Battlecursed (PC) Early Access Preview

Developer/Publisher: Codex Worlds || Outlook: “NOT FUNCTIONAL”

Man, I don’t know how the fuck I get stuck with these things.

…Alright, I kind of do. Dave provides a list, I do a bit of Google or Steam store searching, make a decision off of ten seconds of research and give a thumbs up or down. What a magnificent way to fuck myself.

For this piece of fluff, I’ll be reviewing Battlecursed. Oooh! Spooky name! Battlecursed, like many games, had a review embargo. February 5 at 7:00 AM PST, to be specific. It’s Feb 19th at the time of me writing this, and probably much later in posting, but I bet you Battlecursed will be in the same state as it was the first time I played it about a month ago: shitty. Really, really shitty.

One of several samey dungeons you’ll yawn your way through as you quietly chant to yourself that this is how you spent the last $10 to your name.

Battlecursed is a “dungeon crawler with roguelike element” where “a single player directs a four-hero party through real-time first-person battles”, which, in text, sounds like Legend of Grimrock “with roguelike element.” Not a terrible idea, but I don’t understand why the fuck they want reviews for this. This thing is obviously not ready, plastered with “NOT FUNCTIONAL” as if I couldn’t tell from the “Lorem ipsum” and lack of response to clicks and key presses. You pick from eight heroes of four classes (using the same portraits) and form a party. Each party member has two passive abilities, two active abilities, and ultimates, which don’t fucking work anyway at this point. You’ll spawn in a dungeon, have some menial task, like destroy all monster spawners, and then a key will spawn which allows you to go to the next dungeon. It plays much like DOOM in the 90’s played, only your weapons are on cooldowns and everything is bland. There’s loot, but it’s not working, so I can’t talk about it. There’s guilds, but they don’t work, either. There’s a bunch of stuff that’s supposed to be here that isn’t here, so all I can comment on is the very bare-bones, lackluster dungeon crawl that has none of the properties of a game I would consider “good” or even “okay.” Abilities have strange hitboxes that sometimes work, sometimes don’t. Enemies are sluggish and can be kited easily. Everything is brown, unless it’s a spider, an enemy portal, an exit portal, or some sort of magic skeleton. Even the fucking menus are brown.

Yeah, yeah. Early access. The “Get out of jail free” card for shovelware that’s trying to make sales based on promises. Sure, not all titles or developers abuse this, but enough do. Battlecursed sure as shit isn’t ready for any kind of sales. There’s nothing redeemable here. What this game is setting out to do isn’t even complicated, I don’t understand why they’d push out the concept in to storefront territory without having even the basics work. Eventually you’ll go through enough floors where you’ve finished your run. There’s no loot to have at this point, no fanfare, not even a comical whistling fart to commemorate your pointless journey into the bowels of brown.

Now, after playing The Forbidden Arts, I felt bad for shitting on someone’s work. They’re trying. To Stingbot Games’ credit, though, their shit actually works. Maybe not well, but it does anything at all. So, there we go. “NOT FUNCTIONAL” out of 10. Review’s over.

Does the fun ever start?

“NOT FUNCTIONAL” /10

Forbidden Arts, The (PC) Early Access Preview

Developer/Publisher: Stingbot Games || Outlook: “.5 /10”

Today we’re reviewing… The Forbidden Arts… which… I don’t know where to start. That’s a lot of ellipses (that’s the plural form, get off my case), but the nicest thing I can say about it is that it runs when you start it. Everything about this is a mess, even conceptually. It was an excuse to make a character anime-ninja-run around getting their shit ruined by wolves and elves.

First off, the writing. You’re a young man having a hot-flash-inducing dream where someone says “It’s time” but in a manner that doesn’t convey urgency. I guess you’re supposed to be a guard in town, even though you don’t look anything like the other guards, and being asleep at the job isn’t really kosher. You get kicked awake by a “I have it worse” guard that recommends an ice cold glass of whiskey to beat the heat (what?) and instructs you to see the local druid (what??) because the store is closed for the afternoon. The dumb guard claims that bears and wolves are no match for my pair of daggers (what???) despite my lack of any armor, including bare arms. He was wrong, by the way: wolves in this game will two-shot you and spin on a fucking dime. Before I leave, I get to see the wimsey of the world my character lives in, including blocking outcroppings of rock everywhere you go. Seriously, here’s the first town:

I don’t know why everything is so square, or why the well is in such an inaccessible place for most folk. After you walk out of the town, you’re sent to the overworld map area, a concept that goes as far back to Final Fantasy and Dragon Warrior. In The Forbidden Arts, the overworld map looks like this:

