Showing posts with label The Gamer. Show all posts
Showing posts with label The Gamer. Show all posts

Friday, June 19, 2015

FF14 Heavensward existing class patch notes thoughts

Okay second part of Heavensward patch notes regarding existing class changes. Below are just some of my thoughts and speculations. Maybe in the future I can look back and see if they came true?


Disclaimer: Note that the only classes I haven't played are Ninja, Warrior, Monk and Archer so what I view from those classes are purely from a bystander perspective.

The existing skill changes compilation I read were from here. It seems like there's a lot of nerf in AoE damage, defensive buffs and debuffs. There are also buffs in attack skills in general.

Particular skill changes that caught my attention:

Enhanced Medica replacing Proshell  - This is incredibly awesome given that Cure III range is so crap. This means that we can be more liberal on our AoE heals. Proshell removal is probably just to balance between all 3 healers so when Scholars get paired with Astrologians, they don't feel like they missed out on anything.

Quick Stoneskin replacing Graniteskin - Awesome also. Graniteskin removal, like Proshell removal, is probably for balancing out the 3 healers. Quick Stoneskin is actually very nice for tank busting mechanics and PVP where cast time really matters.

Selene Changes - Wow, looks like a lot of changes for the Scholar pet. The 'mass leeches' skill can be useful I guess, but with statuses that cannot be removed, it's hard to conclude it's usefulness. It will probably be good in a couple of fights here and there though.

New Class Skills

Summoner
Holy shit summoner. With all the AoE nerfs to Holy and Flare, They might very well be the best burst AoE class in the game with these new skills. I'm expecting a nerf coming their way because with Tri-Disaster and Dreadwyrm Stance, they might also be the best single target caster DPS (they already are currently, but this might put they waaay past BLM).

 Scholar
They ramped up Scholar's ability to heal, which kind of confuses me a bit because that is traditionally a White Mage's role. I'm not exact certain about what to conclude about Deployment Tactics, except that it can gives everybody a powerful shield. Actually the new Scholar skills made me wonder where both Astrologian and Scholar stands between healing and shielding. In general, Scholar seems like very well rounded healer now, instead of a shield specialist.

Black Mage
Ley Lines is the most interesting new ability in my opinion, specifically on a job that is as immobile as a Black Mage. Sharpcast looks crazy good on paper because it forces procs. The effect of Enochain + Fire4/Blizzard4 really depends on how good they are in the BLM rotation I think. As the description holds, they do not look very impressive. It might be just there to increase overall dps and make rotations a bit more complex.

Bard
Bards seems to get a more complicated dps rotation! Hooray! Getting their own version of fester seems fun too. I personally feel that Warden's Paean will become another class defining feature for Bard, unless Yoshida is a bastard and have 'un-Paean-able' statuses.

Dragoon
Pretty straightforward. They get their version of Grease Lightning. Wait, then what would that make the relationship between Dragoons and Monks? With the lack of new attacks from monks, it seems that Dragoons might becoming top DPS, but only if they manage to the new positioning attack right all the time to extend Blood of the Dragon (well done, I just realized I almost described Grease Lightning).

Monk
Yay, AoE attack. Tornado kick is weird, because at the moment, monks do not want to lose their Grease Lightning. Integrating it into monk's rotation might mean that Perfect Balance timing is more important than ever. In general, it feels like Monks are less reliant on maintaining Grease Lightning, since they can gain it back faster with Form Shift. This could translate to just better overall dps.

The Chakra mechanic looks like a throwback to Monks in RO1, so we might see Monks become more bursty depending on what they can do with it.

Ninja
The support melee is more supporty! Now they can reduce enmity, which probably makes them best friends with Black Mages. Other than that, they just simple dps increase.

Paladin
I really think this is Yoshida's secret favorite class now. They get dps increase and a 1 hit version of the old Manawall. Divine Veil is siiiiiick on paper and can prevent raid wipes or mechanics that constantly throws AoEs (like T11?). Oh and they get a form of  Lay On Hands, finally.

Warrior
I was actually wondering what dps class this is, then realized it's the Warrior. At this point, I'm entertaining the thought that Yoshida might change the Warrior icon to purple. Warriors are still really good tanks if done right though. Also, having a TP restoring skill really helps since they cannot cross-class Invigorate. I think they will be really fun to experiment solo/duo dungeon runs with, since their kit is looking more and more akin to those solo classes in other MMOs.

