Saturday, March 27, 2021

Looks Like I'm Getting Another Mini Console: Sega Astro City Mini


This is the Sega Astro City Mini, a miniature arcade that contains 37 games. They are as follows: 

  • Alex Kidd: The Lost Stars (with Stella)
  • Alien Storm
  • Alien Syndrome
  • Altered Beast
  • Arabian Fight **
  • Bonanza Bros. *
  • Columns **
  • Columns II
  • Cotton **
  • Crack Down
  • Cyber Police ESWAT
  • Dark Edge **
  • Dottori Kun (Dot Race)
  • Fantasy Zone
  • Flicky
  • Gain Ground **
  • Golden Axe
  • Golden Axe: Revenge of Death Adder **
  • My Hero
  • Puyo Puyo *
  • Puyo Puyo 2 *
  • Puzzle & Action: Ichidant-R *
  • Puzzle & Action: Tant-R *
  • Rad Mobile
  • Quartet 2
  • Scramble Spirits **
  • Sega Ninja
  • Shadow Dancer **
  • Shinobi
  • Sonic Boom
  • Space Harrier
  • Stack Columns *
  • Thunder Force AC
  • Virtua Fighter
  • Wonder Boy
  • Wonder Boy in Monster Land *
  • Wonder Boy III: Monster Lair

As you can see, that's a crapload of games, and they're also the arcade versions, not Master System and Genesis games. Some, obviously, I am not familiar, while others I am and can't wait to play again. The main one I wanted is Virtua Fighter, because I've never owned that game, and another real treat will be the arcade versions of Altered Beast, Shinobi, and Golden Axe. God, the number of quarters I had wasted on those games.... I'm hoping that there will be unlimited continues here. 

If you want to get one yourself, I'm afraid you're out of luck, unless you want to go to eBay or Play-Asia. Limited Run Games only did a very small run for the US of 3,500 units! I got the email yesterday morning that the preorders went live, but of course by the time I checked the website, they were sold out. They were going to do a second and final batch at 4 PM MDT, so I made sure that I had my window ready to go. I was logged in and kept refreshing while that countdown timer got closer to zero. Finally, the Add to Cart button popped up and I was off to the races! 

Oh, but hold on. I was put in que. I started panicking a little bit, because I was afraid I was already too late. I also put the separate game pad in my cart as well, so it was just a matter of time before being allowed to check out. When I got to the checkout screen, to my dismay, the game pad was already sold out, but the Mini itself wasn't. I think it was because I had to spend a few extra seconds putting in my payment information that cost me the gamepad. Oh well, I'm not too concerned about I'm sure I can find one later on. Then when I finished checking out, I refreshed and not a minute later, the system was sold out. Looks I like I lucked out again. Man, preordering has really become a major headache lately. 

The funny thing about this mini arcade is that I knew it was coming, but didn't really know how badly I wanted it until I found out how limited it was. Just knowing that I could finally own Virtua Fighter in some capacity was enough to make me try to get one. I think it'll be a novel idea to be able to play arcade games on the go (although you'll need a USB battery pack, since there's no built in battery, which is a huge drawback) and hooking it up to the TV via HDMI to play at home. I've never owned a mini arcade system before, so I'm really looking forward to this. 

Looking over the list of games again, I doubt I'll even bother with most of them, as the ones I'd probably play I already own versions of on the Sega Mini. I do want to point out one game, though, and that's Rad Mobile. Ever seen Encino Man?


Although I couldn't find the clip of Brendan Fraser's Link playing Rad Mobile, I did find the one where he thinks driving in real life is Rad Mobile. It was a really cool reference, and I'm trying to remember if I ever played the game, although I'm pretty sure I have. It'll be nice to own the actual arcade version of it. 

So yeah, my collection of mini consoles keeps growing. I think I'll do what I did with the other mini consoles and blog some quick impressions of the games as I play them. So, look forward to those!

Thursday, March 18, 2021

My Current Thoughts on the Jobs of Final Fantasy XIV

Because I've been playing a lot of Final Fantasy XIV, I thought I'd write out some of my thoughts about all the different jobs I've been leveling since the game launched back in 2013. I'll group them by their roles and talk about them individually. Also, when I refer to 'high level', I mean level 70 and above. Currently, I have every job to at least 70.

Tank

Before I get into this, I just want to talk about the role of tanking. When I first started playing Final Fantasy XIV, I was an Archer during the beta, then an Arcanist/Summoner when the game launched. I spent most of my initial run as strictly DPS (damage per second, a term I still don't personally like. When I played FFXI, it was DD for damage dealer, which just made more sense to me). The early days of FFXIV had tanks marking their targets in order for DPS to focus attacks on. Keeping an eye out for any new monsters popping up (adds) and positioning bosses correctly during fights made this role very intimidating for me. Somewhere down the road, though, I decided I wanted to play everything, so I sucked it up and tried a tank out. I don't remember which one I started out with. 

Paladin - One of the original jobs, the paladin evolved from the starting job of gladiator. The PLD job has always been about defense over offense, so much so that I still find it to be the most boring out of the four tank jobs. Healers love them because of their high defense, which means that more brazen healers could DPS more often. PLD saw the removal of one of their most used skills, Flash which increase aggro/enmity and blinded mobs, when it was reworked in Shadowbringer. I loved the sound and flash that Flash made, but one of Shadowbringer's focuses on pretty much all jobs was increasing their AoE (Area of Effect) skills so PLD got a couple of AoE slashes to make up for their lack of the adorned Flash. High level PLDs are a little more fun to play but the lack of offense still has me leaning towards pretty much any other tank. 

