Tag Archives: jrpg

Guest Post: One Way Heroics

We haven’t updated in forever! We apologize and bring you a lovely guest post!

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One Way Heroics doesn’t try to bog you down with the kind of grandiose plot commonly associated with JRPGs. The Demon Lord is wreaking havoc and “The Darkness” is sweeping across the land, killing everything it touches. With such a weak context, JRPG fans expecting a quirky narrative will be disappointed. But those looking for a unique side-scrolling experience are in luck.

Thirty seconds after heroic Swordmaster Max is given his quest, he forgets to move right and dies. The tutorial character pops up and ridicules him—or rather, ridicules me—and explains that One Way Heroics is about moving right. Every action causes the screen to move to the right, and if you don’t keep up, the left side of the screen—The Darkness—will instantly and remorselessly murder you. Dead. Game Over.

At first, this forced scrolling mechanic seems punishingly unfair. The first few dungeons are impossible to explore before the screen catches up with you. The good treasure chests take too long to bash open. If you’re impatient or quick to anger, it might only take a single botched run before you wish it were a physical game you could hurl across the room. But One Way Heroics is not a game you win on the first attempt. Or even the second attempt.

If you want to succeed at One Way Heroics, you need to accept one universal truth: the RNG gods are fickle. Max II died in his very first battle. His attack missed, and the enemy wolf double critical hit him for instant death. But quitting is not the answer. In fact, one of the best strategies comes straight from master tactician Zapp Brannigan: simply sending wave after wave of heroes at the enemy will yield progress. Each run awards Hero Points based on stats like distance travelled and number of treasure chests opened. Those points can then unlock new classes, gain new perks, and expand the Dimensional Vault—a persistent, cross-character treasure chest that can be accessed at the start of each run.

Suicide runs are a good way to get familiar with other aspects of the game. Knowing which merchants to speak to and which enemies are tougher than others can save precious time. But it can feel like a tough, lengthy grind before the game actually gets fun. The first two classes—Swordmaster and Knight—are infuriatingly average. Swordmaster draws inspiration from the Fire Emblem class of the same name: hit first, hit often, and do criticals for massive damage. Unfortunately, enemies tend to surround you and simply mosh you to death—assuming the RNG doesn’t screw you first.

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If you can stomach the initial difficulty, One Way Heroics is insanely entertaining. But it can feel somewhat like Dark Souls; until you master it, the game is relentless and crushing. Minor errors can leave you trapped behind a wall, without enough time to smash a hole in it. Being economical with actions is the most important skill to learn. Mastering diagonal movement will also save your life more times than a big sword will.

While there are eight classes to choose from, they are somehow simultaneously completely imbalanced and startling samey. My first run with Roger the Pirate was infinitely more successful than every run with a Max. He smashed his way through enemies, walls, and chests like an angry, eye-patched, out of control steam train. He hit more frequently with his giant axe—which carries an accuracy penalty of 15%—than other classes did with swords and other supposedly more accurate weapons. And yet, One Way Heroics can still find ways to screw you over. Roger axed his way through everything, and the Demon Lord still wiped the floor with him because Roger hadn’t channelled his inner Jack Sparrow enough to recruit party members.

The ability to assign five perks—including stat boosts and special skills—helps mitigate some drawbacks to each class, but ultimately some of the classes are more useful than the others. While the classes are designed to be unique, perks whitewash the differences until they all seem about the same. And when you’re out in the field using scavenged equipment, there’s very little difference between the classes anyway. The largest variation in play style comes from equipment choice, which undermines the point of including classes in the first place.

One Way Heroics isn’t a masterpiece but it is really fun—assuming you aren’t put off by the high difficulty curve and frustrating RNG screwballs. The forced scroll mechanic is novel and provides a lot of challenge and strategy to what might otherwise be a walk in the park. Playing with conventions can sometimes result in something unexpected and enjoyable, and One Way Heroics is proof of that.

Now it’s time to see if Max III can succeed where his ancestors have failed.

Today’s post was brought to you by gaming journalist Dakota “Jiro” Barker, who can also be seen at his own gaming news blog Press Start News.

