOUT ZELDA CONTINUITY!?  IGNORE! I REPEAT IGNORE THAT STATEMENT!
...anyway, Link is an iconic character for the series.  Given how popular the LoZ series is, Link gets immense popularity just cause of the representative value. Why do I say that?  its cause Link is a silent protagonist, who does nothing outside of gameplay but maybe an occasional reaction.   Silent Protagonists fail in RPGs, as we've seen multiple times; Suikoden 5 proved this exceedingly well in that it has very good writing, but some of the scenes are held back by the hero being silent.  Now, OoT is not Suikoden 5, but Link being unable to talk DOES hurt the potential writing of the game.
Since Link doesn't speak, this means every plot scene ends up being monologues by the guy he's talking too.   If anything, being a silent protagonist makes the game WORSE in these games, cause you have no allies barring the helper...except Navi barely talks in plot scenes either, so she's not exactly helping; she may as well be silent herself.   So if we remove the iconic value of Link, gave him generic Hero Garbs, like say a vest, long pants, and an undershirt, maybe a bandanna or goggles or some cool necklace or ANYTHING,  just cause we need something to make him stand out compared to the rest of the world, and renamed him Jimmy...the character would be completely unchanged...but wait, he's no longer this iconic figure!  Suddenly, no one is going to like him, and he'll be completely forgettable.

So now I'm going to say a statement that if i said it on GFAQs or something, I WOULD get shot, burned, lynched, etc.  My statement?  Link is a shitty hero.  There's no two ways about it.  Completely silent, doesn't even have implied dialog, and his popularity stems from him having been a character from the NES days.  There is no way to defend this character, and I feel the only reason Nintendo keeps bringing back is cause he IS an Icon.  Mario at least gained a degree of comic relief and *SOME* dialog...and Mario in the RPGs proved himself quite capable DESPITE being a silent protagonist.  Kirby is a Pink Marshmallow whose really cute and has a cool concept, and Samus is pretty much the first ACTION GIRL in a Video Game; all of these characters stand alone as being somewhat more interesting on their own merits, and don't rely on this icon status...sans maybe Mario, but he's well exceeded Link in that regard, and stands on a level of his own.  Link, meanwhile, without being that Zelda representative, has absolutely NOTHING.   Now, I'm not saying Link shouldn't be remembered, shouldn't be considered an icon, shouldn't be in Smash Brothers games...I'm just saying as a protagonist of a game that's somewhat story driven, he's really quite shitty.


Now, OoT isn't the only game with a silent protagonist; Okami too has one.  So naturally, Okami screwed up as well?  This is where things get interesting; Okami actually made its silent protagonist WORK.  I suppose calling Amaterasu a "Silent Protagonist" isn't fair, cause the character in question is genuinely mute; she's an actual Wolf, in both appearance and actions.  She's not capable of speaking.  Right there, Amaterasu has a major thing on Link: Design.  Link has an iconic design, but its not exactly interesting at the same time.  People only accept it cause "He's Link" in the grand scheme of things.  Amaterasu though?  Look at just about ANY other game.  The number of playable non-anthropomorphic canines is exceedingly low.  I'm not including stuff like Dogs from Command and Conquer games, I mean games where you actually play as those characters.  Characters like Blanca, Repede, maybe Red XIII.  Its not a huge number.  These characters often get acknowledged just cause "hey, an unconventional design for a character!"  Its always cool to see these things, even if the character is a lamer...
But Okami took it a step further, and made this Canine the MAIN CHARACTER.  Not only that, but the canine in question is suppose to be a goddess.  Right there, Okami's got a bit of a sense of humor.  A divine being said to be the "Mother of all that is Good"...has the physical appearance and mental capacity of your average wolf...and yet, she's your main character.  Its a pretty gutsy move on the Developers parts, but that's part of the charm of Okami; you're playing as a Sun Goddess in the form of a wolf!

