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Random thoughts on whatever JRPG you're currently playing?

Rean

Head Codexian Weeb
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Strap Yourselves In
I've been playing a bit of Path of the Midnight Sun every now and then, which I've had in my library since last year, only started recently with the 2.0 release. Solo dev project, definitely a labor of love and passion.
Half-traditional JRPG TB battling and half-VN. Neat ideas, cute hand-drawn visuals and bits and bobs. Features some strict time limit mechanics and actually can be really punishing in combat.
He went all out with professional voiceacting from industry veterans (even though it's in English), literally leaves 90% of recent AA Western RPGs in the dust when it comes to this.
Reminded me of another high quality solo project, Sunrider, although this one is much more high-fantasy.

I can make a thread for it if anyone is interested.
 

deuxhero

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Flowery Land
Playing Final Fantasy Tactics A2 with "Shrike" romhack. Overall a big improvement that irons out a lot of the issues with FFTA2's original (very uneven growth rates, very uneven class ability balance), but it's still FFTA2 under the hood. One subtle tweak that goes a long way is that each tribe, bar human, has an innate elemental resistance and an innate elemental weakness. It makes elements so much more meaningful when they previously only really mattered with monsters or the very rare humanoid with an item equipped. It also makes shared jobs a bit more distinct than just what secondary abilities that it could have. The resistance might at first seem like it just makes some abilities worse against certain tribes, but the ability to resist allied splash damage is a lot more useful than you'd expect and lets you be more aggressive than you normally would.

As for FFTA2 itself: This game was always 3 steps forward 2 steps back from FFTA. It fixed some horrible balance (speed growth>>everything else, the 1HKO abilities are almost as accurate as anything else), the "300 quests" aren't as full of filler/non-interactive dispatch missions, the protagonist isn't as insufferable, the new jobs round out the less developed or mono-build tribes, the law system is changed from totally random things being totally forbidden to essentially bonus objectives (if you follow a per-battle law you're rewarded, if you ignore it you aren't actively penalized), the larger and more varied maps with a greater variety of objectives. On the negative, the two new tribes are both pretty monobuild, the protagonist isn't really the protagonist most of the time since he has no concrete goal and sits around watching other people with actual arcs, the non-generic characters look even more hideous in full detail and even less distinguishable at map size (generics generally look fine), and it waits for way too long before letting you recruit new party members.

There's also a lot of sidegrades or mixed bags: The loot and brazar system, where you get random components you can trade in to unlock new items at the shop, is an improvement over FFTA's relatively static shops and the original FFT's gear treadmill, but it still means gear progression is mostly random since its tied to random loot (each piece is used for multiple items), you don't know what an item does before you trade for it (easily avoided with save states, but still annoying because there's no real reason to not save beforehand and reload if the item demanding your only example of a loot item turns out to be useless to you. It's also really annoying to have key abilities (white mage's ability to cure stats effects, black mage's non-basic magic attacks) be unlocked at random. On the plus side, this randomness can get you to try out classes you normally wouldn't: This playthrough I got a lot of blades (the games have 25 weapon types and 9 are different classes of "sword") so I used Gladiator and Mog Knight when I normally don't bother with them. The Shrike hack helps here since it makes most classes have multiple weapon options instead of just one, freeing it of the issue where weapons were only used by a couple of classes and useless if you weren't actively using those classes (and worse, making those weapons judged entirely by their linked class: Cards could be the best weapons ever, but if only a single meh class uses them they're as bad as the class). Laws still aren't a particularly interesting mechanic and the new system is generally just "meh" (especially before you have backup members or a wide variety of abilities to work around some of the bigger restrictions) instead of actively a pain in the ass.

Edit: Forgot to mention the big new mechanic in A2 that's a slight improvement with its own issues, the new MP system. The idea of having each unit start a battle at 0 MP and gain 10 each turn is a good idea that does a lot of make lower level abilities and the item command (for popping ethers and no MP healing) more useful while making MP costs actually matter past the early game. The problem is that the game never really did enough with it, and it made speed even more important. Expensive abilities rarely justified using them over slow and steady ones or ones from classes with no MP cost for their ability even when you did have the MP for them. Half MP, MP Channeling, MP Efficiency and (worst of all) Blood Price made the mid-price abilities usable every turn at minimal cost. Again, the Shrike helps iron this out: More classes that normally have no MP cost to their abilities now have a few powerful abilities that cost 11+ MP (such as Thieves getting a Charm effect for 18 MP, or Fighter having their ranged attack ability now cost enough they don't beat Archers at their own game but still have it as an option) that are nice toolbox options you can't just spam. More costly spells are also improved.
 