Warrior - Another original tank job, the warrior began as the marauder. Its quest line was rather enjoyable dealing with pirates and an NPC named Curious George that remains one of my favorites. The warrior's main crowd control move is Overpower, a cone-shaped frontal attack that deals damage and raises enmity, but the issue with Overpower was that you had to position the group of mobs correctly for the attack to hit them all. In the early days, it was rough learning how to be play as a Warrior because directional-based melee DPS couldn't be efficient if you were constantly moving the mobs around. Overpower also consumed TP (technical points), and it was very easy to run out of TP if you weren't good at crowd control. Shadowbringer actually did away with the concept of TP, and the game plays much better without it. As Warrior progressed, many damage-based skills were unlocked and activated with a Wrath meter, and high level Warrior is probably still my favorite of the tank jobs. It's very satisfying to unleash your wrath and watch you do big numbers to the boss, even as a tank. The only downside was that Warriors were offense over defense so they died a lot to inexperienced healers. 

Dark Knight - Dark Knight was a new job in the Heavensward expansion. Heavensward also took a departure from the main game's jobs and didn't require you starting over at level 1, and you didn't need to level a previous job to evolve from. I still have issues with that decision, because it's a lot to take in when you start a new job and have a full hotbar of skills you've no idea how to use, but I digress. I played DRK in FFXI, and it was a straight up damage dealer, so seeing them turn this job into a tank took me by surprise. Granted, it does more damage than PLD (anything does, actually) it was still counter-intuitive to actually be the DRK that took all the hits. In FFXI, it was highly recommended NOT to get hit as a DRK because they had very little defense. Also, because of FFXIV's jobs being bound to one type of weapon, that means DRKs were stuck with great swords and the days of seeing scythe-wielding DRKs were over. Still, DRK was very much fun to play because of all the cool-looking and sounding effects. Pre-Shadowbringer DRKs were a bit harder to play, though, because of MP management as most of their skills consumed MP, but Shadowbringer tweaked them making MP management a non-issue. 

Gunbreaker - Having skipped a new tank with Stormblood, Shadowbringer introduced a fan-favorite weapon wielder: the Gunbreaker. You may have recognized the gun/sword hybrid gunblade as a weapon of choice by Squall from Final Fantasy VIII. Gunbreaker has very quickly become one of my favorite tanks, just edging out Dark Knight and falling slightly behind Warrior. Gunbreaker's all about keeping your gunblade loaded with ammo from combos, dealing DoTs (damage over time), swinging your sword around for crowd control and unleashing punishing gunblade shot-enhanced slashing combos. When you get in the rhythm, Gunbreaker is very fun to play, but it has one of the worst near death abilities of all tanks, Super Bolide. This move makes you immune to almost all attacks, but drops your HP to 1, and this freaked out many a healer. They usually panic not knowing what's going on and before they can heal you, your Super Bolide wears off and you die. I very rarely even use it. If I die, I die. The job was also used prominently in the story as two main characters took on the role of swinging around gunblades. 


Healer

Just like tanks, I was scared to try to healing. For the first 30 or so jobs, healing wasn't very hard to do, but it was somewhere around level 30, the dungeon called Haukke Manor, that the game started to take off the kid glove. I remember the first time I tried to heal that dungeon, it did not go well. Before Stormbringer, there was a move called Cleric Stance that increased your healing potency. Turning it on increased your damage output. I loved to DPS while I healed, but trying to find the balance in juggling this stance while keeping everyone healed overwhelmed me at that point. Many people try to heal, fail and then never heal again. Because I'm stubborn, I kept at it and eventually could heal my way through almost every dungeon. 

White Mage - One of FFXIV's original jobs, WHM stems from the job Conjurer and is regularly considered the defacto healer of FFXIV for its pure healing potency and Holy spam. Although Scholar is no slouch either, WHM is simply an overall better healer with more DPS output. As I mentioned before, earlier WHM was tricky to balance DPS and heals because of Cleric Stance, but once that was removed, it was much easier to play as WHM. I would usually keep myself in the middle of the fray and just not care about being hit because I'd simply heal out of it. WHM was also one of the few jobs that had an exclusive mount that could be earned from its storyline. I wasn't around when SE greatly altered WHM between Stormblood and Shadowbringer, but from what I've read, a lot of handy abilities were removed, but from the high level WHM runs I've been doing, I wouldn't have known. 

Scholar - This job's an oddity. Another original job, Scholar evolved from the Arcanist job but so does Summoner. Regardless of what you choose at that point, the other will level alongside you. Early SCH and SMN shared stat points, so if one went SCH, they would have poor Intelligence and weak offense. If one went SMN, they would have poor Mind and weak restorative power. This required a complete reset and redistribution of one's stats if they wanted to switch to the other job and play effectively. Thankfully, that was fixed a couple expansions ago. As for SCH itself, although I've always had access to it, I never really bothered to play with it mid to high level unless it was to heal easy content. Accompanied by a summoned fairy that provided healing and buff support, in theory it meant that healing shouldn't be too hard. Plus, the job had a good amount of damage mitigation abilities, but I never really liked the fact that the job's healing output was on the low side. I do believe SCH is far better at 80, though. 

