Tuesday, July 26, 2005
Star Wars Rogue Squadron III: Rebel Strike -- Final Opinion.
Monday, July 25, 2005
Star Wars Rogue Squadron III: Rebel Strike - Initial Opinion.
Sunday, July 24, 2005
Ys 3: Wanderers from Ys -- Final Opinion.
I have gone ahead and finished Ys 3: Wanderers from Ys for the Super Nintendo Entertainment System. I happened to be at max level before even attempting to complete the second dungeon of Illburn Ruins. I found a rather extreme experience exploit. Each game in the series has them, but this one borders on extreme. I was at max level within thirty minutes. Strangely the game remained a challenge for the most part throughout. I noticed a few more translation differences. In the Genesis version the Varestine Castle is correctly named, while in the SNES version it's called Ballactine Castle. The Genesis version refers to the land as Felgana while the SNES refers to it correctly as Felghana. It's strange how they go back and forth in and out of being correct. Ys 3 uses the ring system. Timed rings that you equipped and are awarded their attribute until you deplete the power of the ring. Mainly for boss battles. So you have 255 units of power for all the rings. In town you can restore the rings. They count down much faster than by the second, so you only have thirty seconds or so to make use of them. There are five. Power, Defense, Time, Healing, and Protection. The bosses therefore have strategies that will require you to be using certain rings. It's a fun system for the game, but one they haven't used since. As far as the story goes, it's great in that you get some back story on the events of Adol's best friend Dogi. And the main evil of Ys 3, Galbalan, is further fleshed out in Ys 6. Ys is one large story. All the parts telling the whole. Ys 3 isn't a side story. You need it to see the whole picture. It's a well told, fast, and most importantly fun little adventure. I'm going to give it a 7.5.
Next up should be some more PSO as we've been taking a little break from it. Having played it for a month and a half and hundreds of hours worth, we needed it a bit. I should be starting another game in the next few days beyond that. We'll see what's next.
Saturday, July 23, 2005
Ys III: Wanderers from Ys -- Initial Impression.
Thursday, July 21, 2005
Ys IV: Mask of the Sun -- Final Opinion.
Tuesday, July 19, 2005
Ys IV: Mask of the Sun -- Initial Impression.
I have started playing Ys IV: The Mask of the Sun. It's the ROM version of course. Newly translated and patched in English. This is the game for the Super Famicom created by Tonkin House for Falcom. Ys 4 begins with Adol back in Esteria after returning from the events in Felghana and Ys 3. Adol is standing on the docks when a bottle washes up with a note inside asking for help in the land of Celceta. That's all it takes and Adol is off on his journey to Promarock, from which one can reach Celceta. In Promarock he learns of the Romun Empire and its meddling in local affairs. He starts unraveling the mystery. He learns of the three treasures, the stone eyes. He sets about collecting them. As he goes he gets more of the complete picture. The story being told is great. It goes towards more of the history of Ys than anything else. It's very connected to themes further explored in Ys 6. Along the way Adol ends up returning to Esteria and the towns of Minea, Zepic, and Lance. Towns from Ys 1 and Ys 2. He runs into just about every major surviving character from those games. It gives a very complete update on their lives sort of feeling. Judging by my lifebar, I'm about two-thirds through the game at just under five hours of play. This is going to be short and sweet. The play mechanics are classic Ys. Still running into enemies to attack. No sword swinging. The SNES allowed for them to have a magic button, and an item button. That's really all you get. A button for item, magic, confirmation, and back. You use select to access the menu. Start would actually pause the game. Simple and effective. The graphics are mid SNES life span. Better than the RPGs of the launch years, and short of those of the final years. SNES level effects are used from time to time. Rain on the fields, stuff like that. The trees aren't animated. The backgrounds are all static. None of the little details seen at the end of the system's life. It's all very straightforward. Musically, it's standard SNES stuff. Nothing special about it. The composition features some cool arrangements of previous themes mixed with new tracks. The new tracks are just sort of there. When you want Ys 4 music, you'll be thinking of the PCE version's redbook audio anyway. The game seems rather easy. The easiest of the games I've played thus far. Even with the experience limitation system in the game, you just level too easily. The bosses still present somewhat of a mild challenge, but they're the only thing that does. The puzzle element is also rather simplified in that everything is automatic. You don't have to use whatever you find as the game does it for you. No more wandering around trying to use the pickax on the dozens of columns on the outside of Darm Tower trying to find the correct one. Now the game will just do it when you walk by close enough. The dungeon design is also the easiest out of the games I've played. It's all very much one path. Where there is a split, the one way takes you to a treasure, and the other way is the way out or the correct progression for the story. There aren't tons of dead ends and wandering about lost as all hell. I need to play Ys 4: The Dawn of Ys on the PCE to compare how they handled those aspects of the game. I have a feeling the Super Famicom version of the game was softened up by comparison.
Saturday, July 16, 2005
PS2 -- All the Way There & PSO Update
The end credits have rolled on Phantasy Star 2 yet again. Still one of my favorite endings, if not the most favorite. So original and bold. It would even be that by today's standard. But fifteen years ago it was almost too bold, too daring. But then the game was full of firsts and was unlike anything anyone had seen. I'd lay them all out here of course, but Magus is currently still playing through it, and he's one of the few people who actually might read this.