Okami, however, does something else in Amaterasu's favor, something many games with silent Protagonists fail at:
They treat her like she is.  The game really sells you on the fact that you're playing as a wolf.  You can dig, converse with some animals, you don't "talk" to people, but you "Listen" to them, and they talk to you like you are nothing more than another animal.  Amaterasu is able to walk around certain areas cause hey, she's a wolf, not a human, she's not exactly a threat. You can even bite people.  The plot scenes further show Amaterasu acting like a wolf, and even give her a bit of personality.  Heck, right at the start of the game, Sakuya is giving a speech about what is wrong with the world...and Amaterasu starts falling asleep, getting bored.  This little bit of action is more personality than Link exhibits the ENTIRETY of Legend of Orcarina of Time.  AND IT CAME FROM A FREAKING WOLF.

So in the end, where OoT failed miserably, Okami managed to twist into one of its strong points.  It took what seemed like a ridiculous idea of a main character...and made it work...and it is part of what adds to the charm. 

So what of War, the Horseman of the Apocalypse, from Darksiders?  Well, lets start off nice and simple and say that conceptually, the idea is cool.  You need someone who can be suitably bad ass, but also can be twisted into a neutral figure who'd beat up Angels *AND* Demons alike.  While I don't know much about the New Testament and all that, I do know that the Horsemen can at least be passed off as neutral entities, and War being the personification of violence works well as a Video Game Action Anti-Hero as a result.  See, War's different than Ammy and Link; he's an Anti-Hero, not your archetypal Hero.  The game makes him appear to be more awesome at his height, to the point where they drain his powers and then go "now regain them."  Okami did something similar, as being the Japanese Sun Goddess, she should be this invincible creation being who can manipulate reality...so the game starts off by saying "You just woke up from a long slumber, go regain your powers."  War is not much different, except its a twist of him being punished and he needs to regain his powers.  Whatever, its mostly just a gameplay excuse to say "This is why he doesn't just trample over everyone."

So with a character like War, how can you go wrong?  Well...easily...War is the kind of character who SHOULD NOT HAVE A PERSONALITY beyond "KILL THINGS. NEXT!"  He should not worry about death and destruction; he's a personification of that shit, and should take MAD PLEASURE out of it.  He shouldn't be a little angst bastard...but no, for drama's sake, EVERYTHING needs angst.  See, here's War's problem; he has everything needed to be this original main.  Well, ok, he'd be another take on Kratos, except War would not require some sort of pity and sympathy for his actions; the guy is a being from some sort of abstract reality, one who doesn't have to play by the rules cause he MAKES the rules.  The only thing War should bitch about is early in the game when he gets drained of his powers; that's sensible at least.  He's lost his ability to KICK ASS AND BE AWESOME SO HE CAN BLOW MORE SHIT UP.  That'd be in character.  But then worrying about the actual state of the world, about treachery, all that shit...no, now they're starting to humanize a character who has no business being human.  War is hit too much with story tropes, and it really hurts what could have been a cool concept.

It is nice that War is NOT a silent protagonist, which puts him ahead of Link, but...they completely wasted a cool concept.  Oh sure, there are moments where he does things that make him look like an asshole, to remind you that you ARE playing as War, but the issue is the game is not CONSISTENT about them.  Its a cool concept that is pretty much wasted.

So in short, Link is a failure silent protagonist, Amaterasu is a bold concept that sounds screwed up, but is ultimately twisted in a way that works in the game's favor, and War is a bold concept that the game wastes and thus comes off as crappy.

But its important to take into account the allies of these characters two; the annoying helper buddy. 

Not shocking, OoT yet again is the big loser here, but not cause of OoT itself, but rather, its the character in question.  Navi.  I don't know about you, but all the major fans I've met admit that if the game has a single flaw, ITS HER.  She's a completely pointless fairy who does nothing but shout at you "HEY!" "LISTEN!" and such.  Everytime you Z Target?  She yells at you.  Every-time you take too long to reach the next area?  She yells at you.  Every-time she sees a clue and you target it?  Well shit, she yells at you!  Oh sure, she gives you information about enemies and such,  but its all generic explanations.  There's no real attempt to making her a character; she's an elaborate tool whose annoying.  And she doesn't even serve the purpose she feels intended for, that being a "voice" for the main character.  If she talked, maybe OoT plot scenes could show a sense of interest; it would not be constant monologues, but maybe an exchange.
While I'm not analyzing the game, its worth noting that Tatl, Navi's successor in Majora's Mask, shows how you make this fairy companion work.  She merely rings a bell when she wants to alert you; obvious enough that you hear it over what's going on, but subtle enough that you don't get annoyed.  Her descriptions at least show SOME attempt at a character, such that its not like reading a manual, but an actual creature assessing another one, with comments like "Don't blame me if it bites your face off cause you didn't block it!"  And she even talks in occasional plot scenes, meaning plot scenes can have...actual interaction!?

