Odin Sphere/Odin Sphere Leifthrasir Review

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Imagine A Valkyrie Profile beat em up game where you get to play 5 different characters each with their own perspective in the story. Sounds cool right? Well the guys at Vanillaware seemed to think so and decided to create a game that would do just that… well maybe not exactly that but they came very close. That game was Odin Sphere released in 2007… a year after the release of Valkyrie Profile 2… surely that’s not a coincidence.

Now when I heard that there was a remaster of Odin Sphere in the works, I didn’t really think much of it. You see during its time of release I was in the middle of playing the original Odin Sphere and I was originally going to review that game by itself. Thank god I didn’t because Odin Sphere on the PS2 was a piece of shit. Now you might be wondering how bad it could possibly be?

How about you watch this video and make your own judgement:

So after watching the video you can clearly see that this game has a lot of issues. Let me explain. First of all, the most obvious issue is the fact that you have 1 attack button. What this means is that you are literally mashing the square button the entire time. Sure you can use the directional buttons to mix things up but they really don’t blend in well with the main combo attack that can be used by simply pressing square over and over again. As such there is no way to string together combos. All you are doing is mashing square over and over again.

But don’t just think you can just sit there and mash the square button constantly. Just like in Star Ocean Till The End Of Time, Odin Sphere has a special gauge designed to punish spamming… when in reality all it does is leave the player incapable of doing anything for a few seconds. In other words it is completely pointless and only exists to give an illusion that the game is actually encouraging players to use a wide variety of attacks when it clearly isn’t the case.

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This my friends is what the game likes to call the POW meter. It is a meter that is consumed every single time you use an attack or a guard action and it recovered by either walking around or simply doing nothing. You can also recovery it by absorbing phozons off of dead enemies but doing so requires you to perform an animation which leaves you vulnerable. Once the POW meter is depleted the game not only prevents you from attacking but it also inflicts the dizzy status ailment immobilizing you leaving you vulnerable to being attacked. Talk about adding salt to the wound.

The attack animations are quite detailed but unfortunately the frames used to perform these attacks take ridiculously long whereas the frames used for certain enemy attacks can be extremely quick, in fact one particular enemy can hurt you before the actual attack frame is executed. This can be really frustrating as you feel crippled compared to pretty much every other enemy in the game. To make things worse, certain bosses tend to heal themselves or be healed by other enemies. This can be extremely frustrating as when they are healed their health bar is restored to full. Add to this the fact that these healer enemies respawn and you have a really tedious and annoying boss fight to deal with.

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Oh and don’t think that boss fights are few and far between. Each stage has not only a single main boss but also has several minibosses for you to fight, these minibosses are just as difficult as the actual boss fights, sometimes more. You will often find yourself stuck on a boss only to beat it and eventually run straight into another boss fight. This can be infuriating to deal with and can make each stage a painful slog to play.

Odin Sphere is a game that focuses heavily on its alchemy system which is surprisingly pretty complicated for those who don’t know what they’re doing. Basically potions have different effects when mixed with mandragoras but they also have a numerical value. This numerical value is a variable that decides what potion you brew with each material.

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Each material has several different combinations based on its number. These combinations are only tied to even numbers however, odd numbers will have no effect with any ingredient and only single digit numbers affect the outcome of the potion so if your numerical value is 10/20 you will still get the same result as you would get with a 0 but it will release extra phozons as a result. You can multiply the numerical value by adding more ingredients to the material, the value the material is multiplied depends on the item. The results of the potion vary based on the numerical value and the type of mandragora used to create the potion.

And don’t think that the alchemy system is just a novelty. Expect to brew dozens of potions and be sure to keep stocked up on them but don’t forget to use them when the time is right. Potions can save you a lot of hassle, this is true in both the original game and the remaster but especially true in the original. There are offensive potions such as napalm allowing you to deal a large chunk of damage to an enemy and healing potions which are surprisingly quite rare since the main ingredient for it is hard to come by. This is somewhat problematic as healing potions tend to be your main source of healing early on and you’ll likely end up backtracking to acquire more of them.

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In the original Odin Sphere, phozons had to be absorbed manually using the R1 button. In Odin Sphere Leifthrasir Phozons are absorbed automatically but you can still manually absorb them if you want to.

In addition to all this there are potions that protect/heal certain status ailments, these are also vital as well since to add insult to injury, status ailments can be devastating in this game. The poison status effect will sap your hp to 1 very quickly so using an antidote quickly will save you a lot of food/potions, the burn status is also quite strong too with a similar effect which can be stopped by using a cooler. Then there’s quite possibly the most annoying status ailments. These are freeze and dizzy.

Freeze does what you think it does, it freezes you in place leaving you completely vulnerable for an attack which can be devastating in this game. Dizzy stuns you for a short period of time just like running out of POW which can be a real pain. Pretty much every single status ailment can turn the tide of battle in the enemy’s favor very quickly especially the freeze/dizzy status ailment as being inflicted by those ailments often leads to the player’s death since they are vulnerable to any attack and enemies won’t hesitate to take advantage of your misfortune.

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Goddamnit…

Hopefully I’ve illustrated to you just how frustrating the original Odin Sphere is which is why I recommend against playing it. I say this because there is a “classic mode” option in the remaster of the game which is exactly what you think it is. It’s the original game in HD. If you don’t want to put yourself through this torment then please for the love of god don’t play classic mode, it will break you… no I’m serious, it will break you… mentally.

Now that that’s out of the way, let us talk about the remaster itself. Odin Sphere Leifthrasir is not just a mere HD re-release like most re-releases tend to be these days. Story and cutscenes aside, Odin Sphere Leifthrasir is a completely different game to the original. They have completely wiped the slate clean and started from scratch, essentially recreating the entire game from the ground up. It’s incredible to see how so much has changed with this re-release it literally feels like a whole new experience altogether. In other words, fans of the previous game will find a lot of new content here even though the game’s story is still pretty much the same as it was in the original.

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The question is, does this 9 year game still hold up today or was it best left in the dust? Now I’ll admit, I was eager to get this game simply due to the fact that the original game had so much potential underneath despite all its flaws and I seriously mean that. Odin Sphere is one of those games that I really tried to like despite my infuriating experience. I wanted to keep playing the game to experience more simply because I didn’t want to give up on it.

On paper, Odin Sphere had a lot going for it. A simple yet engaging story with multiple perspectives and a great soundtrack composed by Hitoshi Sakimoto accompanied with bright and colorful visuals in order to create a lush atmosphere that would have captivated me had it not been for the abysmal gameplay. Thankfully, Odin Sphere Leifthrasir not only fixes many of the issues that plagued the original game but it also brings more to the table.

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For starters using regular attacks no longer consumes POW, instead there are new items called phozon prisms which contain psypher skills. These abilities consume either POW or PP when used, the latter being a replacement for the phozon gauge which has been removed. In addition, running out of POW does not make you dizzy either which was a big nuisance in the original game. I like how they found a good use for the POW gauge rather than just removing it entirely, it merely adds an extra layer of depth and flexibility to the game and that is never a bad thing.

In addition to the new psypher skills, there are also new regular attacks to experiment with allowing for even more flexibility. There is also an added dodge button which can be quite handy at avoiding attacks quickly. You can dodge both on ground and in the air but on the ground you can dodge limitlessly making it a great way to quickly maneuver around each stage as well as a great way to avoid getting hit. Dodging doesn’t make you invincible but it can let you slip away from attacks easily. Dodging is really smooth and easy to execute so it’s a good idea to take advantage of it as often as possible.