It looks like some sort of half-assed Super Mario 64 level. The town is represented by this huge-ass tavern or shop or something. The forest is a tree. That water in the screenshot will kill you, by the way, and the field of view is all sorts of fish-eye when moving around. It’s not pleasant. This alone needs a revamp, as it doesn’t feel like an overworld. Anyhow, time to go to the forest to talk to this druid, Elia. A forest makes sense for a druid, in that this is what a forest looks like in The Forbidden Arts:


Blocky, square caves? Well, not caves; those tend to not bask in the sun. I don’t know what the hell is going on here. That wolf, by the way, is no joke. I beat Cuphead on fucking expert, and these things make me want to find some expire ipecac to guzzle. Movement is mushy, even after some supposed improvements way after the initial release. Sure, I know this is early access, but even the basics are fucked. There are dozens of examples for “good” side scrolling and platforming mechanics, even outside of the metroidvania genre itself.

Moving on.

After climbing on some vines I made it to the druid. Now, there’s a way to handle silent protagonists that doesn’t come off hammy or juvenile. Does this exchange pass? I’ll leave it up to you. There are six frames, you can follow the conversation by following the number in the lower corner.

I don’t know how they could make this any more happenstance, even with the injected random flashback for her. You just happen to have a dream, guard just happens to send you to her, she just so happens to know what your thing is, and it just so happens that the guards that spoke to her earlier (Why is she out here? She’s not a part of the village. She’s in the “woods.”) are dealing with the thing that you just so happen to need a feather from. Yeah, I took a stab at this quest, but I didn’t enjoy it. I gained the ability to suck up camp fires to shoot fireballs, which didn’t really seem that handy in practice.

I get it, making your first game is tough. I’ve made a few on my own in BASIC back in the day, I’ve toyed around with a few projects, but as soon as you start selling it you open yourself up to criticism. This game should never have been sold. It lacks the foundations of what make gaming a hobby that’s enjoyable or even addictive for some, and that’s not that hard to do. Set up some rules and don’t change them, give the player a goal, and give the player an avatar with a level of control appropriate for the challenges you’ve set forth. There’s more to it than that, there’s gameplay design, level design, and even, these days, in emergent gameplay design in games like Metal Gear Solid V: The Phantom Pain and The Legend of Zelda: Breath of the Wild. I think, however, that even with the basics down something can be honed into an enjoyable experience. I don’t think this game has a grasp of that.

I don’t want to be too hard on the guy making this. I know it sucks to have someone come and piss on your work, but this needs too much work to be fun, and some of the choices are so bizarre I feel like I’m playing a game version of Birdemic or Sharknado, as in choices so poor that they must have been intentionally poor choices. From the Naruto-run and Sauske stylings of the protagonist to the ho-hum plot and grotesquely cubic levels, all the way down the the mushy jumps, poor voice-acting and interrupted animations. It’s a 3D RPG Maker game with a plot written by SquirrelKing, and it runs. I’ve played thousands of hours of games. I know when something is too flawed to continue pushing through on. This is one of those times.

Blasters of the Universe (PC/HTC Vive) Review

 Developer/Publisher: Secret Location || Overall: 8.75 / 10

So we’ve got another VR game up to the plate. This one, Blasters of the Universe, by Secret Location, is something of a mashup.

A vast majority of VR games belong to a genre collectively called “wave shooters,” which pit the VR player against wave after wave of enemies. Sometimes there are mechanics for moving around, but most of the time it’s standing or room-scale. Often the player is taking cover behind something, like a shield, and dodging what they can. Sometimes the enemies are zombies, sometimes they are robots, sometimes they are gangsters.

Blasters of the Universe doesn’t break all the molds of the wave shooter, but like some kind of VR Coldstone Creamery it rolls in a heaping cup of “bullet hell” while spectators watch behind the glass counter thinking, “Are these guys insane?! Who wants Ikaruga in their wave shooter?! Gross!”

Turns out: I do! And I don’t think my tastes are that refined, at least when it comes to VR.

The premise is that some unemployed nerd named Allen was really good at arcade games in the 90’s, or maybe late 80’s. He was only good at games, somehow he was able to get into “VR” and has been living there ever since. Despite how very close the antagonist is to me in the game, the story’s not important. The Grand Master Virtual Space Lord Alwyn will be around to mock you, or even awkwardly praise you, but the meat of the game is blastin’ and dodgin’ with a lil’ bit of blockin’, and isn’t at all story driven. The same basic premise for the wave shooter: enemies will appear periodically while you shoot at them. However, their attacks come at you very slowly, often in patterns or huge fields of bullets. In many games, the player’s hitbox is some amalgam of their head, the area beneath, and possibly their hands. Blasters of the Universe does the unthinkable in most by making only the player’s head the hitbox. That allows for some pretty miraculous dodges, but it also allows the bullet hell mechanic to work without being absolutely frustrating. Your are limited by your own movements, which isn’t novel in VR, but it is for a bullet hell.