...but that's Majora's Mask, not OoT, so we don't care about that.  What does matter, however, is that Navi is an annoying worthless fairy that OoT would have been BETTER OFF WITHOUT.  SHE ACTIVELY MADE THE GAME LESS FUN.  I cannot think of a more damning statement for a character without resorting to Xenosaga 3 level insults.  When Navi left at the end of OoT, I think my friend said it best about the scene:

"And that is by far the best part of saving the world; the fairy leaves him alone!"  Kind of defeats the purpose of what is suppose to be a somewhat emotional "farewell" scene or something.

So what of the other two games?  well, moving on in time-line, we have Issun of Okami.  Issun is worthless for combat, not serving the purpose of telling you about monsters and all that...but that's not Issun's role.  Issun is the actual voice for Ammy.  If the game needs character interactions, rather than them simply talking to Amaterasu, that's where Issun comes in.  In Okami's world, the idea of a little sprite or whatever Issun is existing is apparently not uncommon, so we just chalk that up to the nature of that world.  Issun is a character who when you first meet, you think to yourself "oh boy, this can't be anything good"...but Okami kind of plays to this.  In what seems like a tease to Navi, they make Issun almost annoying ON PURPOSE.  They make him out to be very clearly anything but a respectable individual;quite the contrary, he's a perverted, arrogant, snobby little prick.   His intro, after-all, involves him coming out of Sakuya's cleavage.  In any event, because the game is aware that Issun would be annoying to anyone, they kind of play to this, and what starts off as being annoying ends up being part of his charm.  Ammy doesn't mind abusing Issun on occasion when he misbehaves (I believe she nearly purposely swallows him on a few occasions early game), and Issun does add life to some scenes.  He is a constant player in plot too; yeah, he serves the role of "Tutorial guy" when you get a new spell, to point out things, but he also is an actual character in the story.  You grow attached to the little guy, even though there really isn't much likable about him...

...again, this an example of Okami taking a questionable idea and making it work.  First they did it with Amaterasu, and now Issun.  Proof that it works is that I've seen multiple people say, including my little sister, that the scene where Issun leaves is such an emotional and sad scene.  Even though they leave on a somewhat positive standing, its still kind of sad to see the only consistent companion Ammy had the entire game abruptly have to part; its like a part of the character is gone.  Issun even gives us a nice big speech and shows that he doesn't want to do this, but he knows he has too.   Compare this to OoT's equivalent where its just "Fairy Slowly Flies out."


Now, Darksider's is a game that could have gotten away without a helper figure, cause War is capable of carrying his own half of the conversation, being neither a Silent Protagonist or a dog.  Yet, the Watcher was still instituted on him; I won't get into the plot details, but I feel they tossed the Watcher there only so War could have at least ONE person to converse with.  Fair enough, I suppose; it gets boring if the person is constantly just thinking out-loud whenever there isn't another dude on the screen.  Now, first off, the Watcher makes one thing very clear:
He is *NOT* on War's side.  He's just there to make sure War is doing his job, and punish him if he gets out of line.  Quite a bit different a role from Issun and Navi who just kind of exist to be miniature companions.  The Watcher is best compared to Ryuk (SP?) from Death Note, basically.  He's got an actual personality of being in short...well...he's evil.  This is more just Darksiders trying to fuck with your perceptions of morals and trying to make it clear that "No one is a good guy, not even your protagonist! EVERYONE IS DOUCHE!"  The Watcher has a sarcastic personality, and generally just yells at you and...yeah, there isn't much to him...but he does have one nice thing going for him...