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Guarding no longer consumes POW and all characters are given the ability to guard making it a more viable option to protect yourself against enemy attacks. Guards can only take so many hits but they let you avoid attacks in situations where movement is limited, They can also help you deal with annoying projectile attacks and often put you in a better position to counter your enemy making it a more viable option than dodging in some cases though if you get hit from behind then your guard will break so be careful.

Moving the left analog stick in each direction while guarding allows you to perform the additional standard attacks I spoke of allowing you to weave in and out of a guard easily allowing for more passive aggressive play. Psypher skills can be set to the circle button or used from the menu, it’s great how players have the option between seamlessly performing their psypher skills and pausing the game to select a psypher skill. Up to 4 moves can be assigned to the circle button and its associated directional inputs so they can be used in a pinch.

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Each psypher skill you acquire can also be upgraded using phozons collected from enemies in order to enhance their effects which adds a little bit of personalization to the game allowing you to customize your experience making Odin Sphere feel more like an RPG than its predecessor. In addition to psypher skills, as you level up you will acquire ability points which can be spent on passive abilities for even further customization. All I can say is that it’s about time this game had some great character management as the original was sorely lacking in it despite being considered an RPG by many.

In the original game you would either absorb phozons from dead enemies to level up your psypher level (attack damage) or you would plant seeds which would absorb phozons in order to obtain food items which would heal you and level up your hit points. This essentially means that you had 2 levels to manage. Odin Sphere Leifthrasir merges both levels into one so that you don’t have to worry about your food to psypher ratio which was kind of annoying as your hit points level would often be lower than your psypher level simply due to the fact that it was so tedious to level up a character’s hit points because of how long it took to grow seeds.

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So to rectify this issue, both levels merged to become a single level which increases all your stats. In addition they added the ability to stack seeds in order to save the player from having to constantly go back and forth between menus to plant multiple seeds. Another problem with the original is that if you absorbed phozons it would cost part of your psypher gauge in order to release them. Odin Sphere Leifthrasir adds the ability to release phozons by holding R1 + Square. The top right hand corner of the screen shows the total number of phozons you have and you can use them as not only a form of currency in the upgrade screen but also to feed seeds so they will grow into food.

In the original Odin Sphere there were restaurants which would cook meals for you giving you a huge chunk of hit point exp. This was vital if you wanted to get through the game smoothly and as such you would often have to backtrack to different levels to farm ingredients including mandragoras and seeds, it was tedious. In addition specific coins were also required to pay for the meal. Odin Sphere Leifthrasir splits this system in half by adding a new touring restaurant that appears in rest areas on the map. This means that players can eat food on the go rather than having to constantly enter and exit the level to get access to the restaurants.

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Unlike the restaurants however, the touring restaurant doesn’t require any money, rather you are required to bring the ingredients necessary to cook the dish. The restaurants themselves however only take specific types of coin but do not require ingredients. This allows players to level up their hit points easier in a way that befits them. Those who wish to gather the right materials for a meal can level up their food level at the touring restaurant. On the other hand, those who do not want to have to search for specific materials in each level can use the regular restaurants. Ideally you will want to utilize both for the maximum exp gains. You can also buy takeaway food that can be used in battle but the exp gains are lower than other dishes.

This is great for people who enjoy invested empowerment as it constantly throws exp rewards at you… but you have to earn them. Ingredients can be purchased from shops but they can be expensive, special coins are often obtained from treasure chests littered around each stage. You can also be rewarded with more/higher quality special coins by getting a higher rank for beating each fight zone meaning that if you play well, you will be able to level up higher. In addition as there is only one leveling system in this game, food doesn’t just level up your hit points it levels up all of your stats. This is a pretty big deal.

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How does she remain so dainty after eating so much food?

One of the more interesting challenges that comes with playing Odin Sphere Leifthrasir is managing your resources in a way that best suits the situation. As important as it is to eat food, it is also very important to keep stocked up on potions. There are a lot of new potions this time round, many of the spells from the original have been transformed into consumable potions which kinda makes more sense when you consider the fact that many of the characters shared the same spells. Now that the psypher skills are more-or-less unique to each character, it makes sense to separate the shared magic and to instead use it as a consumable damage dealing item.

If the original Odin Sphere has taught me anything it’s don’t be conservative with potions. Potions can really deal a lot of hurt towards enemies and can really help turn a bad situation around for you as well as to buy you some time. Things can get pretty chaotic at times to the point that even the psypher skills don’t provide strong enough crowd control. Damage dealing potions act as an extension to your psypher skills allowing you to really build up the hits and can be really handy for crowd control, especially when you’re trying to position enemies up for an attack. This can be really handy against bosses too as they can take a good chunk of a bosses health away.

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Crafting potions is a lot easier than before. Rather than relying on the numerical value to decide the outcome, the numerical value is now used to determine the strength of the potion as well as other factors. Crafting different types of potions is as simple as adding up to 3 of the same type of mandragora to a material. The type of potion you make depends on how many of the same type of mandragora you put in. Each mandragora has different potion recipes  linked to it, you can find them out by collecting them over the course of the game but they’re easy enough to figure out. I would also like to note that potions will no longer generate phozons when crafted which means that you can no longer abuse the value system for phozons.

Just about any item can affect the value of a potion. Other items such as seeds, accessories and even junk have their own recipes connected to them so you will want to try all kinds of items to find out what results you can come up with. To make things easier, there is an option to stack multiple ingredients as you make a potion. This not only speeds up the process but it allows you to preview the results of a crafted potion without having to actually make it. This makes potion crafting a lot easier to grasp than it was in the original and it only takes a few minutes of experimenting to find every single combination. You can also craft some really overpowered potions early on if you want to so you can still break the game… though it will come at a cost of course.

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When it comes to surviving in Odin Sphere, preparation is key. You’re going to spend quite a while doing simple yet somewhat time-consuming character management. While this is not everyone’s cup of tea it’s important to realize that Odin Sphere isn’t just a mindless beat em up, it’s also an RPG. While the core gameplay really focuses on the beat em up action, you are expected to manage your character’s stats and inventory often. Thankfully Odin Sphere makes this easier as it cuts away all the tedium so you will spend far less time planting and crafting than in the original.

Those looking for more of a challenge may be disappointed by the fact that many of these new mechanics added to the game seem dumbed down when compared to the original. Fear not, Odin Sphere Leifthrasir acknowledges these changes and offers even more challenges to the player in order to balance things out. Bosses have a lot more hit points this time round and rather than having a single health bar, their health is presented in multiple chunks. on other words you have several health bars to deplete. The good thing about this is that bosses will no longer be able to heal their health to maximum if you have taken out a chunk of their health.

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If you somehow managed to beat the original Odin Sphere you probably have all of the basics figured out but don’t think you’ll be able to use the same strategies as before. Odin Sphere Leifthrasir introduces new enemies, many of which are bosses. These bosses can be brutal… so much so that they put the original game’s bosses to shame though I won’t deny that many of them can be really fun to fight. Returning enemies also come new and improved with new abilities to keep you on your toes. You will have to be more careful when fighting these bosses this time round and be prepared to eat food and use potions often, you’re going to need them. All in all the standard enemies and the bosses offer a satisfying level of challenge and death is never too punishing, you can also retry a fight right from the beginning at any time retaining any items you used.