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Maxie

Wholesome Chungus
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Glory to Ukraine
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beaten the main campaign of the Legend of Nayuta, game really feels like a rather mellow version of Ys, organised around a central hub from which you tackle bite-sized levels - there's some recycling involved, as you can switch seasons, reshaping the levels a little. there's very much flat progression and only two types of weapons, out of which one-handed sword is simply superior due to it's DPS, so the meat of your c&c is a good selection of spells you unlock as the game goes, able to hold 4 at once. much in the vein of Trails, you cook your own health rations, collect monster info in a journal, etc. power-ups and additional mechanics are unlocked by collecting stars, three per level - one for completing, one for gathering all collectibles, one for beating an additional challenge.

it's not morose, but not terribly hard either, i hope there are some meatier bosses in post-game. defo ok for casual platforming/hack&slashing, the plot is nothing special though. don't expect the usual full-sized anime Trails tend to have, it's far more subdued (although talky at times).
 

Nutmeg

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Finished Sakura Taisen, Sakura ending.

Sakura Taisen's not the kind of "game" I usually have the patience to finish, the reason being in the scare quotes -- there's not much game here. Instead, you are playing an interactive anime structured like a season of a monster of the week tokusatsu show. There are 10 episodes, divided into two halves each. The first half consists of making timed responses to dialogue, and rationing room visits before the game advances to the next scene. The second half consists of a turn based tactical battle.

The two halves interact through "trust points" which are accumulated for each character. Basically, your squad members will respond either positively or negatively to your conversation choices which will either gain you or lose you trust points with them. Characters with which you build up a high amount of trust within the first half of an episode will have stat boosts for the second half. Trust points also determine who your waifu is for the last 3 episodes of the game and which ending you get.

While this is sound and good in theory, it simply doesn't matter for merely clearing the game, which is very very easy, and the game is not brisk enough for trying to find better routes through the scenes for larger stat boost pools or better rationing thereof by replaying episodes for low turn counts, at least not given my level of patience. Mind you, a large part of the game's sluggishness is due to load times, and perhaps alleviated in the Dreamcast or Windows (which had a Russian release) versions of the game. The other part of the sluggishness is due to the unskippable attack animations in the tactical battles. At least the developers allowed you to hurry the walking animations.

So, while it's not a bad game, it's not a good game either. It is however quite nice interactive media. I got as much, if not more, enjoyment out of it than I would have were it conveyed in actual anime form. I stuck through it because it really is very well produced and very charming. In terms of its art, it's from the same people who worked on You're Under Arrest (IIRC), one of my favorite mid 90s OVAs. So, if you like mid-90s anime and want to play a mid-90s anime, Sakura Taisen is for you.
 
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Sakura ending

What about her appealed to you more than the other girls? I thought she was pretty bland and combative all throughout the game. It wasn't endeared to her at all by the time of the route fork.


The first half consists of making timed responses to dialogue

I thought that the timed dialogue choices were good at getting me to sit up and be more engaged during the VN sections. I thought it was interesting that remaining silent was not only a valid response, but also sometimes the correct one. There was also some creative uses like that prompt during battle where Iris demands that you recall the color of a hair ribbon she was wearing earlier. Made me start paying more attention. I'm surprised this idea hasn't been really used in more "serious" games. The later Sakura Wars also add a tricky dialogue choice mechanic where you have to control the volume/intensity of your response with the thumbstick.


is very very easy

Yeah, SW1 wasn't challenging. SW5 however has much more involved level/mission design (it was the precursor to Valkyria Chronicles), and the later missions were pretty difficult, particularly the airship defense mission.

Also, the soundtracks of the Sakura Wars games are pretty good.
 