MARK. FUCKING. HAMIL.  I don't have to explain anything more.   Yeah, its not his greatest job or anything, but he's still apparently the Watcher's VA and that's all that matters. 
By the end of the game, the Watcher doesn't "Leave" War the way Issun and Navi leave their respective companions, but instead, the game does something a little different; they made it clear he's not exactly War's ally, just an overseer.  Given this, its only natural War is going to turn on him eventually, or perhaps the other way around, but regardless, you know their relationship isn't going to end on a positive note, and the game keeps reminding you of this; at least the game gets points for originality, but I can't say the scene was especially well done or anything, but I think that's more a different kind of flaw than a flaw of the Watcher himself.

I guess in the end, The Watcher is hard to compare to Issun and Navi cause he fulfills a different kind of niche than those two.  He's not likable in the least, but you're not suppose to like him, nor are you suppose to slowly grow attached to him the way you do to Issun.   Its very clearly a different angle.  So I guess he gets points for being original, Issun gets points for doing the archetype properly, and Navi gets points for...um...Memetastic horridness or something!?

in the end, I think its safe to say Okami did the two main character things the best easily, and OoT did it the worst.  Both Ammy and Issun were characters who are very easy to screw up and make fail, but Okami turned them into an actual strong point.  Darksiders you end up kind of neutral to borderline negative to overall, cause of the fact that they tried original ideas that could have been really cool but didn't use them to their potential, and in SOME cases, used them in ways that actually deferred from the potential rather than makde use of it.  Lastly, OoT is a game that really relies on its hero being an icon to make you overlook the fact that he's a pretty bad Silent Protagonist, combined with an awful annoying little bitch you want to strangle every-time she shouts "HEY!" "LISTEN!"

With that, I guess the next section I'll deal with is all the OTHER characters in these games...but that will have to wait!

----
The rest of this rant will be continued at a different point.  If you want to comment on things now, feel free.  Also, if you do, I should ask this:

Make a new post for additions, or just add to this one and merely make additional statements?  I intended to do it all in one sitting but time restraints say otherwise <_<

22
Discussion / Rate that OST Mk2, Episode 3, Special Edition
« on: March 17, 2011, 01:58:28 AM »
Yeah, decided to revive this, and...well, basically the same idea.  Only this time, I'm being far more arbitrary about what OST's I pick.  No more patterns, like last time, just going with randomness.

This isn't a thing where we take averages, just lets people reflect on Soundtracks from games, and see what other people's opinions are.  Still doing categories and such, those being, and their explanation:

Favorite Song:Self Explanatory.  What's your favorite song in the sound track, overall.
Least Favorite Song: The opposite of the above!

Favorite Stand Alone Song: Ignoring its usage in the game entirely (since poor usage of a song CAN hurt someone's opinion of it), what's your favorite song stand alone.
Least Favorite Stand Alone Song: ...opposite of the above...

Best Song In Game:  What's your favorite song based solely on the context of how its used.  It can be one instance the song plays for a powerful scene (a dramatic theme playing during a big scene of major character development, even if that song plays elsewhere, for example, could qualify), or how its consistently used throughout (like, say, a Battle Theme); doesn't matter.  Just needs to be based off the context of the game itself.
Worst Song In Game: ...don't have to explain this one...

Most Memorable Song:  What song do you remember the most?  Before you say "how is this different from favorite?" this is not the same.  Songs can be memorable for neutral reasons (like repetitive usage of a song relative to others) *OR* even for bad reasons (I know there's plenty of songs that I remember...and would prefer I couldn't...). 
Favorite melody: How good a song is based solely off its melody.  If you heard a bad-ass remix of a song that you were iffy about based off its official version, or another game re-uses the same song, but makes it a lot better, this would be where you bring it up.