The stage map is a lot more intricate this time round. The original Odin Sphere’s stage map consisted of battle stages, boss stages and rest stages. Odin Sphere Leifthrasir mixes things up adding brand new stage layouts each with their own unique environments which is a pretty big deal considering the fact that the original Odin Sphere re-used the same environments for each stage which became quite stale over time and appeared to be somewhat lazy. I don’t know whether this was to do with budget issues or not but this was a pretty big problem considering the fact that the original Odin Sphere’s art design was the game’s biggest selling point. The new environments are just as stunning as they were in the original and they really help to flesh out each location to give them more of an identity.

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Some passages are too small for the character to fit through. These pink plants allow you to transform into a miniature version of your character in order for you to access small passages, keep an eye out for them.

In addition to all this, Odin Sphere Leifthrasir adds a brand new soundtrack to accompany these new environments. Fear not, the original music is still there, it’s just not as common as it was in the original. Many of the original ambient tracks now play in the rest stages, the battle music remains the same for the most part as does the boss music. The cutscenes remain completely unchanged from the original and have the exact same music playing in each one. I really enjoy the new soundtrack that has been added into this game, some of the new tracks are even better than the originals, that’s not to say the originals are bad but the new tracks are even better which isn’t surprising considering the fact that Hitoshi Sakimoto returns to compose many of the game’s tracks.

That just about covers all of the new additions to Odin Sphere Leifthrasir but aside from all the improved mechanics and additions, how does the rest of the game hold up? While the gameplay may have been abysmal, the story itself wasn’t half bad. Like Valkyrie Profile, Odin Sphere’s setting takes a lot of inspiration from norse mythology although Odin Sphere goes a little crazy with it. there are several nations, each with their own ideals and methods. The character’s you control are often affiliated with each nation and has to deal with the many conflicts each nation is involved in.

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Each book starts at a completely different point in the game’s timeline from a different perspective. Interestingly enough the first book starts half way through the story and finishes right near the end… but once you finish the rest of the books, the events leading prior to the first book become clear. It’s a smart and interesting way to tell the game’s story by putting you straight into the action right from the get go rather than drowning the player in exposition. In doing so, the story manages to bait the player’s curiosity, beckoning them to uncover more.

Despite all this the plot itself feels rather simplistic though that’s not necessarily a bad thing. I find that the story’s execution is the driving force that keeps players coming back for more. I like how rather than telling you what’s going on directly, the game illustrates the situation and presents the player with written notes which explain the story in more detail which can quickly be skimmed through or even skipped should the player wish. These can be viewed at any time in the bookshelf on the book selection screen and in the original they could be found in the prophecies section of the notes.

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There is also a timeline where you can re-watch all the cutscenes which can be handy for those who want to re-watch them. Each cutscene represents a specific point in the timeline so when you see characters cross paths you can see what the other character was doing simply by checking out the other character’s cutscenes that occur around the same time as the current cutscene. This helps link the story better and also helps the player keep track of where they are in the timeline which is very important as certain books start in different places and you will question why something is or isn’t in the other book because of changes made in an earlier book.

It’s interesting to see how each book connects and how each character views one another. I always love the ability to experience multiple perspectives in a game’s story and I can appreciate how Odin Sphere manages to execute this concept so well. While it may not be on the same scale as Warcraft 3, having 5 different characters to play individually is something I believe that more games need to explore.

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The original Odin Sphere was undoubtedly wasted potential. I think the game suffered from a severe lack of budget. Even with its vibrant visuals, interesting story and gorgeous soundtrack, the game itself felt patched together at the last minute. Given more time, I’m sure the developers would have been able to deliver a solid experience. Odin Sphere Leifthrasir proves this. It is a remarkable turnaround for what was once a complete and utter failure of a game.

I think we can all learn a lot from both Odin Sphere and Odin Sphere Leifthrasir. Gameplay is the root of all videogames and while the focus may still be shifted towards the visual and audio department, we cannot forget that these are games to play, not games to look at. Polished shit is still shit and I can’t recommend shit to anyone. Odin Sphere is probably one of the most painful experiences I have ever had in gaming to date. This is why I had to review this both this game and the original simultaneously because Odin Sphere Leifthrasir proves that stripping away flawed mechanics and replacing them with something better can turn shit into diamonds.

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Now I could give this game a higher rating but there are still a few things that annoy me about Odin Sphere Leifthrasir. For starters, using items in the middle of battle is still an issue. The animations still take way too long and I’d rather they were just cut out completely or at least sped up several frames. Even with the gourmet ring, eating food still takes way too long. Why can’t players simply use items on the move rather than just standing there? It really doesn’t blend in well with the gameplay at all and often leaves you open to be attacked which is a nuisance.

One of the additions that didn’t impress me were the shoot-em-up sections with Mercedes. I get that they were trying to mix things up but these sections are frustrating as hell. For starters you are unable to use items and you can only evade backwards not forwards. Also if you die you merely get sent down to the floor below. Fortunately these sections are completely optional to complete though they tease the player by knocking them down to the next section when they die rather than letting them retry which is a pain since you have to use items to heal yourself since you will have 1hp left afterwards.

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Fortunately you are able to retry these sections as the stage map now allows you to warp between stages so you can backtrack easily. This still doesn’t make these SHMUP sections any less painful though. If they allowed the player to dodge forward instead of back then these sections could have been more enjoyable. Sadly this was not the case. While you are often able to choose between multiple stages on the map, these “optional” stages are compulsory to partake in though you aren’t required to finish them.

Another issue that may turn players away from this game is the inventory management. While it has improved considerably from the original Odin Sphere, it is still an issue. The original Odin Sphere gave you bags which had to be picked up and placed in your inventory. You then needed to create a separate bag slot from the inventory by selecting the bag. This was a pain to do if your inventory was full as you had to drop an item, pick up the bag, create a bag slot and pick the item you dropped back up off the floor.

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Thankfully Odin Sphere Leifthrasir fixes this issue by automatically increasing your storage capacity which cuts out all the needless inventory management you had to do. There is also a storage chest which can store numerous items too. The problem is that these storage chests are only in rest areas. While I can’t exactly fault the game for this I can see it being a problem to people who detest inventory management as you will often find yourself with limited space. Plus it is important to save your best items for the bosses so you won’t want to use them in standard fights. Why would you want to when you can use your powerful psypher skills?

In any case I would argue that aside from these minor issues, Odin Sphere Leifthrasir is definitely worth playing for both newcomers and returning fans. I would also recommend this game to people who were disappointed by the original Odin Sphere. It’s just sad that my first time playing this game was single-handedly crushed by the abysmal gameplay of the original. For those who haven’t played the original and are interested in these types of games, never play the original, it’s just not worth your time or money but if you own a PS4 or a Vita then you owe it to yourself to experience Odin Sphere in all its glory by picking up the remaster.