There are a variety of enemies with their own patterns of attack that, when they are all firing at the player simultaneously, leads to some interesting gameplay. While the player tries to 3D limbo through all the space in between the bullets while trying to counter attack with their own gun. Less enemies means less things shooting, which means the player won’t have to somersault through death-fields. Occasionally there will be a boss that needs spanking, and they will have their own attacks, telegraphs and “puzzles” (if you can call the process of “how do I kill this?” a puzzle). There are four campaign levels with casual and “hell” modes, and each of those has an infinite mode if that’s your thing.

What’s the shooting like, you ask? Well, that’s up to you. There are a bunch of weapon parts to fabricate your own gun out of. Semi-auto or full auto, magazines or recharging ammo pools, precision or spreadfire, you name it. Players pick a weapon frame, barrel, bullet type, magazine and a gadget to make their own weapon of choice. Along with this, they can pick different kinds of shields that, while unable to block everything that comes at the player, they can provide some relief in a pinch. They vary in size, strength and mechanics, with some changing the player’s defensive tactics entirely. The last thing of note is that each weapon frame has a special ability that charges as you shoot n’ dodge your way through waves. Specials like a super-powered laser that sustains for a few seconds, or having two guns for a short time.

Blasters of the Universe performs pretty well on a 3770K processor and a GTX 980ti, and it took quite a lot going on to get any frame drops, which is somewhat admirable considering some of the garbage I’ve played, which is saying quite a bit. The art style might not be everyone’s scene, but it fits the narrative, and it gets the job done just fine.

I like this game quite a bit. I don’t really dislike wave shooters, but there are a ton of them and most of them have their own “twist” that either doesn’t add anything novel, or complicates something that would otherwise be fun. Blasters of the Universe‘s take is one of the better, more unique spins, and in some ways improves on what “classic” (bare with me, the platform’s a baby) VR titles, like Space Pirate Trainer, laid out in the genre. It’s not what I’d call a relaxing game, but if you’re in the mood to move around and shoot at things, this is one of the better choices I’ve come across.

Station, The (PC) Review

Developer/Publisher: The Station || Overall: 6.0/10

The dude that brought you the rare flash game “Cat Attack” and the other dude who made a local pizza restaurant’s online delivery form come together to bring you The Station, from developer The Station.  I can’t tell if the company name is just lazy or if they are the gaming-equivalent of a musical supergroup that makes one album/song and that’s it.  This needs as much explanation as the goop that is left over in the microwave after making Annie’s Macaroni and Cheese.  I NEED TO KNOW!

The premise of The Station is that you are a “recon specialist” on your way to find out what has prevented a large traveling space station from accomplishing its mission.  The original mission is to study and observe the first intelligent civilization that is found in the universe — the ripple being this civilization is in the midst of a “civil war” so the home government is unsure of how to present themselves to this new race, or if they present a threat.  Their plan is to send three idiots stalwart members of society without putting them through a vigorous psychological screening process on this important mission, and of course lo and behold something goes wrong.

As the “recon ‘specialist'” you are not-very-urgently trying to figure out what is going on with the lost crew.  No real attempts to communicate occur, as the recon specialist takes their “recon” occupation to heart.  You will walk around, look at things, read things, fiddle with switches, take things out of boxes, and put things in other things.  You’ll also listen in on “augmented reality” conversations that have been left over by the three staffers on board as you slowly realize that none of them should have been sent on this mission.  Oh, did I mention that three people might be dead or dying and there is no sign of them the whole time?  At the end of it all once you figure out all of the ins and outs of the mystery, it’s the most competently underwhelming game story I’ve experienced in a while.  I saw the twist coming a mile away, but I was holding out hope that it wouldn’t be something so obvious, though it was “disguised” cleverly enough along the way.  At the end, it went even further in the direction of “cliche” and it ended up feeling very pretentious with a blunt political message.  The passive aggressive melodrama playing out in audio-only was not particularly enjoyable nor relevant to the greater “mystery” at hand, making me not particularly care about their fates and even hoping for their deaths.  It also didn’t make sense why people’s dirty laundry would be floating around in augmented reality orbs for others to listen in on.