Astrologist - Heavensward introduced this new class, a rather tricky one to play. There have been very many bad ASTs, so much so that people refer to them as Asstrologists. It's an interesting job, nonetheless, as it plays a support role along with healing due to the cards the AST draws. Early AST used to have very specific cards, each of the six increasing a job-related stat, and good use of drawing cards meant that everyone's stats would be increased regularly. In Shadowbringer, the card system was reworked splitting the six cards in two groups that enhance damage for either ranged or melee jobs. Even though WHM far outclasses AST in terms of healing potency, I do enjoy the numerous different abilities AST has. It's just far easier for me to panic when the tank decides to do multiple pulls at once. 

DPS

As I already mentioned, I dislike the term DPS, or Damage Per Second. They are split into three different subgroups: Ranged, Melee and Magic, but when queing for regularly duties, it doesn't really matter what type. 

Ranged

Bard - An FFXIV original job, it evolved from the Archer, which was the very first job I played when I tried out the beta in 2013. I played BRD in FFXI, which was completely different as it wasn't considered DPS. It was purely support. An archer in FFXI was actually a Ranger, and that job did a lot of damage, but was dependent on the player supplying their own arrows. When I started playing Archer in FFXIV, I was pleasantly surprised that I didn't need my own arrows. When I evolved to BRD, I started having more fun with it because of the songs I was able to play. Early BRD's songs were more job-specific depending on who was in the group. If someone was magical, there were songs for that. Melee, the same. But after Shadowbringer, songs pretty much only benefit you to activate procs (procedural actions) for increased damage. I still enjoy the job, though. Plus, it's nice to have a BRD for Peloton to help speed up the movement of the party. 

Machinist - This was the third and final addition that Heavensward brought. The MCH's weapon of choice was a firearm, something that a lot of people were looking forward to. I think after level 40, MCHs also gained the ability to spawn a drone for extra damage. Early MCHs used to have to keep their weapons loaded with rounds in order to do significant damage, but Shadowbringer scrapped the ammo mechanic entirely replacing it with an overheating mechanic for the gun and a battery for the drone. At one point, MCHs even got some BRD abilities as both jobs were viewed similar enough to benefit from a little homogenization. I do enjoy the changes they made to MCH, as I think it's easier and more fun to play, and high level MCHs have some really kickass heavy damage abilities. 

Dancer - The second of the two new jobs Shadowbringer introduced, DNC is a rather powerful support DPS. Being able to deal a burst of AoE when dancing, the DNC also increases the attack of a paired party member. Abilities to increase attack for the entire party as well as a one-off party healing ability and a defense buff make a well-experienced DNC an essential job to have in any party. It does take some attention to play, though, as your dance steps have to be executed in order, and they are a lot of fun to watch when they're dancing. 

Magic

Summoner - Ahh, the Summoner, my main. Like Scholar, it also evolved from the Arcanist. I used to love playing SMN in FFXI, but I gave up early on when some of the best summons could only be obtained by defeating their level 70+ versions. I was hoping that FFXIV's summoner would have been as fun to play, but the array of what it could do was greatly reduced. FFXI's summoner had at least 10 different summons, each one of them having different uses, but even after eight years, FFXIV's SMN still only has the same four: Carbuncle, Ifrit, Garuda, and Titan. Even then, the latter three aren't even the same representations of the actual summons, just weird-looking "Egi" versions. As for playing the job itself, it's very fun because I've always liked jobs with pets. Early Summoner was more complicated to play because of different situational abilities depending on what type of summon you had out. It was also considered more of an AoE magic job while Black Mage was more single target focused, but Shadowbringer reworked both jobs to be more even. I still think SMN edges out BLM when it comes to AoE damage as high level SMN can call Demi Bahamut and Demi Phoenix for a lot of beautiful, bright blasting. I guess technically, you can say SMN has six summons, but I can't count Demi Bahamut and Phoenix as you can only summon those when certain conditions have been met. Anyway, as I said, this is my main, so this is the only job that I spend doing post content with in order to get better armor. 

Black Mage - Yet another FFXIV original job, BLM stemmed from the Thaumaturge. I remember first hearing about the Thaumaturge job and had to Google that word. To be perfectly honest, BLM is the hardest job for me to play. It has to do with the BLM's states of Astral Fire and Umbral Ice. Depending on which state you're in, it affects damage potency and MP consumption, and if you want to be effective, you have to have a good rotation and keep it up. As the BLM got higher in level, it only became more complicated, and at 70, I've yet another ability that is tied to me keeping my rotation going. When I tried to use it again after not playing for a couple of years, I was actually panicking and screwing up badly and I could just hear the other players saying to themselves "Man, this guy sucks." But I was just out of practice. The real problem, however, is since spells take longer to cast than other magic jobs, it's very hard to stay efficient because you're always having to move to avoid getting hit by enemy AoEs. 

Red Mage - I believe it was Stormblood that introduced the Red Mage. Unlike other jobs FFXIV introduced, RDM was the closest to what I actually remember playing in FFXI. It casts both offensive and healing magic and can even melee, although melee effectiveness is based on building up black and white mana, and that's the tricky part. You have white and black spells you have to cast alternatively, but you also need to cast your basic Jolt spell first in order to get a Dualcast proc that lets you instantly cast the next spell. If you aren't paying attention, casting can take too long and you won't be efficient. Once you build up enough white and black mana, you can rush in, do a melee combo for huge damage, and rush back out to safety. High level RDMs gain the ability to follow up the melee combos with powerful Verholy and Verflares. I love playing RDMs, but I admit that it can be hard to play because I have to pay more attention to it because of the Dualcast proc, or I really start messing up. 