Odin Sphere Leifthrasir Review 5

Can you please stop eating? It’s making me hungry…


Story/Plot: Great
Visuals: Excellent
Gameplay: Excellent
Music: Excellent
Lifespan: Quite Long
Would You Replay? Maybe

Overall: Excellent
silver-star-of-awesome sized

Value: £40.00

Purchase Odin Sphere Leifthrasir (PS4)

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Tales Of Symphonia Review

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I don’t talk enough about the Tales series, maybe because the series has burned me out. I’ve been seeing more and more Tales games get shoveled out every year and each time I see them I kinda get a bitter taste in my mouth. Ever since the release of Star Ocean 5 and Exist Archive, my interest in the Tales series started to dwindle to the point where I had just lost interest in it.

However there’s nothing like a great Tales game to satisfy one’s JRPG cravings and Tales Of Symphonia is the first game that comes to mind when It comes to playing a good old-fashioned run of the mill JRPG. You see, Tales Of Symphonia doesn’t present itself as anything new. At first sight it’s easy to be misled by the game’s slow pacing but I’d advise you not to judge a book by its cover. Tales Of Symphonia is definitely a must play for any JRPG fan, particularly those who enjoy action RPG’s over the conventional turned based.

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As and action RPG, Tales Of Symphonia is often seen as a benchmark and rightfully so.  It was the first 3D Japanese Action RPG to give us a deep and engaging combat system and ultimately served as the demise for the Star Ocean series as a whole. If it wasn’t for Tales Of Symphonia, I don’t think the Tales series would have lasted as long as it has. The series has had a pretty huge legacy and Tales Of Symphonia serves as the pillar that holds it all in place.

Tales Of Symphonia might not seem much at first glance but as a game released in 2003 it has aged magnificently… most of it that is. A lot of people question the popularity of Symphonia, often comparing it to other games in the series. While the Tales series has evolved considerably, there have been a lot of changes to the series that have improved on the formula set by Tales Of Symphonia. As good as this was, future games in the series failed to stand out from its predecessor. While I won’t deny that there were some solid Tales games released after Symphonia, Symphonia kinda feels different from those games.

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There is something about Symphonia that keeps me coming back to it and I think I’ve found out what that something is. For starters, one of the things that made Tales Of Symphonia so iconic is its diverse array of content. There’s no shortage of things to do in this game as the main story has a pretty sizable length and there are plenty of sidequests to experience as you progress through the story and many of them offer some great rewards, usually in the form of titles.

The title system allows players to collect special titles that will alter the character’s stat growth. These titles can be carried over in a new game plus which allows players to customize their character’s growth in future playthroughs. Knowing that nearly every sidequest you complete contributes towards each playthrough gives you more of an incentive to complete them, when it comes to rewarding players, Tales Of Symphonia has a lot to offer.

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This alone would be a mere novelty. What truly makes Tales Of Symphonia a memorable experience lies in its gameplay and story. While the story of Tales Of Symphonia might appear quite generic at first glance, it manages to stay fresh with its strong themes. The characters themselves are very much the same, on the surface they are cardboard cut outs but each of them has their own place in the game’s story and play their role well enough. Rather than focusing on the characters individually, the game uses them as a means to portray the strong themes the game’s story revolves around. I don’t want to go into too much detail on these themes for fear of spoilers.

I’m not going to lie, Tales Of Symphonia’s story isn’t going to blow you away, it’s pretty bog standard for today’s standards but it was executed well enough to create a memorable experience. So long as you don’t set your expectations too high, you might be pleasantly surprised by the game’s story. If you do want to get the most out of the game’s story though, you’ll want to engage in some of the game’s many side quests as a lot of the story is hidden behind them. There are also skits which can help shed a light on some of the characters too.

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What makes this game truly stand out from other games in the series is its affection system. Tales Of Symphonia steals borrows this idea from the Star Ocean series which allowed you to partake in special events known as private actions which allowed certain scenarios to influence variables. These variables would affect the ending the player would obtain and each character would have their own adjustable variable value. As such the player may opt to avoid certain scenario’s or backtrack for specific scenarios in order to build up their desired variable.

In Tales Of Symphonia the way you interact with characters is different from the Star Ocean series. While lot of the choices you make throughout the game will affect the amount of affection each character has for the main character Lloyd, the actual process of acquiring these affection points is a lot more streamlined for the most part often forcing choices onto the player as they make progress though the game’s story. That’s not to say that there aren’t any optional interactions. Many of the sidequests can also affect a particular character’s affection for Lloyd. There are also optional skit points where you can engage in a skit conversations with other characters in which the player’s choices affect the character’s affection for Lloyd.

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Sadly this feature never made it into any of the future Tales games which is a shame. Unlike the Star Ocean series however, the affection system doesn’t affect the game’s ending, rather it changes up many of the game’s cut scenes. Once you reach a certain point in the main story, the characters with the highest affection will be able to partake in a cut scene with Lloyd, this scene will solidify that character as the one with the highest affection for Lloyd, essentially replacing the multiple character endings the Star Ocean series has. As a fan of the Star Ocean series I really enjoyed the inclusion of this feature as it allowed me to get more invested in the story and characters. Plus it allowed me to personalize my experience more which is always a good thing.

The Tales series is known for its fast paced real-time action battle systems and Tales Of Symphonia is no exception. Even today, Tales Of Symphonia holds up well despite it being rather basic. If you’ve played any other Tales game then you’ll know what to expect here. Tales Of Symphonia uses a side scrolling battle system in a 3D battle arena. This means that by changing targets you are able to spread your party out. So despite the fact that it is a side scrolling action RPG, it really feels like a free moving combat system.

Tales Of Symphonia was the first game in the series to offer serious competition to the Star Ocean games and for good reason. Rather than simply having players barrage foes with attacks, Tales Of Symphonia focuses on chaining hits to build up combos. While the ability to combo was somewhat prominent it still felt rather unrefined. Tales Of Symphonia’s combat offers a more refined combo system allowing players to chain up to 3 techs and alternate between 6 different techs per character at a time. This was a big deal back then as ARPG’s often lacked variety back in their early years. Tales Of Symphonia was one of the first ARPG’s that added a considerable amount of depth making it capable enough to rival that of a turned based RPG.

The combat focuses on synchronizing your attacks with the AI (or other players) in order to build up a combo. This idea would later be used in other games such as Valkyrie Profile 2 which allowed players to take control over all four characters in battle, managing them all simultaneously. Tales Of Symphonia was one of the first to focus primarily on combo focused gameplay and offers a wide variety of options in battle.

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Unfortunately like in all real-time action RPG’s with AI controlled party members, the combat suffers from having a lack of control over multiple characters. This is a problem that is not exclusive to Tales Of Symphonia but is worth bringing up considering the fact that Tales Of Symphonia is one of the pioneers that established the more modern style of real time action RPG’s and as such it is important to keep in mind that relying on the AI is essentially a big part of the gameplay.

For this reason, playing the game with a friend is probably going to be a far better experience than playing alone. Much like Secret of Mana was a more co-op orientated game, Tales Of Symphonia appears to be very similar. However players managed to enjoy playing Tales Of Symphonia as a single player game so it’s not impossible to enjoy playing it alone, rather there are some flaws to be aware of in terms of the AI. I will say though that for the most part, the AI aren’t all that bad in Tales Of Symphonia and if you can learn the AI’s patterns, you can really build up some awesome combo’s.