Technically, the game is competent as a “walking simulator.”  Any of the “lack of gameplay” this title exhibits gets a pass since that’s just the genre it’s in; it achieves what it strives for.  The puzzles are not too complex, but can be challenging if you aren’t good at remembering the differences between similar symbols (which by the way is the worst way to realistically organize/configure anything).  Not every puzzle or room needs to be explored to complete the game, and you can easily miss something on the first go around.  There is one small room that I opened up on my second play through, and I was unable to figure out exactly how to get into one of the character’s lockers due to an incomplete puzzle hint.  There’s also another section I was unable to figure out how to get in at all, and still don’t know how to get in.  It’s also possible I missed more and just didn’t “notice” it was something I was supposed to try to get into.

The graphics are a lot better than they have any right to be.  There were a lot of random doohickeys and items to look at before you threw them away to the side.  “Set design” was interesting and varied and the space station felt like one, though small.  The sound design is very well executed, and brought up tension levels when needed or provided the feeling of the ambience required.  The game lasted only about two hours, which can be a drawback if you are looking to spend at least a little more time utilizing the things you learned during the first thirty minutes to an hour.  I spent about half an hour after the game ended trying to get into places I didn’t see the first time around, but lost interest after that.  There weren’t any technical glitches or issues with frame rate that detracted from the experience.  The only way the game could have been longer was if they forced you into every room somehow, though at the same time the parts of the space station you explore feel a lot smaller than they look from the outside.

Despite being really down on how the story turned out, it was a generally pleasurable experience once my expectations were tempered in the gameplay department.  Observing and soaking in a well-crafted atmosphere has its value if you enjoy doing so.  Though I don’t usually play this genre, it really leans on its writing/presentation for the goods.  The story really needed to be executed well, and while you could say it technically was, it felt more like a prologue to an actual story, and not a complete one.  The muddled political message didn’t exactly elevate the story either.

WoW Chat #25685

Note: “DBM” is a popular add-on in the game that most people have and most people know about.  It helps with raids and has other quality of life options for the game in general.

Cloned: Thanks blizz, for forcing me to watch a cutscene ive seen 8 times,  and not letting me ESC out, and missingi my 40 min queue pop. Fuck you Xera

davepoobond: someone doesnt have DBM…

Cloned: whats that

Myuuse: lol

Stormclaw: …

Cailirath: delete now bro

Myuuse: Did you just join WoW?

Cailirath: I think the real question is why is a dk not tank queing instead of wasting a plate class

Phatgrillz: yo why are sky golems so expensive now?

Cloned: oh sorry, im not some mega nerd. that modified my WoW Ui, to look like some spaceship taking off

Cailirath: idk lol the mats are still cheap as ever

davepoobond: “mega nerd”

davepoobond: you’re just a dumby instead.  guess thats worse

Cailirath: want some ointment for that burn?

Cloned: oh sorry, i dont make my WoW gtaming experience, like im working for NASA.. sorry im one of those normal ppl that understand this is just a game

davepoobond: literally no one has the issue you are having because we are smart enough to have a required add-on

Myuuse: DBM is a simple mod that fixes dumb shit and assists during dungeon and raid fights

Myuuse: it doesn’t overhaul the UI or anything like that

davepoobond: it has nothing to do with making the game look like a spaceship

davepoobond: what a weird analogy

Myuuse: Don’t talk shit when you very clearly don’t know what you’re talking about

 

Myuuse: You’re just making yourself seem like even more of an idiot than your initial comment made you seem

Cloned: oH sorry, i dont bust out graphing calculators, and spreadsheets to determine how much damage i can potentially do

davepoobond: no one does that bro

(In Guild Chat) Dusk: he starts every sentence with OH SORRY

Cailirath: normal people have dbm

Stormclaw: It’s a good thing he isn’t in a spaceship or there’d be another challenger incident

Myuuse: DBM’s purpose is to make sure you don’t stand in fire

davepoobond: OH SORRY I DONT USE LIGHT TO SEE THINGS IN FRONT OF ME

Cailirath: Im guessing he does

Myuuse: He absolutely does

Cailirath: hes probably that dps standing there blowing cds on trash pulls

davepoobond: I ALSO DONT USE UNCLASPED BRAS OR BOTTLES OF WINES

Cloned: oh sorry i dont modify my WoW UI like some sociopath, so that it looks like a spaceship taking off… u know to some people, this is just a game

Cloned: sorry i dont bust out graphing calculators and spreadsheets to determine my DPS acceleration

Mightydwarf: How to spot a shitter

Cloned: yeah im shit, because i play WoW for fun… not like some mega nerd, that thinks WoW is like working at NASA, when they install 10 million addons

davepoobond: you are an anti-science cretin.  what is wrong with NASA

Cloned: there is a reason there is a stigma against WoW players, and its from sociopaths like him  that Call everyone shit, if they didnt modify their UI to determine complex equations about DPS

Cloned: and then he tells the casual players to Delete and walk away from the computer…. THe irony is that he needs that more than anyone

Kynsae: No, im pretty sure the stigma is that people will choose raids over real life, play all the time, and generally talk nerdy

Whicket: yo whats an addo

Cloned: its something, that you install when you lack skill

Whicket: so the fact that i install an addon to mash my bags together or see my dps means i lack skill?