Blue Mage - I almost forgot about this one entirely. Scratch what I said about RDM being the closest to the FFXI jobs. Blue Mage is exactly what it was like in FFXI. Introduced in the tail end of Stormblood, BLU is an outlier as it's considered a limited job meaning that you can't use it to run normal duties as it has potential to break the game. In order to learn spells, the BLU has to have enemy spells used on them, and certain spells cast in conjunction with one another can one hit entire groups of mobs. One of my favorite spells is Bad Breath. Yes, that menacing spell the malboros use the inflict 10 status effects on you. One of my favorite moments with BLU was when I used Bad Breath on a malboro. HOW DO YOU LIKE IT, HUH?  Anyway, instead of spending time running normal content with BLU, BLU players spend the majority of their time tracking down and learning over 100 monster spells and abilities. There's a Blue Mage log that can be used to organize dungeon runs with other BLUs and there's an event called the Masked Carnival that caters tailor-made single player instances where you can earn currency to buy specific BLU gear. Also, they benefit from a massive experience boost when soloing out in the open world. I really enjoyed playing it, but they're currently only capped at level 70 and I wish I could keep going to 80. 

Melee

Dragoon - An original job of FFXIV, the DRG evolves from the Lancer. Now, I used to main a DRG in Final Fantasy XI and one of the best things I loved about that job was being accompanied by a young wyvern. Sadly, the DRG in FFXIV is solitary. But, the DRGs do jump! In fact, so many early DRGs still learning the ropes jumped at the worst times always putting themselves in danger, some even leaping to their deaths. It was a running gag for a while that "dragoons gonna dragoon." Early DRGs also had a lot of positional-based moves, but Shadowbringer got rid of most of that. Once DRG entered 60, it was given the state Blood of the Dragon, a very cool effect of a blue dragoon enwrapping your character and allowing you to pull off some punishing moves. It was also the focal job of Heavensward, since that expansion was all about dragons and everyone's favorite dragoon Estenien. At 70, it's only gotten better, and I'm really looking forward to seeing how it plays at 80. 

Monk - My least favorite of the melee jobs and another original job, MNK got its beginnings as a Pugilist. I also used to play one in FFXI, but of course, the MNK in FFXIV is vastly different. Still a damage dealer at heart, MNK not only has to pay attention to positional attacks, but also to the form they're in. In order to be effective, you had to know your rotation and what stances to change into in order pull off certain moves. Early MNK was somewhat frowned upon in lower level dungeons as they weren't very effective with AoE attacks. As per usual, Stormbringer fixed this giving them a much needed boost. High level MNK has actually been pretty enjoyable since I have many more abilities to use and am not just spamming the same three attack combo all the time. 

Ninja - Introduced in the tail end of A Realm Reborn (2.0), Ninja grew from the job Rogue. Rogue was FFXIV's Thief, a job I mained in FFXI. As usual, FFXIV completely reinvented jobs I was used to. FFXI's THF had a mechanic called Sneak Attack Trick Attack which allowed you to pull off a very damaging attack behind the tank and the mob would think the tank was the one that hit it and it would increase enmity. Since tanks in FFXIV don't need assistance in keeping enmity, Rogues no longer needed this mechanic. They still kept Sneak Attack, though. When they changed into Ninja, they began to learn ninjitsu, but this was a mechanic I still haven't 100 percent perfected yet. To cast ninjitsu, you have to hit 1-3 buttons in a certain order, and then cast the spell. You can throw fireballs, lightning bolts, increase your movement speed and enter a state where you can execute Sneak Attack without being hidden. Add in a couple of extra AoE abilities and a few extra ninjitsu spells and you've got a very busy job, but I like it though. When I'm in the zone, playing as NIN is very satisfying. The one real problem with this job, though, is that it only takes a little bit of lag to ruin your ninjitsu summoning. 

Samurai - The star job of Stormblood's campaign, the Samurai was the new melee addition in that expansion. Just as with NIN, SAM requires the player to pay close attention to what they're doing in order to be as effective as possible. Powerful moves are can only be executed when you obtain the symbols Ka, Getsu and Setsu, and you need to remember which combinations do what. SAMs are particularly powerful against singular targets, but they're no slouch when it comes to AoEs either. They've only gotten stronger with Shadowbringer's retoolings as well. I really enjoy playing as SAM building up my gauges and symbols and unleashing nasty strikes. Plus, it's one of the best sounding jobs as well when that katana gets to slicing. 

Gatherers

A downside to FFXI was that it was rather easy to go broke very quickly, especially if you played a job like Ranger where you had to supply your own arrows. This isn't the case with FFXIV. Not only does the story campaign and side quests provide you with enough gil to get you through the game, you can literally make money right off the bat just by leveling any of the three gatherers.

Fisher - To be honest, fishing isn't for everyone. It is the slowest of all the jobs to level. As expected, fishing requires you to stand in one spot, cast a line, wait for a bit and reel it in. ... Over and over and over again. Fisher has also had a problematic history in the game as it doesn't have very many really interesting abilities, and a lot of the fish you hook hold almost no marketable value. It has gotten better over time and in Stormblood, the ability to dive underwater was added, so you could actually spearfish. But fisher was also more of a struggle to level quest-wise as you had to sit through a bunch of casts that net you fish you didn't need. I only have my FSH at 80 because of the insane XP bonuses the recently added beast tribe quests offered. I do remember having some fond memories with my old Grand Company members, though. We would try to hook legendary fishes and just took a break from the rest of the game and chatted while we waited for a bite. 