White Mage
Everything is good here. Every skill just makes White Mages do what they already do better. Aero III and Assize is going to be awesome for clearing mobs with the nerf to Holy incoming. Asylum is always good to have; there is actually a similar skill in PvP. Getting our own small Lustrate is good (Tetragrammation). My only hope is that it's "Instant" is really instant unlike Benediction's.

Aaaand that's it!^^

Heavensward soon!

Thursday, June 18, 2015

FF14 Heavensward patch notes thoughts.



Preliminary Patch notes are out!

Here are my thoughts for most of them.

Let's start from the top. Real talk here.

Playable Content
Areas
New areas and stuff. Not much to comment other than graphics. Art-wise for normal non-snowy areas look very Vanguard:SOH style: lots of brown, lots of medieval, lots of ruin, lots of moss, and...brown. Snowy areas look very Everquest: Scars of Velious: mainly pointy stuffs and dragon-like stuff littered over barren whiteness. Quite lovely. I loved Velious in Everquest so I'm pretty sure I'm going to love this place. I would love to have our FC house in a snowy place!

Flying continents are always amazing, of course. Brings the epic feel to the game.

Quests
Nothing much here, except that Beast tribe daily quest allowance increased from 6 to 12, which means more free exp especially for Ixali crafters.

Guildleves
There's this new thing called "Temple Leves" which is basically giant leves that uses up 10 allowances. There doesn't seem to be much motivation to doing these except that it drops this thing called "amber-encased vilekin", which we still have no idea what it can be exchanged for.

FATEs
Nothing interesting here. More FATEs. Much wow.

Treasure Hunt
Nothing interesting here. More map types, much awesome.

Grand and Free Companies
Company Workshops! This is puts some EVE Online into FF14. Basically, crafters (or rich people, usually they are both) within the FC can come together and craft awesome stuffs, like airships! I think this new feature is pretty nice and adds a whole new level of content for crafters. 

Speaking of airships, there's this new thing called Exploratory Voyages. If a Free Company has an airship, you can send it on one. From a glance, it seems like a very detailed super retainer. I'm quite interested in how much Square allows this to affect Adventuring. My speculation is that it won't affect that much, but on hindsight, I can see how you can implement it such that it does.

And finally, new company actions! Glancing thought, the Jackpot ones (increases MGP payout) is so smart, especially if it affects mini-cactpot (I don't think it...will for the giant cactpot one?). If so, I can see our coffers drain at every midnight now.

Housing
New furnishings...etc. The Triple Triad table is actually interesting. I'm wondering if others can spectate a match.

The Manderville Gold Saucer
[2.0] Players can now purchase up to three mini cactpot tickets per day.
Holy crap? It gets more expensive after each try but...holy crap?

Other Playable Content Stuff
Nothing much that we don't know about here. New sightseeing logs, Au Ra race, new hairs (I don't think they are that interesting). Being able to view weather forecast is cool. Flying mounts. Oh yes, flying mounts. Like many others, I'm excited to have one, but I didn't like the addition of griffons. I really don't think it belongs in a Final Fantasy setting at all. But whatever pleases the crowd right? Griffon + snow = profit!

Battle System
Okay I'm just going to talk a bit about the 3 new jobs. It's going to be interesting to see how all 3 of them works out and fit into the current meta. Just some thoughts off my head:

Dark Knights
Are Dark Knights going to replace Warriors as a preferred tank? Or Paladins? Which do they synergize with better? How mana or energy reliant are Dark Knights? This might affect synergy with bards and ninjas. Potentially, like Ninjas, their existence in a static that aims for optimization might change their lineup.

Machinist
What support does Machinist provide? I don't think they are all out dps because then they would be competing with our 3 other melee dps for physical prowess. I don't think any melees will like it if Machinist does more dps than them, which means they might support based. If so, how are they compared to Bard, which already seems to have everything.

Astrologian
Astrologian seems hardcore, potentially. Also seems fun. I'm definitely playing one on release. Either way, the way their stances work make it seems like they synergize well with the other healers. There will probably be different playstyles depending on what your other healer is, which I thought is interesting.

Limit Break Changes
The limit break for ranged physical DPS has been changed to an attack to all targets in a straight line before the caster.
Sounds incredibly underwhelming and boring on paper. Sounds like AE limit break with less area and possibly more damage. If that's the case though, I can see how it replaces caster LB in certain fights though. Pretty safe move. Still much much better than Bards casting healer LB.