Whicket: well fuck me silly im uninstalling

Tormentous: once you uninstall them your skill will increase like crazy

davepoobond: why do you hate NASA

A Robot Named Fight! (PC) Review

Developer/Publisher: Matt Bitner Games || Overall: 8 /10

Often times, nostalgia is controlled by a brand. You get droves of village idiots bickering over Star Wars and the proper way to make a Zelda game. Sometimes, though, you can have a love letter written to you, signed by someone else. In a way, that’s the best way to sum up A Robot Named Fight! in a metaphor.

From the title sequence, to the voice over, A Robot Named Fight! tries really hard to evoke the same feelings Super Metroid first did. This didn’t necessarily put a good taste in my mouth. I prefer tapioca pudding. However, almost immediately it earned the right to try to tug at my nostalgia strings.

Most folks that know their way around video games have either heard of a “metroidvania,” or have personally played one, but for the sake of being a contained resource I’ll outline that now. A Robot Named Fight! is, at its core, the definition of what a metroidvania typically is: the player controls a character in a 2D-sidescrolling environment, exploring rooms and killing enemies as they collect power-ups, abilities and equipment. Some areas require particular abilities to traverse, or require specific pieces of equipment to get past, such as a door that requires a missile to open, or an area that requires fire-proof armor. Typically, one item will allow the player to backtrack and find another ability in an area that was previously inaccessible, often with the aid of a map in some form or another. Enemies and bosses tend to be common hurdles, but the environment itself often demands a particular level of platforming skill to get around. There are dozens of bread n’ butter titles for this genre, but they tend to share a common trait: the environments aren’t randomized in any manner.

The twist for A Robot Named Fight! is that it’s a roguelike; the “item progression” and map itself is randomized whenever you start a new game, picking out from a pool of items you’ve unlocked from gameplay. Some runs you’ll have to get an upgrade to shoot switches through walls, other runs you’ll need to find their version of the morph ball, which happens to be a tiny spider, or rockets. You start out kind of slow and clunky, but most upgrades augment your walking speed, shooting and bullet speed and damage. In a sense, it’s a Super Metroid clone you can never memorize the map of. Runs, depending on completion of the map that spawns, take about an hour or less depending on the level of exploration, the items given to the player, and the enemies and bosses encountered.

The art style is an homage to titles of the 16-bit and 32-bit eras. The music and sound design is fitting, especially for the B-horror film plot line explored through the game (it’s very much a secondary aspect to the game, not that it’s a problem). There is very little A Robot Named Fight! does that I feel is underexplored or half-assed. The only thing I can even suggest is that I wish the map had colored doors for various progression blocks, but it’s a small grip considering the game’s content and obvious aims. There is little more you could ask for in terms an unofficial successor to Super Metroid.

Legrand Legacy: Tale of the Fatebounds (PC) Review

Developer: SEMISOFT | Publisher: Another Indie || Overall: 8.5/10

If you’ve never thought a developer, naming itself a dick joke, could make a faithful, competent, and actually fun “JRPG” then I’ve got a surprise for you.  And it’s in my pants.  Legrand Legacy: Tale of the Fatebounds coins itself as a “love letter” to JRPGs with a “fresh take” on turn-based combat.  In practice, it’s like jerking off JRPGs of the early PS1 and early PS2 eras and blowing their collective loads all over your PC’s hard drive.

During high school I became quite a big JRPG player and it has persisted until now.  Final Fantasy, Breath of Fire, Xenosaga, Persona, Legend of Dragoon, Chrono Trigger/Cross, Enchanted Arms, Star Ocean, Unlimited SaGa, Lufia, the list goes on.  I’ve kept up with my personal interest of JRPGs, exploring the Wild Arms series more recently, but its been a good four years now since I’ve really stuck with one through the end.

Legrand Legacy: Tale of the Fatebounds takes you back to specific time periods of console JRPG gaming.  Think of all of the titles that are released just as a new console comes out, with developers trying to get their first JRPGs out quickly; they are less about doing something new and exciting, but more about the basics of the genre and telling a fun story.  Legrand Legacy hammers this feeling right on the head, and while it’s admittedly a better-looking game than you might be used to from those time periods, there are so many callbacks baked-in from past titles.  So much so, that you just get a nostalgia overload for gaming mechanics being combined in one place and seeing it all just work out becomes a fun exercise in pointing out what came from where.  Practically every gaming mechanic can be referred back to another game, and while there are some modern sensibilities, such as a quest log for sidequests, nothing particularly “degrades” from making you feel like you’re playing a JRPG from the era it hearkens back to.  And, of course, the characters are also of very attractive design.  They really thought of everything!  Just don’t hump the mattress too hard, friends.