Botanist/Miner - I'm lumping the two together because they play exactly the same. As a BTN/MIN, you go around the world looking for mining and harvesting nodes. When you inspect one, you see a list of gatherable materials. Your gathering success rate is determined by your level and gear, and you can use a number of abilities to raise the chances of getting higher quality items that nets more XP and more money. One of the fastest ways to make early money was just being a BTN/MIN, harvesting crystals and selling them to crafters. The one thing that annoys me about gathering, though, was having to wait for certain nodes to appear to get rare materials. I really dislike scheduling my day around having to show up at certain places at certain times. 

Crafters

I'm not going to bother going into detail about every job, as they all play exactly the same now in Shadowbringer. Before SB, they each had their own specific moves that you could share across other jobs, but SB removed shared abilities altogether and made one unified moves list. Anyway, if you really were serious about making money in FFXIV, you probably spent hundreds of hours crafting. It was the perfect way to be self-sufficient because if you needed anything, you could just make it yourself. If you had enough materials to make several, you simply sold the extras. If you leveled your gatherers along with your crafters, you wanted for absolutely nothing. That's what I did in the early days. I leveled all the crafters and gatherers and became rich. Although I'm still leveling them, I doubt I'll spend any time making more gil just because I really don't need or want to buy anything. I have roughly 30 million at the time of this writing and I sell all the stuff I get from doing dungeon runs and whatnot, and that's more than enough to live on. 

If you made it through this long post, thank you so much! If you play FFXIV, what are your current thoughts on the jobs? Do you play just one or a handful or are you like me and play everything? If you don't play FFXIV, I hope this blog gave you a good idea of what it's like. Thanks again for reading!


Wednesday, March 10, 2021

Returning to Eorzea Yet Again

Final Fantasy XIV is technically 11 years old. Launching in 2010 on PC with plans for a PS3 release months afterward, FFXIV was not met with much critical acclaim. In fact, it was met with disdain. The game was so broken on so many fundamental levels that Square-Enix made the tough decision to literally nuke the game world and reboot it three years later. 

In 2013, I got my first taste of FFXIV on the PS3 when I lucked out and got a beta invite. Still somewhat fresh from FFXI, the quality of life changes were numerous. The game played faster, the combat was more involving, I didn't need to stock arrows as an archer. I was instantly hooked. At the end of September of that year when the game officially relaunched, I was there day one and blew through the main story. Left with nothing to do, I began leveling jobs and doing post-content dungeon runs to improve my gear. Knowing how addicted I was to FFXI, I was afraid I was getting addicted to FFXIV all over again, so I made the decision to delete my character and cancel my subscription about two months later. That... was a mistake. 

It turns out, I couldn't shake the pull of FFXIV, and I ended up starting up all over again a year or two later when the first expansion Heavensward (3.0) was released in 2015. Because I had to redo everything I did in A Realm Reborn (2.0), I sacrificed pretty much all my free time to get back up to what I was doing. With the main storyline finished, I went back to leveling the other jobs and once again got burned out. I quit yet again, but this time did not make the same mistake of deleting my character. I merely canceled my sub and moved on. 

In 2017, SE released FFXIV's second expansion with Stormblood (4.0) and this one was epic. More new jobs, more new dungeons, an Asian-inspired world and storyline, I was once again hooked. This time, I had no more catching up to do, so I didn't feel the same amount of pressure to keep playing. After finishing the main story, I tried to level up my other jobs to get them to the level 70 cap, but I lost interest a few levels before I got there. Even though I played it a good amount of it, I felt it easier to break free.

With the third expansion Shadowbringer (5.0) release in 2019, for the fifth time I started up my subscription again. I found myself enjoying this story more than any previous expansion, but I did have several issues with all the reworks they did to the jobs and combat. Once I got acclimated, I found the game even easier to play and tore right through the storyline. I tried once more to get my other jobs up, but once the first patch 5.1 released, something changed. I couldn't even finish getting through the first new cutscene. I just up and quit and started enjoying other games again. 

Now in 2021, a new expansion Endwalker (6.0) is scheduled to release this fall. On top of that, a PS5 beta is scheduled for April and my friend even said he'll play it with me, so I got compelled to start up the sub again and work on getting caught up. It took longer than I thought to get caught up on the story, and now I'm currently working through my jobs to get them into the Shadowbringer content. 

My current feelings on the game are that I want to keep playing, but I'm constantly feeling the pull by other games as well. I started Bravely Default II a week or two ago, and it doesn't help that I simply can't get into that game much, but that's another blog entry. Unlike my first year or two, I don't let the game consume me that much where I don't do anything other than play FFXIV. I still take breaks to read and I still take my nightly walks. I still have PS5 games I want to play, and there are other big games that are coming out soon that I'll want to get into, but so far, my desire to get the other jobs up to 80 seems to be pretty strong. If only Bravely Default II was better... 

We'll see what happens, though. I'm waiting for the right game to come across that will finally make me quit FFXIV for a while, but it's also going to be harder as I kinda want to keep playing to justify the six month sub I just paid for. I'm really enjoying getting reacquainted with all the jobs again, and I can't wait to take them through the new dungeons. I've also really enjoyed experiencing their own storylines, and when I look at it that way, it's not really just a "I got to grind everything!"