As for PSO, SEGA has heard some of the community criticism and moved up the updates so that along with the scheduled Mop-up Operations for E1, we have the second half of E4. They've also given us access to the E4 content from the main teleporter in Pioneer 2, so that we don't have to do it from the Principal's Quests. I've managed to play through 9-5 and 9-6 with Magus. They have you still pursuing those who you're after, and following them underground. More caves you ask? Well, yes, but these are unlike anything seen in the game heretofore. They're underground in swirling sand infested caverns filled with new creatures altered by D-cells. The new dark creatures look great. They also move great. You'll still see the Satellite Lizard, Yowie, Sand Rappy, Zu, and the Boota variants, but they've been joined by the Merissa A, Goron, Pyro Goron, Goron Detonator, and the Girtablulu. The Goron are the new Dimenian. They have photon blades in their hands and they're like bandersnatch in that their arms are elastic. So their attack range is great. I'm not in E4 as a Hunter, I'm a Force, I'm staying away from them anyway, but it must be a riot for those having to melee with the Goron. The Pyro Goron just means a different tech attribute to me. The Goron Detonater on the other hand, that's something all together different. The thing is huge, with a massive attack range. It has much more hit points and power to reflect its size. One interesting thing all Goron do is teleport. It's rather great, in a chaotic way, to have four or five of them constantly trying to warp in behind you. The Merissa A is like a super slime. It essentially stays erect and doesn't pool itself into a moving puddle. It hops around and has a freezing tech attack. It also has a striking attack, and will attempt to belly flop onto you. There is a rare form of the Merissa A which we haven't seen yet called the Merissa AA. The Girtablulu can only be described as a D-cell infested scorpion about the size of a tank, with an eye where the stinger would be. It's immune to every tech but Grants. Its claws work as shields and it seems to have a bunch of tech attacks. It also can move your character around, keeping you from attacking it. It's easily the hardest non formal boss creature in the game. Also worth noting are the locations themselves. Far more dangerous than the rest of the game. You've got sand that's burning hot that damages you. Full rooms of it so you have to take damage as you go. Creatures and plants spewing clouds of poison and megid. Crumbling rooms with parts of the ceiling falling on you. They've even upped the puzzle aspect. The one in 9-6 actually took us a great while to solve. All with E4's ramped up creature spawn rate. Makes it all rather fun if you ask me.
Thursday, July 14, 2005
Phantasy Star 2 -- Almost There.
I have been to the dungeons of Guaron and Naval and have removed them of the four remaining items I've been sent to find. I have taken the eight items back to the person who sent me looking for them. I have picked up the final ninth item. That's it. All that's left for me are the final battles in the final dungeon of the game. I have reached this point faster than I have ever done so in the past. Given that this is my fifth or sixth time through the game, that should be expected. I am level twenty-seven with Rolf at this point. I will need to gain eight levels for Rolf, bringing him up to level thirty-five. Once that's done, I can go to town and stock up on the needed supplies. Make the trip back, and finally get to the bottom of just who is trying to destroy Algo. The credits should be rolling on PS2 in a day or two.
Wednesday, July 13, 2005
Phantasy Star -- Progress Report.
I've cleared the Crevice on Dezo and found my way to where I needed to be. I've talked to who I needed to talk to. I've been dispatched to find eight items. I've cleared the dungeons of Menobe and Ikuto and found four of the eight items. Next time I'll be off to Guaron for two more of those eight items. Guaron is another returning location that has come a long way since Alis and company were there a thousand years ago. Not much left, it's getting down to it.
In PSO:BB, we're creeping along. Leveling. Found another E4 rare. Another armor, this one named Black Odoshi Domaru. It has one slot. When equipped it raises attack speed by 10%. When used in conjunction with a certain weapon, it raises attack speed by 30%. Sometime tomorrow the game will be updated with the Mop-up Operations. So we'll have a different way of running through Episode 1.
Sunday, July 10, 2005
Phantasy Star -- Progress Report.
I believe I've gotten all the items I need from Dezo's spaceport Skure. I've managed to find my way to Zosa, Aukba, and Ryuon so I'll have easy access to them later on. I've found the Crevice and have been wandering around inside it looking for the proper exit that leads me to where I need to be.
As far as PSO goes, we're still plugging away. Playing Episode 4 for the most part. We have still only found the one Red Coat from a box, and numerous Photon Drops from enemies. No rare weapons or items from enemies. Pent has seen a couple Del Rappies. Arcee, Magus, and myself have seen numerous Pazuzu. We've seen the one Dorphon Eclair. All of them without their rare drops. Magus was able to get his long sought after Gigobooma's Claw. I found my long sought after Sting Tip in the very next run that night. That leaves two items I really need or want. I need an Invisible Guard from a Dark Gunner in normal Ruins. It has a drop rate of 1 / 7800 or something. Joy. I have much better odds with the Madam's Umbrella from the Delbiter in very hard Seabed. It's something like 1 / 80.