Quality: Rate the game based on its instrumentation, synthing, etc.  All that technical stuff that can make or break soundtracks.  Whether you want to talk about it overall, or relative to when the game was made vs. its contemporaries, or whatever.  Remember that a game can have awesome synthing, great instrumentation, etc. and still produce lackluster songs.  Basically...this is the opposite of favorite melody, just not focused on a single song.
Most Iconic Song: NEW CATEGORY!  If you had to pick one song that best represents this game overall, what would it be?  It doesn't have to be the game's main theme (if it has one).  It doesn't even have to be a GOOD song, or one that portrays the quality of music either.  this is kind of an extension of Most Memorable, but takes a somewhat more objective approach at things.

Other Thoughts: If you have something to say about the OST overall, like talk about its general style or something, this is where you do it.  Basically, anything you feel you want to cover, but couldn't above.

Overall Rating: Give the OST a numeric rating just cause you can.  Do it on a scale of 0-10, with 0 being "MUTE THE TV FOR THE LOVE OF GOD.  THE GAME IS MORE ENJOYABLE THAT WAY" and 10 being "This game could suck on every level, and its still worth playing cause the MUSIC IS THAT BADASS!"

And yes, you can put a "why" for anything.  Given I'm not taking averages, rankings, etc., I just ask that you simply follow the categories.  Honorable mentions are fine too, of course, if you feel something is really close or want to hype a 2nd song or something.  You're allowed to also leave areas blank if you really don't know.  Again, since I'm not actually pooling anything, I don't actually care if you change shit here, just that you try to at least follow the guidelines to some degree.  If you can think of better WORDING for categories or some other category that should be added in, feel free to speak up!

Well, ok, I MIGHT count the average ratings of OSTs if people want it, so people can see the overall opinion of OSTs, but that requires me to decide to not being lazy (or enough whippings by others).

...ok, TECHNICAL STUFF ASIDE, lets start things off with a classic game that more or less created an entire genre...and has too many god damn incarnations...

(Super) Street Fighter 2 *insert whatever subtitle here*:
Favorite Song:
Least Favorite Song:

Favorite Stand Alone Song:
Least Favorite Stand Alone Song:

Best Song In Game:
Worst Song In Game:

Most Memorable Song:
Favorite melody:

Quality:
Most Iconic Song:

Other Thoughts:

Overall Rating:

(yes, technically, Street Fighter 2 and its various incarnations have had changes to songs, but I don't care; you can rate based on ANY version of Street Fighter 2 you remember best, be it original, Turbo, Super, HD Remix, the GB Version, etc.  I'm not going to be picky in this case.)

23
DRAMA:
Virgil's Exit (Xenosaga 3) ||| vs Finding Elina (BoFIV) ||||
Might vs Right (SH2) | vs Ferid and Arshstat (Suikoden 5) |||| ||

STYLE:
Asellus Mystic Ending (SaGa Frontier) |||| |  vs World Destroyer Orsted (Live-a-Live) |
Edna meets Fear (Wild ARMs XF) |||| | vs Gawn Missile PAWCNH (WA4) |

HUMOR:
Flay Character Quest 5 (Mana Khemia) ||| vs The MAN FESTIVAL (SH2) ||||
End Chapter 7 (Mana Khemia 2) |||| vs Presidental Debate (Sam and Max: Abe Lincoln Must Die!) ||


"What is a Division?  A miserable little pile of WRONGNESS!!"
Leblanc's Back Rub (Final Fantasy X-2) ||  vs Chu-Chu died for your sins (Xenogears) ||||

Due to our first champ, and the fact that its a testament to just what's WRONG with EVERY SINGLE ONE OF YOU, you've left me no choice but to troll the fuck out of you guys with an image of our very champ:




AND NOW FOR THE VERY FINAL ROUND!