Attribute Changes
[2.0] Player attributes have been adjusted as follows:
- Skilspeed and spellspeed now affect damage over time and healing over time effects.
Finally. About time. Also, maybe SMNs can share gear with BLMs now? And very good news for WHM. We'll still need to see the formulas though.

- The effect of determination on auto-attacks has been reduced.
This is just to reinforce the skillspeed/spellspeed changes.

- Critical hit rate now affects damage dealt with a critical strike.
Wow. So it's crit damage AND rate now? Sounds really overpowering. 

- Certain attributes no longer affect parry or block.
No comments. 

Fantastic changes which opens up for more experiments with gear, depending on how well they balance. In the future meta, at best, we might be seeing different BIS for different fights along with different rotation with different BIS. At the worst case, we'll just go back to the 1 BIS to rule them all. 


Pet Changes
[2.0] Pets have been adjusted as follows.
- The base accuracy of pets has been raised. Furthermore, all pet attacks will now be treated as if attacking from the rear.
- Pets will now receive the attribute bonuses of food items.
Awesome changes for SCH and SMN. To be honest though, these should be in since day 1 so from my perspective it's more of a bug fix. 

- In order to receive the effects of the caster's spell speed attribute, all pet actions excluding auto-attacks have been changed to elemental damage.
This one is pretty rad. /shrug. 

Duty Finder Changes
Undersized Party allows you to bypass restrictions of a duty while Minimum IL syncs you to the duty's minimum requirement. Both are really really cool. Undersized Party allows for cool experiments like maybe solo warrior runs....would make decent online content for your blog or whatever. Minimum IL is lovely. It allows players to experience old content as close as possible to its release. Reduces the amount of "BACK IN MY DAYS" rants for old players, I guess.

Loot Rules can now be set
We finally have multiple loot systems: Normal, Greed Only, Lootmaster. To be honest, I can't believe it took them this long to implement this. Watch out, DKP loot system might be coming Weird though, to have DKP for 8 man runs. Must be more unnecessary than I thought.

Hunts
Nothing much. New kind of hunt seal? I hate hunts so I'm not really interested.

PVP
Lots of interesting changes and fixes. We can finally figure out WHY we win/lose now that they are showing points gained from various sources. There are also new rules for Frontlines which I cannot wait to try out!

Items
Tons of small, interesting things here. Let me cherry pick:

[2.0] High quality items can now be converted into normal quality items.
The ability to reduce HQ stuff to LQ is always useful.

[2.0] Players can now purchase replica Zodiac Weapons from Drake in the North Shroud (X:30 Y:20).
AWESOME! No more stupid WHM christmas tree stick!

[3.0] Disciples of the Hand and Land can now exchange blue crafter's scrips and blue gatherer's scrips for items and gear.
Looks like tomestones/marks/seals for crafters and gatherers. No idea what it is, but good to see content expanded for crafters and gatherers.

Collectables
Recycling mechanic. Always nice in any MMO. We'll have to wait and see what things actually get recycled for.

[3.0] The crafting specialist system has been added.
Essentially means you cannot be a "Master Crafter/Gatherer". Er, this is good and bad. Good because market won't be flooded and a crafter can probably earn better dough. Bad for consumers because everything is back to being rather expensive. However, still good for the game in general because the market will be stabler. I won't go into details here.

[2.0][3.0] New minions have been added.
[2.0][3.0] New mounts have been added.
Yay! Sorry.


System
Nothing much here

Monday, April 13, 2015

Momoko In Eorzea Part 3: Final Cutscenes and Zodiacs



Man...I just finished the final cutscene before Heavensward

T_T

What an emotional cutscene. So damn much is happening and so damn much happened that it is impossible to talk about it without spoilers. I had many screenshots but alas I cannot share them without spoiling. 

But it was...a great closure before the expansion hits. Square Enix can finally make good plot?! What is this, 1994? 

Speaking of 1994, the new Magitek background music sounds so fitting after watching the cutscene. Good job pulling it off SE. You almost made me cry. And good job RNG, for rouletting this mount at the end of one of the cutscenes. AT CORTHEUS.

T_T

Speaking of crying, aside from that I finally got my christmas stick Zodiac Weapon!! Look at my disappointed face!


Seriously though, compared to what I had (look at the happiness on my face!):


This new weapon totally stinks graphically. I was prepared for the disappointment, but apparently it is so disappointing that one cannot simply prepare for it. The most upsetting thing is that I cannot glamour it back! They turned my shiny rod into a materia! Graaahh!!