Nutmeg

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What about her appealed to you more than the other girls? I thought she was pretty bland and combative all throughout the game. It wasn't endeared to her at all by the time of the route fork.
Here is how I would describe the girls

Sakura -- Simple, humble Japanese countryside beauty. Likes to clean. Sumire's main enemy before Kanna joins.

Sumire -- Japanese princess type. Hides a good heart with a bitchy, high maintenance exterior. Likes to spend money.

Maria -- Serious Russian communist. Big oppai. Likes to cook. My second favorite girl.

Iris -- French 9 year old turning 10 pedo option. Annoying brat in her dedicated episode but otherwise just a cute stalker girl. Likes to nap.

Kohran -- Chinese nerd. Very easy to get along with. Likes to play cards. My other second favorite.

Kanna -- Butch Spanish karate practitioner. Very annoyingly translated to an "eyy Boss" type in the fan translation. Likes to eat.
 

H. P. Lovecraft's Cat

SumDrunkCat
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Still grinding away at Monster Hunter World: Iceborne. Have been for weeks. I feel like I should hate this game. Infact I do hate it in many ways, but the combat is so satisfying and the game has alot of charm. It's easy to forget that you're just endlessly grinding and the grind is addictive as fuck. It's digital crack. Oh so bad but oh so good at the same time. Knocking a giant monster on it's ass with a charged up greatsword attack never gets old. It's an animal abuse simulator at heart.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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Still grinding away at Monster Hunter World: Iceborne. Have been for weeks. I feel like I should hate this game. Infact I do hate it in many ways, but the combat is so satisfying and the game has alot of charm. It's easy to forget that you're just endlessly grinding and the grind is addictive as fuck. It's digital crack. Oh so bad but oh so good at the same time. Knocking a giant monster on it's ass with a charged up greatsword attack never gets old. It's an animal abuse simulator at heart.
The best part of Monster Hunter for sure is the satisfaction of beating a monster with a weapon made out of it's sibling's head so you can wear it's ass as a hat.
 

Machocruz

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Hyperborea
Still grinding away at Monster Hunter World: Iceborne. Have been for weeks. I feel like I should hate this game. Infact I do hate it in many ways, but the combat is so satisfying and the game has alot of charm. It's easy to forget that you're just endlessly grinding and the grind is addictive as fuck. It's digital crack. Oh so bad but oh so good at the same time. Knocking a giant monster on it's ass with a charged up greatsword attack never gets old. It's an animal abuse simulator at heart.
Facts. The feedback, animation, terrain, music, AI make this the most exciting hunting in the series, imo. Still a lot for me to do in the base game. Haven't even fought Devilho yet, can't wait to make a pair of boots out of that asshole. Dual Blades rape monsters, it's disgusting. Working on maxing out a pair of Tobi Kadachi blades to go with my poison SA. Might also work on a SnS for Iceborne, the slinger turns into a damn shotgun with that.

And Spawn was always cringe. Todd writes like a 9 year old.
 

H. P. Lovecraft's Cat

SumDrunkCat
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Haven't even fought Devilho yet, can't wait to make a pair of boots out of that asshole.
I hated fighting that prick but he's kind of a nightmare matchup for greatsword users. His size and speed make the timing on his hitboxes a bitch. I should probably make a smaller pair of weapons for fights like that. I still managed to craft some boots out of his asshole.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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Haven't even fought Devilho yet, can't wait to make a pair of boots out of that asshole.
I hated fighting that prick but he's kind of a nightmare matchup for greatsword users. His size and speed make the timing on his hitboxes a bitch. I should probably make a smaller pair of weapons for fights like that. I still managed to craft some boots out of his asshole.
I hate that fucker too; he's too tall for a hammer to hit his face and does too much elemental shit for lance to feel comfortable. Maybe I should have tried longsword on him, but I actually hate it in MHW. Dodging into enemy attacks is so dumb and counter-intuitive, and every time you build your meter up to level three the monster fucks off to another zone and you're back to nothing by the time you catch up.
 

Puukko

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Jul 23, 2015
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The Khanate
Lies of P surprised me positively. It may be the most competent Soulslike I have played, though the term "Fromlike" might be more appropriate given how obsessively this game imitates theirs. I should note I am writing this after raging at a later 3+1 gang bang boss fight for over an hour before giving up and putting it down for the night.