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Still, my philosophy on these type of games is that they were actually built with co-op in mind originally but the early games in the series along with all of the Star Ocean games seem to have forgotten this. Regardless, I judge these types of games in four different categories: flexibility, intuition, smoothness and AI behavior and considering the time this game was released, Tales Of Symphonia is above average in all four of these categories making for a very well-rounded combat system. Like I said before, you have 6 attacks at your disposal and they can all be mixed up in any order you choose as well as several regular attacks to mix things up more. While that may not sound like much today, back in 2003 this was a pretty big deal in terms of flexibility.

Now I never had the chance to play the original Gamecube release (which is quite ironic since the Gamecube is my favourite console) but based on the PS3 release, the controls are very simple and easy to use. You can guard and dodge using the square button, use normal attacks with X and artes using O. Comboing is simple enough, using a combination of normal attacks and artes as well as the AI’s attacks you can build up some crazy combos which are still really fun to pull off today and it’s easy to build up those hits, you never feel like you have to do too much busy work to pull them off like in Star Ocean Till The End Of Time which required the player to constantly swap characters in order to juggle their enemies.

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To add to all this you also have unison attacks. This was cool because you got to stop the enemy in their tracks while you get to perform any move of your choosing. Performing certain moves allows you use a compound special attacks which were a combination of two different artes with two different characters. It was a flashy and cool way to finish off enemies. I really liked the unison attack system and building the unison gauge was never too much of a hassle. It just gives you more control over battles and adds some extra flashiness to the combo’s.

To make things even crazier, the PS3 version (based on the Japanese PS2 version) adds mystic artes which are an alternate finisher that allow specific characters to pull off a unique special attack much like the purify weird soul attacks in Valkyrie Profile. These are used as finishers but unlike Unison Attacks they are pretty hard to pull off and can sometimes be completely forgotten about. This is due to the fact that the overlimit gauge didn’t exist yet and overlimits were built up over time much like trance in Final Fantasy IX in the sense that you cannot trigger it at will. Since most mystic artes required the character be in overlimit or at low hp, they were difficult to pull off.

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Regardless I can easily say that Tales Of Symphonia’s battle system stands the test of time, while other games in the series may be better in some areas, few games come close to the polished smoothness of Tales Of Symphonia’s combat. It is one of those combat systems that keeps you coming back for more due to how simple yet polished it is. To put it more accurately Tales Of Symphonia’s battle system is the benchmark of any real-time action JRPG combat and is what all real time action JRPG’s should aspire to be.

Aside from combat you do get a little bit of character management here, while not as deep as it is in the Star Ocean series, Tales Of Symphonia offers the player a few choices in regards to character management in the form of EX skills. These skills alter several different properties of each character giving them special passive abilities or allowing them to be played in a unique way. Sadly in future games such as Tales Of The Abyss, EX skills were learned in a more linear fashion and rather than picking and choosing, you get given all the EX skills over the course of the game which ruined the whole point of having EX skills. Regardless this was a great addition which adds a little bit of experimentation to the game.

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Other than that however, character management is very basic, learning new artes can be quite complicated as there are two different combat styles to learn: strike and technical. Each style has its own set of artes and is influenced by the player’s EX skills. Strike artes are mostly powerful attacks which focus on knockback. Technical artes focus more on delivering more hits and are usually a lot flashier than strike artes. Then you have magic which is completely different depending on the character. For example, you could have Raine be a strong party healer and teach her technical moves like Revitalize. On the other hand you could teach her stronger single target healing abilities and the ability to give your characters an auto-revive buff.

You can mix between strike and technical artes by changing your EX skills to favor the opposite style just before you learn a new move, you can also forget certain moves and swap them for their alternate move should you wish. Or you could just stick with either style and see what you get. This makes the game more interesting as there are so many different combinations of moves you can have at your disposal, some may see it as limiting but that’s kinda the point, by limiting the player, you are making them choose between two variants of moves based on which they prefer.

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Do they want to focus on dealing raw damage and knockbacks or so they want to focus on building up more hits? By limiting your game for the sake of choices, you’re actually providing a more rewarding experience since the choice the player makes equates to that of rewarding players with personalization. This is what many of the other Tales games failed to realize, by breaking these limits and just giving all the abilities away to the player, they are essentially removing that element of choice which made Tales Of Symphonia feel so rewarding… at least in terms of personalization.

So Tales Of Symphonia does a lot of things right with its gameplay and while the story starts off quite slow, it picks up later on. In theory this alone should provide a highly engaging experience and it does… for the most part. You see Tales Of Symphonia may be the series’ benchmark but it isn’t without its flaws. For starters, the dungeons of Tales Of Symphonia tend to really bog the game down in monotony as there are plenty of dungeons in the game that just flat-out suck. Why is this you ask? That’s simple, puzzles and when I say puzzles I mean hours upon hours of tedium.

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The puzzles in Tales Of Symphonia are quite possibly some of the most irritating puzzles I have ever seen in an RPG. While the first few dungeons have very simple, yet boring puzzles, later puzzles can become quite tedious and annoying to do. One puzzle in particular literally has you moving blocks of garbage and dropping it off a catwalk for no other reason than to pan out game time. To make things worse you have the sorcerers ring with its many functions. I absolutely loathe the inclusion of this feature because there are times where you have to switch between ring modes to accomplish certain tasks the game gives you to do like shooting braziers and shooting a bomb to blow up a rock.

Maybe this is just a personal issue but I honestly do not see how anyone can enjoy slogging through such horrendous dungeons. The most infamous of dungeons require you to guide several blobs to a certain position. These blobs will follow you but it is a nightmare to keep them all together. All you do is run around the area aimlessly pushing switches and trying to find all the blobs and trying to keep them altogether. To make things worse pushing in certain switches pushes other switches out. It’s a nightmare for people like me who want to get straight to the action. Even if I were to like puzzles, I cannot see myself not getting frustrated in that horrendous place.

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The dungeons are the biggest problem with this game and they are one of the few things that hinder the game’s replay value. However there is also another problem that many games released back in 2003 suffered from, unskippable cutscenes. That’s right one of the most irritating parts of replaying a JRPG is to have to press X/A to keep the text moving so you get back to the action. I wish that players could just skip the cutscenes and move on. Why this isn’t a thing in the PS3 port I cannot fathom.

Despite all this, I managed to slog through another playthrough and while it did have its annoying parts, the amount of rewarding content this game offered convinced me to play through it again and once I reached the second half of the game, my engagement levels rose a ton. Tales Of Symphonia offers a new game plus feature. By spending grade you are able to unlock certain perks which you can carry over to each playthrough. After unlocking the combo’s perk the game felt extremely rewarding to play in terms of growth as it rewards you with experience based on the highest combo you perform in the fight. This made every boss fight feel different and added an extra layer of depth to the game.

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It was this second playthrough that convinced me to review this game as I felt that being able to play through a game such as this a second time alone is something worth noting since I don’t normally do such things in videogames. I will say though that the second playthrough did have its annoying moments, particularly in the dungeons but I believe if you are truly willing to give the game another shot, by all means do so.

This game has a lot of replay value to balance out the horror of having to slog through those painful dungeons again and as someone who dislikes replaying videogames in general, I can confirm that there is some value to be had in doing so, it just takes a bit of patience because Tales Of Symphonia is quite a lengthy ordeal as it can take around 40 – 50 hours to finish the story. I assure you, once you endure the first half of the game, the game opens up fairly quickly and you feel like you’re playing through a whole new experience entirely. There are still the painful moments but if you are willing to endure some of that pain, it’s definitely worth playing through this game multiple times.