Even though I'm trying not to play as much, it is a game that's technically incomplete on my backlog. I'm hoping that Endwalker might be the final expansion based on the name and how the current Shadowbringer story has ended, but I heard them say they might run it another five years, which would mean at least two more expansions. FFXIV has been the most costly game I've ever played. The base game, three expansions, at least four years of sub services... I'm trying to determine if it's really all worth it, but the way I'm looking at it is I've invested so much time in the game that it would almost be a waste to not see the game through to the very end. If Endwalker isn't the end, maybe I might have to reevaluate. Can FFXIV really last another 10 years? Will it finally make the move into free to play? If that's the case, it would make playing it another 10 years a much easier decision. Even so, the trend seems to be six months on, a year and a half off. That seems like a reasonable place to me. 

Saturday, December 26, 2020

Assassin's Creed Valhalla Is the Most Bloated AC I Ever Played

After 166 hours (not sure how entirely accurate that time is, considering some of it's been idle), I've done pretty much all I can in Ubisoft's latest historical sci-fi murder simulation. Well, there are two treasure maps that are glitched, which I can't clear because one map remains in my inventory even after I collect the treasure, and the other treasure doesn't show up. At the time of this writing, Ubisoft's yet to fix the glitches. 


So what did I think of the game? It's actually a pretty exhausting one. I didn't feel this way after the 250+ hours I put in Oblivion or Skyrim. I didn't feel this way after the 150 hours I put in Death Stranding. I sincerely enjoyed every minute of doing every little thing in the most recent single player games that I can remember spending nearly as much time in as Valhalla. But Valhalla itself was simply bloated. 

Ubisoft somehow thinks it needs to make each successor's world larger, but the problem with making a game larger is you need to fill it with interesting things. It tries to do this with "Mysteries", world events that pepper the landscape that usually trigger mini quests or battles. Some of them are very interesting, but others are just ho hum. One type of Mystery are the cairns. These are puzzles that require you to stack stones on top of each other balancing them carefully until they reach a certain height. The majority of them aren't very hard, but the harder ones become so tedious due to finicky controls and questionable physics that they become incredibly tedious to clear. My favorite of the Mysteries, though, are the anomalies. These are puzzle platforming segments that require you to reach the top and grab data packets that when complete plays a pretty interesting video. I'm glad I did all those. There are also alpha animals, and random fights with lost drengrs (warriors) that want you to kill them so they can move on to the next life but after a few encounters, they all just blend together.

Then, there are the artifacts. These are usually collectible items such as Roman face masks and tattoo designs. What I really hate about collecting the tattoos is that you'll never see them on your character - unless they're on the face - because you're always wearing armor. So why then are you having me running all over the rooftops of houses chasing down these tattoos flying around in the wind when they're absolutely meaningless? You can find treasure maps, but all these maps yield are decorations for your ship. Customizing my ship and tattoos just didn't seem that meaningful to me. 

What really slogs this game down is the immense number of treasure chests the game is pockmarked with. The more valuable ones, the "Wealth" that contain upgrade materials, armor and abilities are usually more interesting to obtain, but the basic chests that contain common crafting materials get really tedious for the OCD gamer like me to rid the map of. Many times, they'll be stashed in houses that have barred doors requiring you to find a way in, or behind locked doors having you find a key somewhere nearby. Some of these basic chests are even more difficult to reach than some of the more important Wealth varieties. I don't even want to guess how much time I spent on getting all those treasure chests. 

How I chose to play the game, though, ultimately affected my attitude towards it. I have a bit of OCD when it comes to clearing things off maps and if I could just ignore all the chests, I probably would have enjoyed the game a lot more. The thing is, the main story content of Valhalla is actually pretty good. It's told via an alliance map where you chose which territory you want to pledge in order to establish an alliance with that territory's leader. Each one of these story arcs are well written and varied. You'll be replacing eldermen, solving murders, investigating traitors and even helping two people fall in love. There are also side quests that involve you seeking out a target all the way to Vinland (what North America was called in the Viking ages) that ties something in to Assassin's Creed III, and weird potion-induced dreams where you take on the role of Odin as you deal with Loki and a war between Asgard and Jotunheim.

As I said, I loved all the story content, but most of the time, it felt as if it was taking a backseat to all the side stuff. I think I mentioned this in my previous blog about Valhalla, but the game very rarely reconnects you to the present day world, and that further illustrates that it's all about keeping the player in the Matrix. The game really needed its players to come out more often. 


Assassin's Creed games used to be a good balance of historical fiction and modern sci-fi story telling, but it's been losing focus ever since Origins and has gone completely off track with Valhalla because Ubisoft wants the franchise to be an RPG.  But it doesn't NEED to be one! The 40-50 hours of story content (rough estimate) should easily be enough to keep any AC fan sated until the next one, but Ubisoft doesn't think so. They tested the waters with Origins trying to make it a live service and they're still doing it Valhalla, so apparently there's a good number of gamers that like the changes. Or maybe they're like me just putting up with the game because we've invested ourselves in the franchise the past 12 or so years and are patiently waiting to see where the story goes next time. I dunno, though. I'm really growing tired with this direction. I would have loved to have at least 100 hours of my life back to spend with my other launch games. 





Sunday, December 6, 2020

It Is Time For Assassin's Creed To Die So That New IPs Can Be Born

As I'm writing this, I am balls deep in Assassin's Creed: Valhalla. I'm loving parts; I'm hating parts. But well into the 80 hour mark (not sure how accurate that is), I've come to the realization that Valhalla doesn't need to be an Assassin's Creed game. In fact, Origins and Odyssey didn't need to be Assassin's Creed games either. Why am I saying this? Because these past three games, Valhalla specifically, have been shifting away from what Assassin's Creed games are all about: stealth action.