Bloodborne is the most obvious influence here, and there's a heavy horror atmosphere in several parts. There's an In-depth parry system a la Sekiro, and I think the area structure most heavily borrows from Demon's Souls, in how they're split and structured. Of note is the scarcity of bonfires stargazers, and focus on opening shortcuts, sometimes several leading to the same spot. But you will find elements that call back to basically every modern From game in one way or another.

What I think deserves praise is how well the game executes these aspects. It's lows aren't as low as those of the From games I've played, all of which have rather glaring flaws. It's remarkably consistent, like the devs knew what about those games worked and how to implement it in their game.

The downsides include spotty translation quality (weird phrasing and other ESL giveaways), less than stellar voice acting in many parts and some UX stuff. Fast travel and entering the boss room take too long, simply due to animation speed.

Pacing and atmosphere are excellent. I am interested in where the story is going, though it is a real blender of lots of tropes and familiar elements. Upgrades and new enemy types are introduced at an appropriate rate. Unlocking new music records is honestly my favorite part. It ties into the title of the game, which is actually a gameplay element. Sure took me by surprise.
There's lots of weapon variety and the non-special weapons can be split and recombined for different move sets and scaling. I've only tried a few and stuck with the ones that work. Don't bring a slashing weapon to a puppet fight when you could bring a massive wrench.
 

Damned Registrations

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does too much elemental shit for lance to feel comfortable
I used lance a couple times, and it did ok with blocking other elemental attacks with a small bit of damage going through. Are his particularly nasty? I've never seen him use it any of the numerous times he interrupted my hunts.
I haven't played in a while, but I've got memories of lingering energy clouds and unblockable death beams. I forgot what dragonblight did but I recall that being annoying as well.
 

Machocruz

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SA has good reach and mobility in Axe form. I did test him when he invaded a couple hunts, it seemed to hit easy enough. But if he kicks my ass, that's fine, I only get annoyed when the story hunts give me problems.
 

H. P. Lovecraft's Cat

SumDrunkCat
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does too much elemental shit for lance to feel comfortable
I used lance a couple times, and it did ok with blocking other elemental attacks with a small bit of damage going through. Are his particularly nasty? I've never seen him use it any of the numerous times he interrupted my hunts.
He shoots out this red Godzilla style energy beam. I can't remember what elemental type damage it is. Dragonblight maybe.
 

Tse Tse Fly

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Dec 26, 2017
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710
Tried Lunar: Silver Star Harmony (PSP remake) today. It's veeery slooooooow. Almost impossible to play without at least 2x speed up. The game feels too formulaic of a JRPG, it's like you already know exactly how it will play out before even properly starting. It's one of those cases when you see there's nothing seriously wrong with a game, yet at the same time it gives you no incentive to continue playing it. Actually this is the second time that I tried getting into it, and again I'm leaving before making it through the first dungeon.
 

Tse Tse Fly

Savant
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Dec 26, 2017
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Project X Zone
Was checking out this one too some time ago. And honestly I don't see why it seems to be regarded so highly? The tactical layer is barebones, clashes are just mindless button mashing (the enemies just stay there idly while you are beating the living shit out of them), and story starts out too slowly. And last but not least, SEGA's character selection for this game is absolute dogshit. I have absolutely no idea who all those randos are. It seems like sega didn't have much hope for his game, and decided not to smear their good name by including their most iconic characters into it, in case it turns out bad? Or they used up all of their best characters for the earlier entries... I wonder if the previous games are any better.
 