Well, what's done is done. I guess I can only look forward and also look for a nice glamour for it in the future...

To Heavensward!

Monday, April 6, 2015

Momoko In Eorzea Part 2: Easter!

Hi all!

Easter has come and gone yesterday, both in Eorzea and in real life. Since this is officially the first time I'm doing an Easter related event, I actually consulted the Great Wikipedia to now more about it since I'm not Christian. As usual, Wikipedia was filled with too much random details that confused me, but what I do understand is:

1) Christian Holiday?
2) It's 2 days after Good Friday, which is a public holiday here!
3) Easter eggs started off red, symbolizing the blood of Christ
4) The eggs are a symbol of an empty tomb
5) Easter Bunny is Santa Claus of Easter

Now I'm an eggspert in Easter! (I guess not)

Egg yolks aside, I finally completed the Eorzea Easter event! I happen to have a set to dress for the occasion! 


You get to turn into a spriggen this time, though I'd wish you can get a nice spriggen outfit as a reward. Instead I got some egg-ly earring. It's a bit hard to see, but luckily I'm a Lalafell and I'm closer to the floor! (It's still kinda hard to see though...)



On to a sidenote, I completed the Moggle Delivery Quests over the weekend. The stories for each quest are actually not bad, with a few of them actually being good. The image below just me confused over how this scholar-ly looking Lalafell is actually a swearword-cussing pirate-sounding marauder named RATATA -_-;;


AND ALL THAT WORK FOR A DUMB AWESOME HAT!!!


Ah, it was all worth it in the end ^_^

Happy Easter!
Momoko


Thursday, April 2, 2015

Momoko In Eorzea Part I: Introduction!


Heavensward expansion is just around the corner, so what better time to jump start this little blog by chronicling what I spend most of my time doing after work: Final Fantasy XIV!

(」`o´)」(/`o´)/
Let's go!!!

First, a few introductions!

A bit of myself. I have been playing MMOs since I was 14 I think (man it feels so long ago). Started with Everquest saving 1 dollar a day, then to the now defunc City of Heroes, to Final Fantasy 11, to Guild Wars, to World of Warcraft on it's launch, then to Vanguard: Saga of Heroes, then to Guild Wars 2 and finally here I am at Final Fantasy XIV. As one would expect, I'm no stranger to MMO mechanics as I have breathed them as much as I lived them.

Why FF14?

There are really a multitude of reasons. There is firstly, of course, the Final Fantasy brand. Riding chocobos in FF11 made me happy. Riding Magitek Armor on FF14 makes my FF6 fanboy scream in delight.

But aside from that, FF14 is polished and clean. I played so many MMOs and some felt clunky, slow and occasionally painful to play at certain parts, but FF14 has a very polished feel, much like WoW has.  If I have to bring up examples, Guild Wars 2 had an incredibly painful menu (I can't remember which one) which slowed my PC to a crawl despite me able to run WvW at 40+ fps.

Honestly I did not expect to play FF14 for this long, that's why I didn't start this earlier. There are points where I felt like there is nothing more to do and that there is nothing worth talking about, but that is because I have only been doing 1 kind of content. But hey, now there's so much stuff to do ever since I went into the crafting business and PVP. And since Yoshida decided to release Golden Saucer last patch, the things for the middle-end player base seems to be limitless, and it could only get better from here.

Unless Tree of Saviors turn out to be super kickass, I don't see myself stopping anytime soon, especially since I have invested so much time already in FF14, and that our little Free Company is so awesome to hang around. I even get to practice a bit of Japanese too with the Japanese players!

Eorzea has become like a third home to me much like how Norrath was mine a dozen years ago.


And our FC just banded together to clear the latest Steps of Faith Trial! The trial is so different from the previous trials that it's very refreshing! Instead of the usual tank/healer/dps fight, it's more of an objective driven fight. Maybe there are more of it's kind in the future? Some old dungeons have been playing around with this kind of idea for quite some time so perhaps we'll see more interesting mechanics in the future!

This is Momoko, signing off~!

Thursday, October 16, 2014

GameStart Asia 2014!

So 1 week from now, I will most probably be helping out at GameStart's PlayStation Arena to host the 3v3 Guilty Gear Xrd team tournament and also introduce the game to others. The Guilty Gear Fighting game series had been a rather big part of my life at one point long ago so naturally I am excited to catch a glimpse of its newest edition.  It's gonna be big, it's gonna be exciting, it's gonna be a lot of catching up with players I haven't seen in at least half a friggin' decade.