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As far as music is concerned, the game’s soundtrack does a reasonable job of keeping players engaged in the experience but doesn’t go the extra mile to deliver something particularly noteworthy. There are some good tracks here and there, ironically the best tracks tend to play in some of the most tedious dungeons, kinda fitting considering the fact that you’ll be spending a lot of your time in these places. Some tracks are better than others but for the most part I’d say that the soundtrack does its job reasonably well.

In terms of art direction, Tales Of Symphonia takes a very vivid approach depicting a bright, colorful cel-shaded world. While some may find this kind of contradictory to many of the game’s themes I feel that it serves to make the world more likable and makes the locations more memorable due to this distinct art style. After all, sometimes you want a break from the more darker styled games and you want something bright and colorful as a refreshment. As such I feel that the art design fits this game rather well, it really fools you into believing that the game is very plain and simple at first but when things start to get more interesting as the story clashes with other themes, the art direction really stands out.

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When it comes to choosing whether or not to play Tales Of Symphonia, ask yourself what exactly you are looking for in a JRPG at this point? While I do believe that every JRPG fan should give this game a shot at some point, I don’t think this is a game people should rush towards for the sake of it. If you’re going to play Tales Of Symphonia then you want to be in the right mood for it.

If you’re tired of the more conventional RPG and want something different, Tales Of Symphonia can be quite difficult to get into. On the other hand if you’re looking to escape from more modern, avant-garde JRPG experiences then you should definitely give Tales Of Symphonia a go. I do think that the game starts off quite slow and it can be an arduous task to get to the meaty stuff but when you do I believe that you will enjoy what you see.


Story/Plot: Good
Visuals: Good
Music: Satisfactory
Gameplay: Great
Lifespan: Quite Long

Overall: Great

Value: £40.00

Purchase Tales of Symphonia (PS3)

Star Ocean 5 Stream – The Value Of Gaming Discussion, Games I’m Looking Forward To, E-Sports Are Trash

0:00 – 7:00 Updates and stuff

7:00 – 11:33 Talking about Star Ocean 5

11:33 – 19:00 My opinion on alcohol and the hypocrisy of people who don’t drink it for health reasons.

19:00 – 32:45 Why consumer criticism is undervalued

32:45 – 41:30 Why I want to grow an audience on Cynical Gaming Blog/Youtube

41:30 – 45:15 Talking about Star Ocean 5 some more

45:15 – 49:50 Being in minority groups, going against the masses

49:50 – 54:50 Measuring games in terms of popularity and value are completely different things.

54:50 – 1:00:00 The need for intellectual gaming discussion and why I need your input

1:00:00 – 1:09:46 Getting rid of Steam Greenlight was a bad idea. How the problem needs to be solved.

1:09:46 – 1:11:10 ReviewTechUSA stealing Silent Rob’s video

1:11:10 – 1:15:48 Explaining my principles

1:15:48 – 1:27:00 The importance of focused game design

1:27:00 – 1:32:27 Talking about Sidequests and how games need to focus on solving problems by improving pre-established features

1:32:27 – 1:39:50 How influencing the mass market is like playing the game design lottery and why it’s so important to do so

1:39:50 – 1:48:38 The truth about Tri-Ace and why Star Ocean 5 was poorly received.

1:48:38 – 1:54:45 Learning and setting skills

1:54:45 – 2:04:35 Looking For Sidequests and Private Actions

2:04:35 – 2:58:30 Games I’m looking forward to playing in 2018 + Witcher 3 Rant

2:58:30 – 3:21:40 Experimenting with Synthesis and Item Creation

3:21:40 – 3:25:25 Continuing with main story

3:25:25 – 3:47:00 The problem with E-sports and why I think we’d be more better off without them

3:47:00 – 3:50:47 Stream ends

 

 

 

 

 

 

 

Star Ocean 5 Stream – The Purpose Of Invested Empowerment In RPG’s, Valkyrie Profile 3

0:00 – 5:45 Introduction/Updates.

5:45 – 46:35 Talking about invested empowerment in RPG’s and whether or not leveling systems matter in RPG’s anymore.

46:35 – 1:14:30 Talking about the Star Ocean series.

1:14:30 – 2:05:31 Talking about other games (SEGA games, Level 5 games, other tri-Ace games and F-Zero GX) and Star Ocean 5’s story.

2:05:31 – 2:14:27 Talking about what I want to see in Valkyrie Profile 3, if it ever happens.

 

Grandia 3 Review

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So after years of waiting, we finally got Grandia 3 in the UK via Playstation Store. It was a hassle to access the US Playstation store but regardless, I have finally finished it and quite frankly I’m quite glad I got to experience this game, even if it is a bit rough around the edges. What do I mean by this? Well it is pretty much the opposite of everything that made Grandia 2 so great in the first place.

Allow me to elaborate. When this game was first released, people were in uproar about it, some consider it the death of the Grandia series, others just consider it to be a mediocre title which was nothing more than a disappointment. Hey, that sounds like the perfect game for me to review. So I picked the game up and gave it a go. How bad could it possibly be?

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First of all, I would like to talk about the visuals of this game since they are a considerable improvement from Grandia 2. The world of Grandia 3 is certainly a looker, not the best looking game I’ve seen but it has certainly been given a makeover that stands out if you’ve played any of the previous Grandia games. It feels great to actually play a Grandia game with such great visuals. Sure Grandia 2 Anniversary Edition improved on the visuals somewhat and made them a lot easier on the eyes and actually made them quite likable but Grandia 3 really has a fresh new style that is unlike any of the previous Grandia games.

One thing I would like to note is that Grandia 3 feels like a much more open-ended game than Grandia 2 but don’t let this fool you, the game is every bit as linear as its predecessor though to be fair, you are able to backtrack this time around thanks to the game’s flight system which allows you to freely roam the world map in a similar way to Lost Odyssey in the sense that it is very restrictive and in a lot of ways kinda pointless considering the linear nature of this game.

Grandia 3 Flying around is kinda pointless

For a theme centered around freedom to roam the skies, you’d expect the game to deliver that feeling of freedom in its structure but sadly this is not the case, instead when you approach certain areas, you merely get a text box telling you about it, kinda like in Mass Effect. It’s such a shame since there is a huge world out there to fly around in yet you only get to explore a small portion of it. It’s such a shame really.

While we are on the topic of the game’s theme, let’s get straight to business and talk about the games laughable story. Where do I even begin? For starters after having played the legendary Grandia 2, it is easy to see how this game has come to receive such a negative reception. You would think that after playing a game like Grandia 2, the story would be exciting and fresh, sadly this is not the case this time around, the story of Grandia 3 is about as exciting as a baked potato.

Grandia 3 Trying really hard not to make a dick joke

Trying really hard not to make a dick joke

While Grandia 2 went off the beaten track with its protagonist, in Grandia 3, you are presented with Yuki who follows just about every single cliché in the book as a JRPG protagonist. His only standout feature is his love for planes… not that I consider that a good thing, rather It comes across as obnoxious more than anything else. Typically the game starts off with the protagonist, Yuki getting scolded by his mother Miranda for being too obsessive over his hobby.