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Reinhardt

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Tried Lunar: Silver Star Harmony (PSP remake) today. It's veeery slooooooow. Almost impossible to play without at least 2x speed up. The game feels too formulaic of a JRPG, it's like you already know exactly how it will play out before even properly starting. It's one of those cases when you see there's nothing seriously wrong with a game, yet at the same time it gives you no incentive to continue playing it. Actually this is the second time that I tried getting into it, and again I'm leaving before making it through the first dungeon.
"this is second time i'm playing it. it's like you already know how it will play out"
:philosoraptor:
 

Tse Tse Fly

Savant
Joined
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Tried Lunar: Silver Star Harmony (PSP remake) today. It's veeery slooooooow. Almost impossible to play without at least 2x speed up. The game feels too formulaic of a JRPG, it's like you already know exactly how it will play out before even properly starting. It's one of those cases when you see there's nothing seriously wrong with a game, yet at the same time it gives you no incentive to continue playing it. Actually this is the second time that I tried getting into it, and again I'm leaving before making it through the first dungeon.
"this is second time i'm playing it. it's like you already know how it will play out"
:philosoraptor:
Right? I said I didn't finish it the first time. I decided to give it another go to see if my perception of it has changed from back then, because on the outside it looks like a quality game. And it still doesn't click with me.
 

KeighnMcDeath

RPG Codex Boomer
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I tried the ios touch version. I didn't get past the first dungeon either. It just isn't like the original megadrive cd.
 

Nutmeg

Arcane
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Just completed Super Robot Wars Original Generation for the Game Boy Advance, which was the first game in the OG series, setting aside the fact that the first Masou Kishin game for the Super Famicom was later retconned as part of the OG "Saga" sub-series of games.

Kyosuke's route, completed in 260 turns, earning all battle masteries and meeting all secret requirements, with no self imposed restrictions except a no save scumming rule*.

Super Robot Wars OG belongs to the sub-genre of turn based strategy I call the Japanese puzzle TBT RPG, a sub-genre which I welcome for being particularly oriented towards, and concerned with, challenge. This game in particular was challenging enough to make me abandon my first blind playthrough very late in the game after hitting a wall in the form of the game's penultimate boss. While I obtained enough battle masteries to stay in hard mode, in doing so I had not built a powerful enough party capable of dealing more damage per turn than the said boss regenerates, rendering it an impossible fight. The second time through, I employed a spreadsheet and the information I gathered the first time playing, to make sure I don't meet the same fate again. This involved planning exactly how the game's finite pool of XP, PP (Pilot Points) and money earned during stages should be distributed among my pilots and mechs, which pilots to match with which mechs, and how each mech should be loaded out.

As alluded to above, the game employs a dynamic difficulty system, where it switches from easy, to normal, to hard, depending on how many battle masteries the player has earned. Each stage has exactly one battle mastery, which is essentially a bonus objective beyond the main mission objective(s). These bonus objectives most frequently take two forms, which are also the two main forms of challenge the game presents the player:

1. Clear a stage under a certain number of turns.

2. Deliver a finishing blow to a unit which would otherwise retreat when its HP falls below a certain percentage threshold.

The latter is a check of your deployed party's highest single attack damage output, which segues into the game's third form of challenge, appearing exclusively in the latter stages (at least in hard mode):

3. Destroy a unit which regenerates an absurd amount of HP per turn.

Which is effectively a check of the (potentially sustained) amount of damage your deployed party can deal to one target during one turn. If this number is too low, the unit will literally be undefeatable and the stage unwinnable, as I found out the hard way.

On the other hand, the secret requirements are simply constraints of the form X pilot must have more than N kills or be M level or higher by the end of some stage.

Back to damage output. Single attack damage output is increased deterministically (i.e. ignoring critical chances) by:
  • Attacking with the weapon which has the highest damage output, given the terrain the defending unit is positioned on, and the defending unit's special abilities (many have additional defenses against beam weapons).
  • Upgrading the attacking weapon's damage throughout the course of the game.
  • Increasing the attacking pilot's melee or ranged stats throughout the course of the game.
  • Increasing the attacking pilot's will throughout the course of the stage (exactly how differs per pilot, but using the rouse, spirit or drive spells works for everyone)
  • Decreasing the defending pilot's will using the daunt spell.
  • Ensuring the attacking pilot has the *fight, attacker, or revenge skills (latter applies only to counter attacks).
  • Ensuring the attacking pilot is an ace at the time they initiate the attack.
  • Buffing the attacking unit with the valor or fury (situational) spells.
  • Placing the attacking unit next to a supporting unit (if not going for the revenge bonus) and ensuring all of the above for the supporting unit as well.
  • Ensuring the unit has the ammunition, energy and will necessary to use the weapon on the given turn.
Due to the time keeping format of the game (each unit can (usually, barring certain spells) move and therefore attack only once in their player's phase, but since the opponent's phase also consists of moving all units, one unit may be attacked, and hence itself counter attack, multiple times in one turn), a single "super" unit with high damage output could almost, in addition to meeting the second form of challenge listed earlier, also meet the first, low turn count form of challenge, thus trivializing a large part of the game.