DRAMA:
Finding Elina (BoFIV) (http://www.youtube.com/watch?v=IWdxvrdW7QI&feature=related#t=1m18s) vs Ferid and Arshstat (Suikoden 5) (http://www.youtube.com/watch?v=9oPI9HXWdVI)

STYLE:
Asellus Mystic Ending (SaGa Frontier) (http://www.youtube.com/watch?v=lPb64sArzj8#t=5m30s) vs.  Edna meets Fear (Wild ARMs XF) (http://www.youtube.com/watch?v=DfTgboLV81o#t=2m15s)

HUMOR:
The MAN FESTIVAL (SH2) (http://www.youtube.com/watch?v=cZsHIAoTgZM) vs. End Chapter 7 (Mana Khemia 2) (http://www.youtube.com/watch?v=N6lNrt2gJJU&feature=related#t=5m - until 6:55)

BONUS ROUND:
MARVEL VS. CAPCOM...stuff...

Shuma-Gorath's Chaos Dimension (MSH)(http://www.youtube.com/watch?v=dlIgcZkeFKs) vs.  Jill's CODE: T-002 (MvC2) (http://www.youtube.com/watch?v=BeNAZp-GDjI#t=1m6s (at about 1:07, time stamp refuses to work for some ungodly reason))
Deadpool 4th Wall Crisis (MvC3) (http://www.youtube.com/watch?v=RshrT9qoaow) vs.  Demitri's Midnight Bliss (Darkstalkers)(http://www.youtube.com/watch?v=aOPNAB4C_uQ)

FINAL BOSS HYPE!!
Onslaught (MvC1) (http://www.youtube.com/watch?v=fbSmFW46d0U&feature=related) vs. Yami (TvC) (http://www.youtube.com/watch?v=H9Oc5VFmQyE#t=5m45s)

And one last bit of WRONGNESS before we go:

"Welcome...TO DIE!!!" (X-men Arcade Game) (http://www.youtube.com/watch?v=IdAmkx8eAos) vs. The Merchant (Resident Evil 4) (http://www.youtube.com/watch?v=T9l_XYNYczI)

No, do no question why I did this; if you do, you will be stoned to death.



Short Form:

DRAMA:
Finding Elina (BoFIV) vs Ferid and Arshstat (Suikoden 5)

STYLE:
Asellus Mystic Ending (SaGa Frontier) vs.  Edna meets Fear (Wild ARMs XF)

HUMOR:
The MAN FESTIVAL (SH2) vs. End Chapter 7 (Mana Khemia 2)

BONUS ROUND:

Shuma-Gorath's Chaos Dimension (MSH) vs.  Jill's CODE: T-002 (MvC2)
Deadpool 4th Wall Crisis (MvC3) vs.  Demitri's Midnight Bliss (Darkstalkers)
Onslaught (MvC1) vs. Yami (TvC)
"Welcome...TO DIE!!!" (X-men Arcade Game)vs. The Merchant (Resident Evil 4)

NOTE: About the Bonus Round, some of these attacks may appear in multiple games, completely unchanged; I only listed the first game they appeared in, just for simplicity, assuming the animation is more or less unchanged.

24
DRAMA:
Might vs Right (SH2) |||| vs. Arshtat debriefs you after Lordlake (Suikoden V) ||
Ferid and Arshstat (Suikoden 5) |||| || vs. Mami and the Carronade (BoF4)

STYLE:
Edna meets Fear (Wild ARMs XF) |||| vs. "I wish you would embrace God." (Grim Grimoire) |||
Sex Talk with Dr. Kaufman  (Silent Hill: Shattered Memories) || vs. Gawn Missile PAWCNH (WA4) ||||

HUMOR:
Tranny Kyle (LSSSC) || vs. End Chapter 7 (Mana Khemia 2) ||||
Presidental Debate (Sam and Max: Abe Lincoln Must Die!) ||| vs. Roxis CQ 4 (Mana Khemia) ||| (Tie Break goes to the game from a different series than the winner of the other match...cause I said so...)