The biggest accomplishment for Legrand Legacy is that it is actually enjoyable, despite not really solving any of the problems JRPGs from that time period have in today’s gaming environment.  Combat is the biggest gameplay aspect; the battles are a bit slow, but you’re not “waiting” as much as you might be used to in this genre.  Turns are more phase-oriented, but a turn-order is not completely ignored.  The biggest efficiency increase is allowing for all melee attacks to execute at the same time, with spells “channeling” and being cast after melee attacks.  Most spells are channeled, while some will cast before melee attacks.  Melee attacks are also allowed to interrupt enemy spells, but you’ll have to use the Formation mechanic to prevent that from happening to your characters too.  Your “front row” is best served for melee characters, while the “back row” is typically better for casters/ranged.  Although enemy spells can still interrupt your back row, you are more reliably able to cast spells there.  There is also a slight stat re-balancing from placing a character in a certain row, reflected in having less attack but more defense in the back row, and the opposite in the front row.

You are allowed three active characters during battle, but are able to switch them out like in Final Fantasy X.  I’ve always sung the high praises of FFX being the best traditional turn-based system since it opens the ability to use all of your characters during a fight rather than only being able to switch out of battle.  It always annoyed me when I’d have so many characters but didn’t have any reason to use them.  Though, in Legrand Legacy, when switching characters from the “Reserve” they are able to act in the same turn as well, but may need to move from the front/back row to properly work for your strategy, which does cost a turn.

The major aspect of defeating enemies is the Persona-like elemental weakness/strength attribute system where using particular attacks/spells deal more or less damage.  Although not as intuitive/fast-paced as Persona is, Legrand Legacy‘s spell-casting system, known as “Grimoire,” is akin to Chrono Cross with no mana cost and assigning the skills to particular slots.  You can use your Grimoire skills as often as you like, with no cooldown or mana cost, and their effectiveness mostly relies on the enemy’s weakness/strengths.  Similarly, items are assigned to slots and you’re not able to use your whole item list, forcing you to strategize about the item spread.  Grimoire heals are not particularly overpowered, actually healing less than items, so the decision between attacking and healing, and how to heal is a thing.  This isn’t typically a dynamic that is present in JRPGs, at least in my experience, since it tends to be an out-of-battle-only mana-management exercise.  In Legrand Legacy, however, the only way to heal out of battle is by using items, which are all percentage-based, giving them longevity in their usefulness.  Learning of new Grimoire spells is reliant on the way you build your characters with stats as they level; while they basically force you to go in a particular direction, how you get there is up to you.  Character builds are intentionally not diverse as a result, but having control over the path allows you to aim for particular spells before others.  I have yet to see a dick-themed spell, but anything is possible late-game.

The combat interface is reminiscent of Xenosaga in a sense, while being as functional as a typical Final Fantasy game.  Unfortunately, that means you menu hunt a bit more than you feel like you should, and it would have been nice to add “shortcuts” to your favorite spells on the main interface layout rather than having to go two levels to repeat the same skill over and over.  Also, for some god-awful reason, they decided to allow for the directional buttons to confirm your choice of spells after highlighting them, which I constantly accidentally hit since the Xbox360 controller’s D-pad is ass.  This made me find out there is no way to customize any controller inputs and stop that from happening.

Most actions require the same QTE game to be played for each character, a call-back to Legend of Dragoon and Final Fantasy VIII to a certain extent.  There is a circular wheel with a quadrant highlighted; if your dial is timed to land inside of the highlighted quadrant then you are good, but getting it in a small sliver allows for a “Perfect” execution of the skill, allowing for bonus damage or a lesser chance of being interrupted if it is a spell.  While it is simple, quick, and not particularly annoying to execute, it does demand that you are actively paying attention during an entire fight.  If you don’t play the QTE game or fail it, your characters will all miss.  One of the niceties of this genre was being able to plug in all of your commands then walk away for a couple seconds and do something, but in this case it’s not something that happens.  Related to your normal attacks, your characters will slowly build up an AP gauge which allows for a special attack that deals devastating damage.  The gauge will only fill up based on offensive attacks, so if your healer is just healing all of the time, she won’t gain anything.  The numbers that fly around for damage are also a bit confusing because there are a variety of colors that can appear, and since many attacks go off at the same time, you don’t know which numbers belong to who.  Considering the weakness system is important to master, this lack of information doesn’t make it easy.