I say almost, because the last point listed above puts a tactical constraint on this strategy, as by counter attacking frequently, the would-be super unit will run out of resources by the time they need to execute the coup de grace to earn the battle mastery.

This has a patch of sorts, which is to equip some unit with a supply module and assign them to squire duty for the super unit, though the designers were careful to ensure a naive approach here would eat into turn counts -- the supply module is not available for post move use (i.e. it must be used before the carrying unit moves), meaning to supply the super unit, the supply unit must be, at the end of the phase, next to the super unit, in order not to have to retreat the super unit, which means the supply unit will absorb at least part of the enemy aggro (often, though not always, all, as the AI tends to target supply module carrying units) and reduce the number of units killed by the super unit on the opponent's phase hence increasing the number of turns it takes to clear the stage.

Instead, the player has to adopt slightly more complex two or more super unit rotation and resupply tactics, which does indeed meet the general tactical constraints of the game. However it doesn't meet specific tactical constraints in the form of stages which impose restrictions on which pilots or mechs may (initially) be deployed, nor the constraints imposed by the (hamfisted) secret requirements (specific pilots meeting certain level or kill requirements by the end of certain stages), nor, most importantly, the cross-stage strategic constraint the third kind of challenge mentioned earlier imposes, which appears in the final stages of the game.

Moreover, playing with a small number of super units is terribly inefficient, since pilot XP gain (and maybe PP gain as well, I didn't confirm, but I suspect so) is determined in large part by the difference between the attacking pilot and the defending pilot's levels. An overleveled pilot making short work of large swaths of low level enemy units simply lowers the total XP available to distribute amongst your pilots throughout the course of the game -- there's no grinding in Super Robot Wars OG without forfeiting battle masteries, so the XP and money pool is limited when playing for all battle masteries.

Another important note here is that the bulk of the XP goes to the pilot who initiates the attack which finishes off an enemy unit, not the pilot who dealt the most damage, either in previous attacks, or as a supporter in the same attack.

So what's the game?

In short, the game is all about coming up with a viable end game party build to meet the end game challenges, and then working towards it by optimizing and distributing each stage's finite number of kills, XP and PP across the units deployed for that stage (the choice of which is constrained by the story), while still meeting the constrains imposed by the battle masteries and secret requirements, and also minimizing turn counts (which is effectively your score, and prominently displayed by the game on the intermission and data screens), which primarily involves carefully deciding which moves to make and which order to make them in.

In my experience this required attentive planning

1. across stages, to make sure the good enough units would be available at each stage while meeting secret requirements

2. per stage, to devise a stage strategy which would clear the stage while meeting the battle mastery constraint and also minimzing turn count,

3. per turn, to make sure my deployed party was eliminating enemy units fast enough, that it had enough resources (mainly in the form of spell points) for the next turn(s), that my higher level pilots weren't eating away the stage's XP pool to the detriment of the party as a whole across stages.

I found this planning to be very enjoyable and mentally engaging. I particularly enjoyed how much unit positioning matters due to the support system -- adjacent units can add an attack to an attacking unit during the player's phase, or block an enemy's attack during the computer's phase, but different units can do so different numbers of times per phase, which led me to add a higher level concept of formations to my thinking about unit positioning e.g. I had a debuffing formation for sustained energy drains and armor breaks, and two flexible attack formations based around two different support units (one of which involved a combination attack, which is a gimmick two particular pilots can perform).

Briefly, on what exactly is a unit? A unit is the combination of a pilot, a mech, any special parts equipped, and any free weapons equipped ("free" as some weapons are fixed to the mech, while others are "free" to be equipped on whichever mech the player desires).

A pilot consists of the six basic stats, which grow with level according to the pilot's growth rates, and may also be raised by the player by expending PP which pilots earn along with XP by killing enemies. A pilot also has 6 spells they may cast (fixed per pilot, gained by level) and up to 6 skills, a number of which are innate (differing per pilot) and the rest player purchased, again for PP.