Bravely Default Is Looking Super Fun So Far

So let’s talk about Bravely Default, aka Final Fantasy But Without The Name For Some Reason.

I haven't seen any chocobos yet either, come to think of it.
I haven’t seen any chocobos yet either, come to think of it.

Now this is a bit of a backwards case where the rest of the known universe managed to get this game before us Yanks did, much to our chagrin and to the rest of the world’s amusement. There is a free demo on the Nintendo eShop, however, and I recently downloaded it and then proceeded to spend the next four hours playing it nonstop.

As I said at the beginning of the post, it’s basically Final Fantasy, right down to most of the jobs and their roles as well as item names. If you’ve played any old-school Final Fantasy game before, you will jump right into Bravely Default with zero issues. Specifically, Bravely Default is a lot like Final Fantasies III, V, or in a way Tactics, because the focus is on jobs and doing fun things with job combinations. Then you go around and beat on things with a dragoon (“valkyrie”, but it’s the same thing) dual-wielding lances just because you can.

Cooler than you.  And everyone else, for that matter.
Cooler than you. And everyone else, for that matter.

There are a couple of new twists thrown in that are rather unlike previous Final Fantasy games. For starters, the first random battle I encountered included a cat in a wizard hat who promptly one-shotted one of my guys. (This resulted in me immediately exclaiming to Mister Adequate that “You need this game because it is the Dark Souls of JRPGs.”) Secondly you have a nifty little mechanic where you can either “Default” – hunker down, defend, and earn a sort of combo point – or “Brave”, where you spend those combo points to attack/cast something/heal/whatever multiple times. Timing these right can be part of your battle tactics, or alternatively you can just have your dragoon use up all his Braves and then destroy everything at the start of the fight. You know, it’s up to you.

It all sounds so simple, and yet it’s somehow very addictive, and anytime I’ve picked it up recently I’ve wound up playing for a lot longer than I expected I would. In short, if you like grindy JRPGs and giving your nondescript Heroes of Light all sorts of fun class combinations then this might be the game for you. Give the demo a try and see what you think. As for me, I think I’m picking this up when it comes out next month.

Guest Post!: Valkyria Chronicles

Because Mister Adequate is busy being sick, and Pike is busy working on a writing project, we are proud to present you with a guest post from one of our very good friends. Enjoy!

I met Mister Adequate last year, and one of the first conversations we had was about the true definitions of the terms “strategy” and “tactical.” These were both terms he was intimately familiar with, and terms which I have no doubt I will use incorrectly throughout the rest of this article.

Title card

Valkyria Chronicles is the first installment in the series of the same name. Categorising this game is a challenge, as it seems to blend elements from JRPG, turn-based strategy and third-person shooter. The resulting mix is an enjoyable, anime-styled tale of a misfit group of soldiers who turn the tide in a war. For a game that is almost 5-years-old, Valkyria Chronicles has not only aged gracefully, but is also an example of how to innovate in an industry that, at times, feels very “samey.”

Plot-wise, Valkyria Chronicles is just a colourful reimagining of World War II. Set in the supposedly-fictional-but-way-too-obviously-inspired Europa, the game concerns a massive conflict (the Second Great War, would you believe?) between the East Europan Imperial Alliance and the Atlantic Federation, a coalition of allied democracies.

The similarities are painfully obvious, but Valkyira Chronicles makes up for it in other areas. Our heroes are from peaceful and independent Gallia, a little nation rich in “Ragnite,” a material highly prized for its uses in medicine, technology and armaments. The Empire invades and Gallia struggles against them – I’m sure most people can figure the plot based on tropes. It’s presented through a history book, a concept I enjoy quite strongly.

Battles and cutscenes are all played out from this menu. It would be perfect if it didn’t ask you to reconfirm your action every freaking time you try to start a scene or battle.
Battles and cutscenes are all played out from this menu. It would be perfect if it didn’t ask you to reconfirm your action every freaking time you try to start a scene or battle.

The cast is mostly comprised of stereotypes, all the way from protagonist Welkin Gunther (idyllic country boy rises to the challenge) to the minor squadmate Marina Wulfstan, whose lone-wolf sniper personality is textbook – and the allusion in her name doesn’t go amiss either. The characters are fun and light-hearted, and Valkyria Chronicles goes out of its way to develop the backstories of the squadmates you can recruit in an attempt to get you to care whether they live or die. Some of the racism-related discourse is actually decent quality too, but it tends on the didactic side and it’s almost too in-your-face at times.