But believe me, Yuki doesn’t get any sympathy from me. After crashing his plane like an idiot, he is left stranded in the middle of a forest a couple of miles from his hometown and encounters a young girl named Alfina… you know what this means don’t you? That’s right, get ready for some boy meets girl action in the form of yet another bland, uninspired romance that contributes absolutely nothing to the plot… hurray!

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Little did I know that the entire build up of Yuki’s character was about to capsize from here on out. Now Yuki must escort Miss Bigears to a place called Arcriff, a place of worship dedicated to communicating with the guardians. Sound familiar? Anyways the story starts getting duller and duller from there.

Put simply if you’ve played any JRPG, you’ve seen Grandia 3’s storyline already. It pretty much deflates into a quest for macguffins once you reach the halfway mark and by that point, the story never really evolves past that until you face the big bad evil thing at the end.

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To make things even more insulting, the only two redeeming characters leave the party early on in the story. This cripples the story as they are replaced by two dull characters who barely have anything to offer in terms of personality and they are mostly cardboard cut outs. In fact, these characters are so bad that you could remove them from the game and it wouldn’t change a thing.

Now in a game like Grandia, this is particularly worrying since the Grandia series has always revolved around its interaction between characters and with a cast of characters as dry as oatmeal, its efforts to focus on character interaction are pretty much wasted.

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The nature of the Grandia series remains unchanged however. Grandia 3 follows the same formula as the previous games. Its focus on NPC interaction is still an all you can eat buffet of narrative and the dinner scenes return to add more flavor.

You can tell that Game Arts were trying to focus on building a strong narrative as they continue to use the same tools that made Grandia 2’s story so engaging, it’s just a shame that the characters and the plot of Grandia 3 are so sterile otherwise it could have made for yet another memorable and engaging storyline.

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Where the game truly shines however is in its battle system. Like the previous Grandia titles, Grandia 3 uses an active time based (ATB) battle system with a heavy emphasis on changing the flow of battles through cancelling enemy attacks and manipulating the IP gauge to intercept enemy turns.

Grandia 3 enhances the system by rebalancing the game’s difficulty to make for a more challenging experience. In addition, the game adds new aerial combos in an attempt to mix things up. Sadly while aerial combos have their uses early on in the game, their effectiveness diminishes later on as enemies are given insane amounts of health and this tends to make many of the boss fights a slog.

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Fortunately many of the boss fights are varied, some of which can be quite difficult to figure out at first. The game keeps things fresh by offering plenty of devastating abilities to be used by both the player and the enemy. It is important to stay on your toes in all battles as you are usually outnumbered by multiple enemies and if your characters are widely spread out on the IP gauge, you may find yourself in a compromising situation if you make the wrong move.

Thankfully the game offers a wide assortment of abilities in the form of moves/magic to bolster your arsenal. Every ability is useful, you just need to find the right one for the job. That’s JRPG combat 101 right there and while many JRPG’s forget the significance of this, Grandia 3’s combat focuses heavily on making the player’s choices feel important. Add to that the need to manage SP more carefully (due to the lack of SP restoration items available) and you have a surprisingly deep combat system which offers plenty of variety to keep things fresh for the entire duration of the game.

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Character Management is different this time around. New moves are learned via leveling up rather than with special coins. Moves are enhanced at random. I personally dislike this as it can sometimes screw you over in battles since attacks will be pulled off instantly when a new secret method is learned (the process of leveling up moves) which can ruin a potentially well-timed cancel. I also dislike the randomness of move leveling. Grandia 2 gave the player total freedom with learning moves which led to several balancing issues, however this method is still preferable to the method used in Grandia 3, at least in my opinion.

Magic is pretty interesting this time around. While the spells in your arsenal are more-or-less the same, the method of learning magic has drastically changed from that of Grandia 2. On one hand it complicates the progression system, on the other hand it is a more balanced system that prevents players from acquiring high level spells too early. Magic eggs can be dropped by most enemies and are surprisingly very common, they can be used to enhance the effects of spells or they can be consumed to learn new spells. Abilities work the same way allowing you to equip skill books to increase the potency of specific skills or consume them to learn new skills. These can be equipped at any save point.

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In addition, there are higher level eggs available which can easily be acquired through mana egg fusion. This allows you to access powerful magic when you wouldn’t normally be able to. It is important to note however that characters have a set magic level depending on how high of a level they are. As such the system is balanced and you can never learn spells that are too powerful. To some, this could be seen as a bad thing, however mana eggs can still be equipped to increase the potency of spells to make up for this allowing you to grow stronger should you wish to.

Ultimately when comparing the gameplay of Grandia 2 and Grandia 3, Grandia 3 comes on top just by a small margin, this isn’t to say that Grandia 2’s gameplay was bad, many of the fundamentals that make Grandia 3’s gameplay so great were lifted straight out of Grandia 2, they have just been improved this time round which is expected of a successor. Sadly it is difficult to call Grandia 3 a true successor to Grandia 2 as it falls short in the department Grandia games are known for, story.

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Personally, I do not often prioritize story in videogames. Grandia 2 was an exception for me and I honestly didn’t expect Grandia 3 to be anything quite like Grandia 2 but the combat is ultimately what won over my interest in this game. While I disagree with some of the systems used in Grandia 3’s character management, the combat itself is actually quite engaging to say the least. As such I cannot say that my experience with Grandia 3 was as bad as many people make it out to be. To be honest I quite enjoyed it.

The music is what sealed the deal for me, despite this games shortcomings, it still has a solid soundtrack, not as good as Grandia 2’s but a solid soundtrack nonetheless. Add to that the eye-catching visuals and you have yourself an enjoyable game. That being said, I can understand the negative reception this game has received, as a Grandia game it is pretty weak and its linear story focused structure limits its potential. Add to that a couple of irritating songs and a few lackluster dungeons leaving you with just another run-of-the-mill JRPG which just falls short of being yet another classic PS2 RPG.

Grandia 3 Mirror mirror on the wall, who's the evilist of them all

Truly a work of art! Oh wait, that’s a mirror, never mind…

So all in all, Grandia 3 is not as bad as people make it out to be, while it is far from being a true successor to Grandia 2, it is still worth the experience. If you can find the game for cheap, give it a try. It’s not a bad game, just don’t expect too much out of it. Put simply if you’re starving for some JRPG action and you’ve played all the best, you aren’t doing yourself a disservice by playing this game, you should be able to find some enjoyment out of it. While this may come as a surprise to you all, I actually had a hard time tearing this game to shreds as much as I’d have liked to.

I really didn’t expect to like this game. Though the story may have been laughably bad and cringeworthy at times, I’ve definitely experienced worse (*cough*White Knight Chronicles*cough*). It gave me some good laughs at least… seriously what is with the blatant similarities between the story of Grandia 2/3 and Devil May Cry 4? Even the voices for Yuki and Alfina return to play the same roles in Devil May Cry 4 as Nero and Kyrie… plus why does the villain look so much like Ganondorf and why does he wear black patches on his face? Seriously dude, grow a beard or something. Plus what is with that wannabe Arngrim guy named Kornell? Why is he such a doofus? What is his purpose in the plot besides being comic relief? We may never find an answer to these questions. All I can do is give the game its final score.

Grandia 3 Could he possibly be evil

Seriously who the fuck is this guy!? What is his purpose in this game besides just being there?