Mechs have a size, movement range, HP, EN (energy, expended by some attacks), mobility and armor, a fixed attack set, a weapon carry limit, a number of part slots, and perhaps some fixed set of (defensive) special abilities.

Parts either give bonuses to mech stats (e.g. higher movement range, or more armor), confer special abilities to the unit, adjust hit rates or critical rates, or are one time, in-stage consumables.

I forgot to mention that all three of pilots, mechs and weapons have terrain ratings for the four types of terrain -- ground, water, air and space. The word terrain may mislead here, as the same map tile may count as either air, or ground or water, based on the occupying unit's mode -- is it flying or not. Space tiles, at least, are always space tiles. Both the mech and the pilot's terrain ratings are used when defending, while only the weapon's terrain rating (and not the pilot's) is used when attacking.

Interface-wise my greatest complaint aside from the understandably cramped menus (it is a GBA game), is the lack of a pre-battle expected outcome report widget (see my footnote at the end), which necessitates using external tools or saving and reloading given how important ordering attacks is in the game.

Super Robot Wars OG has great battle music and OK menu and map music. Annoyingly, you only get to hear the battle music if you elect not to skip battle animations, though happily battle music does continue to loop a few times during the rest of the phase afterwards, temporarily replacing the two or three repetitive looping background tracks that usually play. Overall, I recommend the game's sound track.

The game is visually very clear and each attack animation is fun to watch, and even though I could skip them, and 99% of the time I did, I sometimes deliberately didn't, mostly due to the fact that battle animations functioned as kind of jukebox as explained above.

I like the setting a lot, the plot less so, partly because it's conveyed poorly. I like almost all of the characters, though almost all only ironically. Excellen and Leona are my waifus. You can skip through all the game's text segments at blazing speed almost as if it wasn't there at all which is highly welcome, especially when replaying.

Finally, the game was remade along with its sequel for the Playstation 2 as Super Robot Wars Original Generations, though I've not played this version, I can confirm that its sound track has amazing arrangements of the tracks from the GBA game.

I recommend Super Robot Wars OG for anyone who likes the Japanese puzzle TBT RPG subgenre (perhaps I should use the acronym JPTBTRPG and see if it ever catches on). Even though there were 29 previous TBT entries in the Super Robot Wars series before OG 1, and the rule set is obviously highly refined in the iterative sense, it feels as though it could use some consolidation. I'm interested to see how the designers changed the rules in OG 2, alpha 3, and Z which were the last games made exclusively by the same team (Banpresoft before they became B. B. Studio). I'm also, of course, interested in the OGs remake from a different team (TOSE) and the games which branched off from there. I will be playing those some time in the future and sharing my thoughts then.

*I never bothered to create a damage calculator so I did save and reload to see how much damage different units would deal to a target when ordering attacks mattered, as it very often did.
 
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Nutmeg

Arcane
Vatnik Wumao
Joined
Jun 12, 2013
Messages
23,699
Location
Mahou Kingdom
I employed a spreadsheet
Oh dear.
To be fair, it might not have been necessary had the game presented information in a more readily digestable manner. Due to the GBA's limited screen space, I often had to switch between screens (sometimes with the trigger buttons, other times through short menu mazes) to get the information I needed for the decision I was trying to make. It was easier to just key the information into a spreadsheet with certain numbers next to other numbers I wanted to see side by side.

The fact I had to do this to simply clear the game speaks well for its challenge.
 
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v1rus

Arcane
Joined
Jul 14, 2008
Messages
2,294
Xenosaga part 2 time.

Just started. Spent an entire day reading about the combat system, finally wrapped my mind around it. Looks extra promising and fun, like really looking forward to it.

First part def was more challenging than your usual JRPG - which I loved. Hope this one is even harder.

Perhaps i should have went with a diffculty mod? Never know should I or should I not play it like that first time. But I do like my challenge. For reference, DQ11 with stronger monsters was just fucking right for the first half, got a tad easier before going skyhigh towards the very end. Timewyrm was perfect challenge wise for an endgame.
 

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