The very first Assassin's Creed game in 2007 was a mix of historical and science fiction. It kept things simple in terms of its gameplay. You sneak around, find out who your targets are, kill them and the gameplay gets broken up sporadically by ejecting you from the Animus so you can learn more about what you're doing. As every game that followed, more and more gameplay elements were being introduced, yet the pace was still pretty well structured to keep the game flowing. In Assassin's Creed III, Desmond Miles' storyline came to an end, but Ubisoft didn't want to end the franchise. They kept it going with AC4: Black Flag, and the outside world of the Animus became less important. It was more about absorbing the player in the experience. Some games like Assassin's Creed III: Liberation removed the Animus component entirely.

AC: Unity and Syndicate tried new things such as anomalies which messed with time manipulation putting you in World War segments, yet the core gameplay was still very much Assassin's Creed. It wasn't until Origins that the entirety of the game was completely reinvented. Taking place in ancient Egypt, Origins introduced a wealth of open-world gameplay elements. There was now leveling and even though the game was open to you from the start meaning you could go anywhere you wanted, there were high level areas that you obviously were not meant to enter meaning you had to go run off somewhere to level up and come back. Along with Odyssey, there were also numerous gear dumps and resource collecting meaning you spent a lot of time in the menu breaking down gear and sorting through items. The pace of Assassin's Creed began to suffer thanks to all the distractions. 

With Origins, Ubisoft begin to experiment with the idea of incorporating mythical gods in their games. The main character Bayek would encounter Egyptian gods such as Anubis, Sobet and Sekhmet. In Odyssey, main characters Kassandra and Alexios would fight Greek mythical creatures such as minotaurs, cyclops, and even Medusa. In Valhalla, there are side quests that take you completely out of the believable old world of England and whisk you away to realms such as Asgard and Jotunheim where you take on the role of Odin. 

These new fantasy elements were incorporated to make Assassin's Creed more of an action-RPG, so much so that they even showed up on some places' Game of the Year awards under the RPG category. Although there's nothing wrong with these fantasy elements themselves, it's my personal opinion that they don't belong in the Assassin's Creed franchise. The main reason why I'm against the fantasy stuff is because it goes against the nature of what the franchise started out to be: science fiction. Everything before Origins, although still science fiction, was grounded in historical fiction, meaning it could be traced back and validated as actually happening within the game's world. But gods are not real. The games try to get away with this by using the ancient alien race Isu as being responsible for creating their appearances, which would explain why mentions of gods show up in historical accounts. None of this was going on before Origins, so doing this with Origins and beyond is no more than the franchise jumping the shark. 

With the inclusion of the open-world RPG gameplay elements, there's so many distractions getting the in the way that I've pretty much stopped caring about the Animus. I've even forgotten many times in Valhalla that I could leave the Animus if I wanted to. I've uncovered a lot of the game world and I've only been brought out of it once by the game's story. I need that balance of story telling the old AC games had returned. I don't care about Eivor's dreams of being Odin. I want to know more about my next targets (which pretty much have very little backstory to them), the Isu and the Pieces of Eden. I want to know more about the Animus team guiding me in this world. I want the AC games to be focused again. 

But that's not going to happen. Ubisoft was trying all sorts of new things with their recent games, but they honestly should have just started making new IPs altogether if they were going to change them THIS much. I doubt very many people even care about the story anymore. The franchise has really boiled down to nothing more than the constant feedback loop Ubisoft games are known for. Maybe part of me is speaking this way because I'm suffering burnout. I know a few people who gave up on the series a long time ago, but for some reason, I just can't say no to Assassin's Creed games. They're fun games to play that don't require much of your attention so you can watch Netflix at the same time or whatever. But even then, I will be among the first to say that they've worn out their welcome. As I'm currently exploring the realm of Jotunheim, I'm thinking, "Man, imagine a new IP where they can leave the AC story behind and just their own full-blown God of War!" But again, that's not going to happen because Ubisoft knows the brand name sells. I just wish more companies took more chances on new IPs, because Assassin's Creed started out as a new IP 13 years ago. 

Thursday, December 3, 2020

The Hits Just Keep On Coming (To My Wallet...)

My wallet this season:


As if last month didn't already do enough damage to my bank account with both the PS5 and XSX with three games a piece, the launch window is still tempting me to ground my ship ashore like the seductive siren she is. A couple days ago, I decided to order this:


When I first saw this game unveiled as Gods and Monsters, I instantly wrote it off as a Breath of the Wild clone. Not only was the aesthetic nearly identical, there were gameplay mechanics such as puzzles, magic, and climbing that were clearly ripped off from Zelda. I pretty much had no interest in it until just last week when impressions started making the rounds. Everyone pretty much said that the BotW inspiration is undisputable, but it does enough different to stand on its own. I noticed it was on sale at Amazon for 49.99 and it so happens that I had 27 or so dollars in credit, so I applied it and got it for 26 and change. Honestly can't complain. Seems like it will be a perfect 30 dollar game. 

Also, I decided to get it for the PS5 instead of the Xbox Series X because I didn't want to put up with downloading the upgrade patch on the Series X and plus, I really enjoy the PS5's controller over the Series X. As for the Switch version... I didn't even consider it. I know this game would have been the perfect game to play on the go, but the issue for me is that I don't really play my Switch much on the go anymore, especially now with COVID, it's just work and home. When I'm home, I'd much rather play a better looking version of this game. I think my days of getting multi-plat versions of a game on the Switch are over. 