I'm being an old man here, but it's incredible to see how fighting games has grown, with companies actively reaching out to our small communities and supporting in various events and tournaments. All this was really but a dream back then.

Anyway, back to GameStart. It has quite a number of interesting events to watch out for as far as fighting games are concerned. On top of the Guilty Gear Xrd 3on3, we also have Gundam Extreme VS. Full Boost tournament (thanks to Bandai Namco) and the Capcom Pro Tour for Street Fighter will also be there.

Outside of that, there's a few company booths I would most definitely drop by (like INZEN dundundun!! ^o^) as well as a few games I would be interested in looking at, and of course cosplays.

Seems like a swell weekend ahead ^^



Saturday, June 28, 2014

SEAM2014 Aftermath




I like how this post is 1 week late, but it has been a really busy and tiring week. Oh well, here we go!

Through some miracle, I was able to make it for South East Asia Major 2014 (SEAM2014). Wow, what a weekend! What an event! Where do I even begin?

Shoutouts to all the organizers, marshals, and people who made streaming possible for all the tournaments that were taking place.  Kuni, Josh, Yongde, Farp, Don and all the others from the other tournaments who made this event possible.

Shoutouts to all the players who made it all the way down to compete. We had players from USA, Australia, Brunei, Vietnam, Myanmar, The Philippines, Malaysia, Indonesia, Japan, and more.

Shoutouts to all the people who made commentating BBCP a thrill. Anton for joining me with his calm demeanor of a voice, Dinman's crazy Tager that made it to top 8 WINNERS BRACKET, Ourozama for being the true Hazama of his pools, Rebel2 players of course, and Kirie, Vic, Uncle Joel and Kenzi for the afterparty stream appearances.


The list just goes on. Hiro for accompanying our Arcsys guest Souma-san, Rchusan for winning Terumi dakimakura (lol!), Dix for winning the Tsubaki side tournament and the Tsubaki dakimakura as well as having a great time of CVS2 with me. Speaking of CVS2, I cannot thank Lenn of Versus City enough for setting up a chill booth with really old games like KOF95, CVS2, SFT and 3rd Strike. Unforgettable.

And of course, journalists and cameramen (Edz, we really need to UMVC3 again) who take their time to come down and cover the event. Props to all of them.

Now that I’m done with the shoutouts, I can finally talk about my thoughts, although the shoutouts should have mostly expressed my thoughts. This was a hell of an event, possibly the best SEAM to date. It never fails to amaze me how far apart we all are, yet bonded together by fighting games.


Just a few things to rant about. I wished I had joined UMVC3 on Friday but I couldn’t make it. I was curious to see how would my Taskmaster/Spencer/Tatsu team fare now that I know better combos and setups compared to last year’s. I ended up joining BBCP mostly just to represent my character Platinum, though I don’t really had any expectations to win from the beginning because I haven’t been keeping up with the game nor practising for the past maybe 3 months? Winning 3 before being eliminated far surpassed my expectation and I’m still kind of laughing about it.

Commentating was fun. Rewatching the stream, I think I did an okay job. It could definitely be better. My voice sounds hoarse and mellow like a gorilla, which didn’t really please me lol. Man, I really sounded like a Chinese who can’t even enunciate words properly when I’m talking fast. That aside, I’m not really sure how I should improve, considering that I really don’t want to turn my commentary into e-sports mode. At the very least, I should stop sounding like a gorilla with a mouthful of marshmallows I guess.

What else can I say? It was really fun meeting up with everyone after disappearing due to work and other commitments for a couple of months, and seeing the community grow to this point.  Kind of makes me a little sad that I’m not born slightly later, training for tournaments when I had all the time in a world pre-National Service. We didn’t had any of that back then. I still find it crazy how Capcom single-handedly revived Singapore’s arcade scene from the brink of death.

Great games. Game on.

(Man I really enjoyed the CVS2 section a hell lot ^_^)

Sunday, June 15, 2014

[Review] Love Live: School Idol Festival.

It's about damn time I did a game review ^_^



Here we go: "Love Live! School Idol Festival"

This iOS/Android social game has been out in Japan for quite some time now (I think more than a year ago?) and I recently picked it up. The English version was released around a month before this post. I won't go too much into the mechanics of the game as you can try it out for free and read the unofficial English wiki here.