The AP gauge is important to fill up before hitting up a boss, which can be accomplished while you are in the middle of a grind.  Yes, unfortunately, you will have to grind for just about an hour in each dungeon before fighting the end boss, and that’s after figuring out the puzzles.  There is also a bonus boss in each zone, which is usually about equivalent in difficulty to the story boss, but for the sake of convenience you should defeat it first since you may instantly leave a dungeon in the course of the story.  There aren’t any random fights, but it’ll be a challenge running away from the black eyeballs that represent enemy encounters in the dungeon.  They respawn very quickly while you’re in the same zone, so it hardly seems relevant that the fights aren’t random.  It’s also very hard or impossible to avoid them all, so the point of having generic black shadow eyeball enemies on the map seems a bit redundant.  There are also extra sidequests, maybe one or two per town, that will grant you XP after finishing a task, so it can help with bypassing the grind.  I’m not particularly against grinding since you really get into the intricacies of the battle system, so the “about an hour per dungeon” seems just enough to get acquainted with the area and master challenges the enemies present before moving on.  Plus, the bosses will cut your dick off and you’ll get a game over if you don’t grind, so there’s that.

The inventory system takes on a Star Ocean-type crafting system, but for weapons and items rather than cooking.  You’ll collect all sorts of loot from enemies, who never drop actual money, but only items you can sell.  This loot can then be used to craft healing items, offensive items, and weapons.  Encumbrance is an actual thing in this game, so you won’t be able to run around and grind infinitely — you’ll have to visit a town and store away all of your unused items at a vendor.  Unfortunately, the game does not allow you to access your storage for crafting purposes and you have to have it in your actual inventory to use for crafting.  You’re still able to walk really slow while encumbered, so instead of picking and choosing, it’ll be less effort to just take everything out, craft your shit, then throw everything back in.  The same goes for weapons/gear/dildos — you’ll only be crafting these items and nothing will drop in the field.

While the cutscenes look like shit, the in-game art-style is actually quite faithful to late PS2 visuals, most notably Final Fantasy XII.  However, they go for a “pre-rendered background” look like you would have seen in, say, Final Fantasy VIII.  Instead of CG, they exclusively use painted backgrounds with some in-game art/elements overlayed on top.  The painted backgrounds all look very nice, but depending on the perspective it looks way too obvious that the main character, Finn, isn’t actually “touching” the ground; the shadows the character gives are also a dead giveaway on the dungeon/world maps.  The purpose of pre-rendered backgrounds were to supplement the art to make it not look as crappy all of the time, but they seem to have gone too far in that direction and replaced many things you would typically see “in-game” with the paintings.  This is so they didn’t have to spend time modeling things like furniture or barrels.  There is some exploring of towns, but they are segmented into selectable areas, reminiscent of Unlimited SaGa, though I’m sure there might be a more comprehensive analogy to make here.  The areas are physically explored in similar fashion to Final Fantasy VIII, with a static camera.  Music and sound effects are also quite faithful to the genre, with the music being a highlight, in terms of variety, as each zone has its own song.  You’ll also hear voices of the characters during battle.

The main character of the story, Finn, looks like Ryu from Breath of Fire, with blue hair, a “secret past,” and “loss of memory” to boot.  And probably the same 10 inch dick!!!!  DAMN!!!  However, I was surprised he wasn’t a silent protagonist.  Unfortunately, he breaks his character too often to be believed as a memory-less blank slate like they initially pitch him to be, and I wish that they went the silent protagonist route instead.  The script dialogue tends to overstay its welcome a lot more often than I’d like — typically I get the point within two or three dialogue boxes, but then they continue the conversation on the same point for another five, or ten dialogue boxes.  Perhaps it has something to do with the English translation as the game is being developed in Indonesia?  I can’t tell.  There are no voice overs either, which may or may not be good, considering they could have been forced to cut back on the dialogue if they had to actually go through and record all of the extraneous dialogue that seems to happen more often than I’d like.  Most of the other characters are designed to look like anime characters and have “live 2D” reaction pop-ups to signify who is talking.