The true value in Valkyria Chronicles, the thing that really sets it apart from its rivals, is in the battle-system. Blending turn-based strategy and real-time shooting sounds confusing (explaining it is going to be an absolute bitch), and while it is hardly perfect, it works.

This is the command map. Pick your unit and send them alone into the firing line, you monsters.
This is the command map. Pick your unit and send them alone into the firing line, you monsters.

You’re given a set number of units (of varying skills and abilities) as well as a set number of moves. Moving units involves a transition into third-person and real-time, where enemy units will open fire, you can move (up to the extent of your movement points), take fire and attack. Multiple units can be moved on your turn, or you can move the same one multiple times.

After your turn, the enemy follows the same process, giving your units the chance to automatically return fire as the enemy approaches. Battles are simple “capture the flag” type affairs for the most part. It invokes feelings of Fire Emblem and Advance Wars, if Fire Emblem had guns and heavy-handed allusions to World War II and Advance Wars had units you were meant to give a shit about. It really is one of those things you have to see to understand.

Conveniently, I have a link. And yes, it takes 2 minutes for the battle to begin; Valkyria Chronicles isn’t for those who love fast-paced action.

It is far from perfect, however. Of the five classes, you only really need one – the Scout – with occasional assistance from the anti-tank Lancer units. After each battle you’re given a ranking. The only way to achieve a decent rating is to throw strategy to the wind and simply rush the objective, hardly an exercise in effective tactical warfare and one that punishes the careful commander.

At the end of the day, Valkyria Chronicles tries something new and half-succeeds. Even though it was far from a commercial hit, it isn’t a surprise two sequels have been made – though Sega really dropped the ball by releasing both on PSP and only one outside of Japan. Valkyria Chronicles is not only decent, it is a shining example of an attempt at something creative. While most innovation in the current day centres around narrative (as if injecting narrative into any game automatically improves it), it’s nice to see that some people are trying to do interesting things with gameplay too.

Today’s post was brought to you by the immensely talented and lovely Dakota “Jiro” Barker, who can also be seen at his own gaming news blog. Don’t forget to imagine everything in an Aussie accent when you read!

Gimme Some o’ That Old Time Grinding

Yesterday I had a really weird, specific gaming urge. Namely, I suddenly felt the urge to gather up a party of stereotypical fantasy characters and go around and hit monsters in the face with swords and fireballs.

…you guys DO know what I’m talking about, right?

Aww jeah.

The original Final Fantasy is straightforward and to the point. You don’t pick up new party members as you go along, you get all of them before you even start. The “story”, as much as there is one, is pretty much laid out at your feet in the first three minutes. Oh, and there’s grinding. There’s a lot of grinding.

Playing the game yesterday went something like this:

  • “Oh hey, I can buy all this armor and magic spells. It’s going to cost a few thousand gil. Kay, guess I’ll go grind monsters for a bit.”
  • Spend about a half hour grinding monsters.  Buy all the armor and magic spells I want.
  • Spend about three minutes traveling to the next town.
  • “Oh hey, I can buy all this upgraded armor and new magic spells.  It’s going to cost a few thousand gil.  Kay, guess I’ll go grind monsters for a bit.”
  • Spend about a half hour grinding monsters.  Buy all the armor and magic spells I want.

And it was at that point that I’d filled my oldschool JRPG grinding quota for the day and I saved and quit for the time being.

Now, you’d think that a system like this wouldn’t have a whole lot of appeal.  I mean, if you’re gonna spend the game grinding, you’d might as well pad it with some story and character development, right?  That’s how most later RPGs work, right?  I mean, if I was gonna play some classic FF, I should’ve picked IV or VI or something.  Right?

Maybe.

But there’s something deliciously simple about forgetting all of that and, just, I dunno… throwing lightning bolts and fireballs around for no reason at all, other than to buy some Potions.

I actually made these, a long time ago.

And besides, who among us can listen to this song with dry eyes?