Then today, I bought two more games:

 

The Pathless immediately caught my eye in the PS5 unveiling event with its mystical visual style and fluid, inventive locomotion system. As the game grew closer to release, I watched a few more gameplay videos and started falling in love with the music, the exploration and most importantly, the bosses. I got Shadow of the Colossus vibes from it, mixed with just a little Breath of the Wild. It's also going for 49.99, so any launch game in this generation that isn't going for 60 and especially 70 is very welcome. 

Speaking of cheaper games, Devil May Cry 5: Special Edition clocks in at 39.99 and this is coming from Capcom, a company that could EASILY charge 70 bucks for their games and still sell well. Honestly, I have no business buying this game right now because I'm behind in the series. I have the previous four DMCs (not including Ninja Theory's DmC reboot) but I've only played the first two. I was also thinking of getting it for the XSX but didn't at first because I thought it was a digital only game. Now that I saw there is a physical copy, I sprung for it, but not for the Series X for the same reason I didn't buy Immortals for the Series X. I do not want to put up with the ridiculous download times for the XSX upgrade patches. Microsoft NEEDS to start pressing XSX specific versions, because it's costing them money at least from gamers like me with poor internet. 

Anyway, I am going to try very hard to make these my final games for the year. I have got to stop the hemorrhaging for a while and go back to my rule of one game a month. I ended up getting seven last month with three games each for PS5 and XSX and Hyrule Warriors: Age of Calamity, and now I bought an additional three this month. Ooof...













Sunday, November 29, 2020

Save Me a Headache...

 




As I said in my previous blog about my new console impressions, it's been a rocky start, and one of the major problems with this new generation is one of my games still isn't saving. That game is Watch Dogs: Legion. At the time of this writing, there is a support thread at Ubisoft that is 67 pages long with 669 (nice) replies of people who are reporting that their games aren't saving on the Xbox Series X. I've been following this thread just a couple of days after the launch of the XSX only to watch in frustration as our complaints go largely ignored. When a dev finally responded to us, they said they wouldn't have a patch for this until at least early December. Then, there was a major patch released recently that fixed all platforms' saving issues BUT the XSX. Talk about adding insult to injury.

So what exactly is the problem? The problem is that autosaving in Watch Dogs: Legion is tied to Ubisoft's persistent online service called Ubisoft Connect, but the problem is Ubisoft Connect is never connected. If it ever is online, it's not online for very long. I've lost about five hours of progress so far and that was all I needed to lose to not play the game until this gets fixed. I think I stopped playing it on the 11th, so I haven't played it for more than two weeks! Well, actually, I did play it once since then just to test out a theory that was being posted in that thread. It turns out you can play offline, but you have to remember to disconnect the Xbox before starting the game, then quick travel and quit to menu to force the game to save. But, you shouldn't need to do ANY of that, as the game is missing a critical key feature that should be a no-brainer staple of any game in 2020: a manual save.

That's right! In Watch Dogs: Legion for the XSX, you cannot manually save. You either need to be online for the autosave to work, or be offline and jump through hoops to get the system to save. You would think a manual save option would be as simple as including a Start option on the title menu, but apparently not. What makes this situation even more ridiculous is that in the last major patch, they added a manual save option to the PC version, but not the XSX version... which is really just a PC in a console box! Adding to THAT, this is the same company that published Assassin's Creed: Valhalla, a game that not only has a manual save option but also a quick save option which you can access via a scroll wheel so you don't even need to use the menu to save at all. I just don't get why Legion launched without a manual save... 

I don't need to explain to you the importance of saving. I also shouldn't need to explain to you the importance of being able to save whenever you want. Yeah, quick resume and sleep modes are nice when you have to step away from your TV for work/school or emergencies, but sometimes you're just tired of the game and you want to play something else. This brings me to Hyrule Warriors: Age of Calamity. 

As far as I know, there's no way to save the game during a mission. I've played Warriors games before, and I know these missions can sometimes be very long, but I also don't want to invest extra time out of my schedule to clear a mission in order to swap it out and play something else. I'm still doing my daily stuff in Animal Crossing before I go to work, which means when I start playing Calamity on my lunch break, I need to make it a point to return to it and finish the current mission I'm on when I come home so I can start up Animal Crossing the next morning. This may not seem like such a big deal, but honestly, it's bothersome when all I want to do is go back to Assassin's Creed: Valhalla or Spider-Man: Miles Morales when I come home. So, Age of Calamity isn't really being played right now.

You know what was a really fun game and incredibly accessible? Skyrim for the Switch. Why? Because I could save whenever I wanted, EVEN in the middle of a battle. Not only was this a great convenience for when I wanted to play something else, it also helped me get through tough spots in the game. It was great that I could save before a dungeon, check it out, get killed, reload and try again, beat an enemy, save again, die and reload, try again and beat another enemy, save and repeat. Yeah, yeah, I know it's called save scumming, but so what? I have very little time to redo sections of games over and over again, and being able to save whenever you want is a godsend. It makes gaming so much more fun, because it eliminates so much time-wasting inconvenience, and there should never be an argument against it. 

So yeah. Watch Dogs: Legion should have had a manual save option since day one. Hyrule Warriors: Age of Calamity should let you save whenever you want, especially since their missions can run long. The ninth generation of gaming is upon us now, and we're currently experiencing so much technical improvement with faster framerates, higher resolutions, nearly nonexistent load times and improved controllers. The ability to save whenever we want should be among those quality of life improvements.