"I GOT A SELECTION OF GOOD THINGS ON SALE, STRANGER!":
What is a Man?! (Castlevania: Symphony of the Night) || vs. Chu-Chu died for your sins (Xenogears) ||||

DRAMA:
Virgil's Exit (Xenosaga 3) (http://www.youtube.com/watch?v=hrT6M4cXPJU&feature=related) vs Finding Elina (BoFIV) (http://www.youtube.com/watch?v=IWdxvrdW7QI&feature=related#t=1m18s)
Might vs Right (SH2) (http://www.youtube.com/watch?v=Ea5nAqym380&feature=related) vs Ferid and Arshstat (Suikoden 5) (http://www.youtube.com/watch?v=9oPI9HXWdVI)

STYLE:
Asellus Mystic Ending (SaGa Frontier) (http://www.youtube.com/watch?v=lPb64sArzj8#t=5m30s) vs World Destroyer Orsted (Live-a-Live) (http://www.youtube.com/watch?v=8A6uURkIeNk#t=8m40s)
 Edna meets Fear (Wild ARMs XF) (http://www.youtube.com/watch?v=DfTgboLV81o#t=2m15s) vs Gawn Missile PAWCNH (WA4) (http://www.youtube.com/watch?v=WRGh9_HhFnI#t=4m45s)

HUMOR:
Flay Character Quest 5 (Mana Khemia) (http://www.youtube.com/watch?v=H_rp2DRJMLA) vs The MAN FESTIVAL (SH2) (http://www.youtube.com/watch?v=cZsHIAoTgZM)
End Chapter 7 (Mana Khemia 2) (http://www.youtube.com/watch?v=N6lNrt2gJJU&feature=related#t=5m - until 6:55) vs Presidental Debate (Sam and Max: Abe Lincoln Must Die!) (http://www.youtube.com/watch?v=ouV0ZStoQZ0)

And because of the less noms for the division, one division must end early, and as a result....

Finale!:

"What is a Division?  A miserable little pile of WRONGNESS!!"
Leblanc's Back Rub (Final Fantasy X-2) (http://www.youtube.com/watch?v=qoWWCtACy-w) vs Chu-Chu died for your sins (Xenogears) (http://www.youtube.com/watch?v=No89V8ydHVY#t=3m55s)


SHORT FORM!!

DRAMA:
Virgil's Exit (Xenosaga 3) vs Finding Elina (BoFIV)
Might vs Right (SH2) vs Ferid and Arshstat (Suikoden 5)

STYLE:
Asellus Mystic Ending (SaGa Frontier) vs World Destroyer Orsted (Live-a-Live)
Edna meets Fear (Wild ARMs XF) vs Gawn Missile PAWCNH (WA4)

HUMOR:
Flay Character Quest 5 (Mana Khemia) vs The MAN FESTIVAL (SH2)
End Chapter 7 (Mana Khemia 2) vs Presidental Debate (Sam and Max: Abe Lincoln Must Die!)

And because of the less noms for the division, one division must end early, and as a result....

"What is a Division?  A miserable little pile of WRONGNESS!!"
Leblanc's Back Rub (Final Fantasy X-2) vs Chu-Chu died for your sins (Xenogears)

25
Discussion / DLC6 Music Quiz: It'll Take You For a Ride
« on: February 19, 2011, 05:36:29 PM »
...ok, before the title scares people off or something, I should note that it does NOT guarantee the existence of a certain song.  Got that?  Good.

Anyway, you guys know the format and all that.  Rather than going through the rules again, I'll just be lazy, so if you don't know how it works and what not, JUST REFERENCE THIS!:

http://www.rpgdl.com/forums/index.php/topic,4345.0.html

Anyway, taking up to 25 nods (doubt I'll need that much...I never do...).  As usual, say whether you're willing to nom IN THIS TOPIC; simply sending me a PM out of nowhere is not acceptable.   Obviously, you don't have to say your noms here (and are encouraged NOT to for obvious reasons), just sign up. Keeping sign ups open until March 15th, and gonna need your actual nominations by April.

Got that?  Good!

List or something:
1. El Cideon
2. Dark Holy Elf
3. OblivionKnight
4. Grefter
5. SuperAielman
6. Hunter Sopko
7. NotMiki
8. Dhyerwolf
9. Clear Tranquil
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.

SIDE NOTE:
To the Con Hosts (you know who you are), given you can basically discuss the quiz with me openly and what not, you need not sign up and can basically request things (multiple if you want!) on the fly.  If you want to participate in the Quiz, though, and want to be like anyone else, that's cool.

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