The story itself feels more like a western fantasy “prophecy” story, with some southeastern Asian designs to enemies, which isn’t completely unheard of in the JRPG genre, but it is a bit of a diversion from what I expected it to be originally.  Generally, the idea is that the female character Aria is some sort of chosen one and has to assemble a group of random people to become the “Fatebound” and stop a Hell-like dimension full of evil Fur Bolgs from invading their world and to stop all wars.  Perhaps this is reminiscent of the first Wild Arms‘ story, but I’m unsure at this point.  Finn, the “player character” is essentially relegated to side-character in the beginning of the story rather than being the main influential character which is perhaps reminiscent of FFX where Tidus is just “along for the ride” but ends up taking a very important role later.  At about 15 hours in, the dynamic is still unchanged, but the story hasn’t delved into Finn’s forgotten past, so it could go any direction at this point.  I suppose as an Easter Egg of sorts, the lead game designer inserted himself as a traveling information guide, telling you about the city you’re in and introducing more lore outside of the confines of the story itself.  I’m not entirely sure if this is vain or not, but I suppose it may as well happen.  He keeps giving Finn some nuts, and I’m pretty sure it’s another cleverly disguised dick joke.  Randomly popping up are plenty of what I assume are Kickstarter name lists/wanted posters/character names or whatever, cause they look like internet names that don’t fit in the universe.

Legrand Legacy: Tale of the Fatebounds is squarely aimed at millennials who grew up on these sorts of games and are willing to dive back into it for one last romp before they go impotent.  I’ve definitely written way more than I ever thought I would for this game, and considering it’s something I actually want to finish, I’ll be putting a lot more time into it.  There will perhaps be a postmortem on the story at a later point if it ends up being something worth talking about.

Ridiculous Spam Mail #25669

Subj:    HI DAVE!!!!

Date:   12/22/00 8:58:00 PM Pacific Standard Time

From: maeve2000

To: davepoobond

Hey Dave, how are you doing? I hope well. My name is Maeve and I was just checking out your profile on yahoo, so I thought I’d write. Well let me tell you a little about myself. I am 24 years old and have a job in the construction industry, but I don’t do much hard labor, I am an on site assistant manager that supervises different developments around the country.

Anyway I am always travelling because my boss likes to keep me out on the jobs instead of in the office since I am young and flexable with my time. I am sending you this message because I will be working on various projects throughout California for the next 8-10 weeks depending on the time it takes to get these project’s done. I can tell you that I am about 5’7 and single with a rather attractive body I think.  It would really be nice to meet a person here that could show me around the town because I am totally lost and really don’t do much with my time when I am not working.  I really don’t need to do anything that special to have a good time out.  I can have fun just going out and having a few beers or watching a movie. Plus it is always nice to get out of the hotel I am staying at near the airport and see what different towns and people have to offer.

Well I hope you don’t get the wrong impression about me, I am not looking for a serious relationship right now,  but sometimes the company of a man is needed from time to time and I am not totally close minded to having some sexual fun. Don’t think that is all I am about because I am a clean woman with morals it is just that I am human like everyone else, and I am going to have some fun while I am young and single.

Last but not least to say, I have just a few pics of myself that a girlfriend took of me and I think they look great. If you want I can send them to you so you can get an idea of what I look like. Hope to hear from you soon.!!

CAN’T WAIT TO MEET!!   MAEVE

Quote #25668: Talking in the mic

“But new day Dole walked faster bastard bastard bastard bastard I can like halo you sock soccer soccer the sock and sought soccer sought to the socket socket soccer sought to the socket socket and button uday Dole walked faster bastard basta best

Enter

Messrs. Backspace that at that and an ten ten ten ten then then then that in But at But the prop of that, but Pope, ,.  Zero nine eight seven seven six and 54321 supply goal notebook gates of dell Galvin that’ll back”

– davepoobond, talking into one of those text to speech programs like 15 years ago

Quote #25667: A note to davepoobond

“Davepoobond – stepdadpoobond, me + mompoobond are at the movies.  We went at 5:10 + should be back well u no!  Dont get mad because we were at the theatre getting the tickets 4 tomorrow + decided 2 go + see 1 today….we didn’t want to buy a ticket, + find out u cant come.  halk later!

– everyone”

– sisterpoobond

Mr. Burnfur’s Grading Scale

Mr. Burnfur’s Grading scale is really the worst you could see, he makes it so that people that aren’t in shape have to work harder but still get less points than people that are in shape that do the same work and the same effort, but get more points, in P.E.

At one time in the year when our grades were posted up, half the class had over 100%, one even had 150%, while one person had a negative 3%. Who knows how the hell you’d get negative 3%? It didn’t even exist until Mr. BurnFur posted those grades up.

dustbusting my keyboard again

.0=”k,9mn77bh666665f444444444434444444441111111111“““`                                   +459———+61

1+87ffffffdc4ee31~~~“1      111112aaa66666666666666666yuuuuuuuuuuuuuuuuuuuuu   =–09999999m88888jjjjjnuuuuuuuuuuuuu;;upiojQFRRRRRRRRRRRRRRRRRRRYUTIUKTP;UUUUUUUU

++++++U++I][0P\][>K’/HHHHHHHH.JMFCSHXXXXAz       xv                   nnnnnnnnk/;;*

[‘1