Story/plot: Pretty Bad
Visuals: Good
Gameplay: Great
Music: Good
Lifespan: Decent Length
Would You Replay? No

 

Overall: Satisfactory

 


 

Value: £15.00

For a more in-depth look at the story, watch this video:

Exist Archive + Nier Automata Stream – Talking About Nintendo

 

Plenty of Nintendo talk and other stuff, couldn’t exactly come up with a better topic to talk about so I was mostly playing along enjoying my time playing the game. I have some more content coming up but it’s been delayed due to the fact that my splitters have et to arrive. I also discuss my troubles with let’s playing and coming up with an alternative idea to bring more filler content to the site because as we all know, people love some filler content.

Ok, ok I get that people don’t care about this sort of content, I just want people to know that I’m here and that I’m working on stuff so by making filler content it gives me something to do in between other blogs or when I don’t have anything planned. Currently I have a review in the works but I am having issues getting the images due to a delay on the arrival of my composite cable splitters. Hopefully this will be resolved. As for Painkiller, I really don’t know how to solve that problem. I’m not calling off the series entirely but the possibility of being able to continue recording it is very low since OBS won’t work due to the fact that alt tabbing out of Painkiller causes the game to freeze.

For those interested in my Painkiller let’s play, head to my Youtube channel: https://www.youtube.com/user/brainjuice654

If/when I finish the lets play I will be putting it up on the site but it is not yet finished sadly. Other than that, keep an eye out for some new content coming soon.

Star Ocean Till The End Of Time comes to PS4

It’s happening people, Star Ocean Till The End Of Time is getting ported to PS4. Now I don’t really care much for buying ports of games I already own but this is proof that tri-Ace know what they’re doing. I mentioned this in my Star Ocean 5 stream for a reason, this needed to happen one way or another and it is happening.

However this is not a fully fledged remake, it’s just a HD port with slightly better graphics and trophy support pretty much so I can’t say that I’m too excited for it but the fact that it exists is good news as it means that Square-Enix haven’t completely given up on the series.

star-ocean-3-hd

They are trying to gauge interest again by going the safe route with an HD port, while this may be lazy, it gives new players a chance to pick the game up digitally. This might not seem like an issue right now but once all the physical copies are gone, this will be the only option left for most people so it needed to happen.

I guess the ideal scenario of a re-worked combat system and seamless battles just wasn’t meant to be, here’s hoping that the game will sell well, considering it is the best-selling tri-Ace game it has to, if it doesn’t then the series may be in jeopardy.

What troubles me is the fact that people who already own the game may not be inclined to pick it up again and why would they want to? If they want to play it again they can just pull out their PS2 and play it on the disk. I doubt it will reach high sales numbers but hopefully it will receive a lot of purchases by new audiences and die-hard fans.

If it succeeds, the chance of getting a Valkyrie Profile 3 goes up by 1% so I’m thinking of purchasing it but I’m not going to dive straight in yet as I have numerous games I want to play. Plus I’m not particularly eager to experience that battle system/item creation again.

Source

Star Ocean 5 Stream: Talking about war and shit.

I cut to this point in the stream since my last stream had terrible sound. In any case It’s up here for anyone who wants to listen to me drone on about war and what video games would be the worst to live in. Plus about Star Ocean 5 in general.

I can post more streams on here in the future, sorry that I didn’t put all the previous streams up because the sound quality was terrible.

0:00 – 12:00

Talking about current situation/updates (resolved)

12:00 – 31:00

Talking about the gameplay of Star Ocean and Star Ocean 5 and comparing it to the Tales series

31:00 – 33:00

Talking about HD televisions and why I never use them (I have an “if it ain’t broke don’t fix it policy when it comes to hardware”).

33:00 – 45:00

Making fun of the war scenario

45:00 – 46:00

Talking about landmines

46:00 – 47:30

Talking about Status recovery items

47:30 – 50:00

Talking about Star Ocean in general and why I love the series

50:00 – 55:00

Private Actions and Roles

55:00 – 58:00

Talking about flaws in the series and why they don’t ruin things for me

58:00 – 1:13:50

Talking about war in videogames and my thoughts on real life war

1:13:50 – 1:24:30

What videogame universe would be the worst to live in?

1:24:30 – 1:27:40

Explaining the reason why super armor exists in Star Ocean 5 (just watch it and you will see) and talking about flaws again.

1:27:40 – 1:30:20

Emmerson joins and I play as him, talking about my preference for close ranged fighters

1:30:20 – 1:42:00

Talking about draw distance/visuals as well as the combat system, why Star Ocean 5’s flaws don’t bother me. Talking about the hate Star Ocean 5 received.

1:42:00 – 1:46:00

Private Action stuff and talking about the purpose of entering residential buildings in JRPG’s

1:46:00 – 2:06:44

Talking about the future of tri-Ace again and other Star Ocean/Tales comparisons

 

 

 

Exist Archive Costs £49.99 at release. Is It Worth it?

Well in case you didn’t know, Exist Archive released today overseas and it turns out there are a few things to note about it after doing a bit of research. I have not yet played the localized version of the game but I have seen footage of it and found out a few important things.

First of all, the pricetag has escalated to £49.99 for the PS4 copy of the game. If you’re unfortunate to not own a Vita you’ll be forking out a lot for this game. Now I can see what they’re trying to do here, they’re trying to get rid of the DLC/Microtransactions. However, I am watching you Aksys Games, the moment I see the DLC costumes, I won’t be afraid to call you out on it.

Of course the Japanese release did have cosmetic DLC but I could accept it since it was just that, DLC. No strings attached, no fun money, no loot boxes, just straight up cosmetic DLC. That’s perfectly acceptable, plus we got some free costumes as well.

Oh and as for those free costumes we got in the Japanese version, you guys are gonna miss out on them. Now this might not be a big deal to the vast majority of people but it is a shame considering the fact that they were costumes from the Valkyrie Profile series. It seems Square-Enix weren’t willing to bargain with Aksys Games so I guess it’s not their fault.

In addition to this, the game also has an English dub and from what I have heard so far, the dub isn’t anything particularly special but my views on it could change when I actually do pick up the game. Regardless it is a nice surprise to see an English dub included in there as well. I know a lot of people hate English dubs but for me, it’s important because it makes it easier to understand the character’s emotion. However it’s not be all and end all, after all, back 20 years ago dubbing was a rarity as was voice acting so I could easily cope with it. This is a nice surprise regardless even though the voice actor for Kanata sounds like Dust from Dust an Elysian Tail which is… well, not my thing to be honest. However it was to be expected so there’s no point getting worked up about it.

As for when I’ll pick up the game… not sure, all I know is I will buy it eventually, maybe today or tomorrow, maybe when the price drops? I don’t really know. All I can say is that this release is definitely an interesting one. Lets put it this way, it’s been very uneventful. I thought I should at least post something about it to acknowledge its existence (see what i did there?) because nobody else is going to so I might as well considering the fact that I’m a huge tri-Ace and Valkyrie Profile 2 fan and all.

As for whether or not it is worth £49:99, check my review here: Exist Archive: The Other Side Of The Sky Review

Bare in mind the story may be good or bad, I don’t know yet, I don’t think the story is going to be terrible though, I think they’re going for something interesting with this game story wise but I will wait till I actually play it in English to give my 2 cents on it.

In other news…. Star Ocean Anamnesis

No comment…

Seriously you should know by now what I think of this. All I can say is, it was bound to happen.