But I'll at least skim through what it's about. The game is really simple, even by social game standards. Basically you use stamina gained over time to play songs (essentially rhythm games) which can give you Loveca Stones (it's the game's cash currency used for paid gatcha), coins (the game's free currency used for enhancing cards), friendship points (used to get more free version of gatcha), and random cards depending on how well you do. If you have no idea what these bolden words mean, then you haven't been exposed enough to social game mechanics. Hopefully I'll write an article about it and link it here in the future.

SO MANY CARDS!!!
The simple layman objective of the game is to collect as many cards as possible. Cards have rarity. The lower rarity ones can be obtained through the free gatcha which costs friendship points which is obtained simply by playing. The higher rarity ones can be obtained through paid gatcha which can be bought using real life cash OR completing one-shot objectives in the game (the game is rather generous at this too compared to other social games). Combining two of the same card will yield a more powerful (and naturally more unique) card.

And of course, better cards in this game will allow you to yield better score in your song attempts. Higher rarity cards will have better stats and have abilities that affect your play. It's really a very simple social game model.

Okay enough about mechanics. Let's talk about why the hell would you want to play this game. If you are a Love Live! fan and not playing this, you are either missing out A LOT or you are just trying to prevent yourself from bankruptcy. If you are NOT a Love Live! fan, give it a shot. It's a simple, polished rhythm game in my opinion. Remember to watch the anime if you actually like the characters! (mwahaha)


Simple Rhythm Game

What makes this game great to me? Firstly, its simple social game model allow players to quickly understand what they need to do. There aren't any overly complicated mechanics or number crunching. Getting better cards and performing better at your songs yield naturally yield better results. Secondly, its polish. Clean art, clear UI, voice acting (I cannot emphasize this enough), this game markets the Love Live characters and franchise really well especially with in-game events and login bonuses that reflect real life events like a character's birthday or airing of an episode. Thirdly, its generosity with Loveca Stones, the game's cash item. Normally in social games, the developers rarely want to give easy access of these cash items to players because...well...it is essentially giving the players money.

Highlighting the third point, I think some of us would start thinking how the heck does being generous to cash items lead of sales. There could be many reasons. It could be that the sales are already SO GOOD that the company can afford giving cash items away, sacrificing profit for happier players (which in turn brings more happy people, which in turn increases chances of them spending money, etc). However, this is a chicken and egg problem. If we assume that this hypothesis is true, there must still be something that allows them to start this cycle.

EVENTS!!!


Okay here is where I talk about what I really wanted to talk about. Events. In Love Live, so far there are only 2 kinds of events that happen periodically. One of them is a grind-fest, the other is PvP. Both have the same objectives: getting points.

The basis of participating in an event is very simple and is already used in some social games. Participating allows you to have a shot at an event-exclusive item, or in this case, a Super Rare card (the only thing higher is an Ultra Rare card). However, this game is generous. If you play the event regularly (regularly meaning if you have enough stamina, you play ANY song and do not lose), you will get the card no problem.

So when to people pay? In comes the infamous simple but powerful ranking system. Every player who participates has a rank depending on how much points he accumulated. Every 'region' of ranking will receive different rewards when the event ends (events typically lasts 10 days). In the japanese version I'm playing, the highest region of ranking reward is 2 free attempts at the paid gatcha and 2 of the event-exclusive Super Rare card. Why would you want another of the card? Remember that combining 2 of the same card will yield another card! So in reality, the event has 2 event-exclusive cards, one of which can only be obtained by being at a certain ranking. Why would you want a THIRD card? Mostly for collection. The 2 exclusive cards are after all, 2 different art. If I really liked that character, I would've gone for it.


Eye catching UI and presentation

It's almost perfect execution in my eyes. After seeing how events are designed, it's obvious that the people behind the events knows how to target their audience really well. It is generally accepted that if 10% of your social game's players actually spend money monthly, the game will be sustainable and rather profitable. I can just imagine that 90% of people playing this game are Love Live! fans, with maybe a quarter of that being HARDCORE fans, and...we know how otaku fans are. When the cash is no question and the thing they want appears right in front of them, it automatically goes to "buy first think later" mode. I'm not really a huge fan of the series but I can imagine that if the event has a character card I really love and there's a thousand me's competing for that card...wow...that game is gonna profit a hell lot.

And it goes back to the franchise as well! Love Live! is one of those idol animes where they would hold concerts in Japan and sell lots of albums. Players who play this game will end up knowing the songs, encouraging them to attend concerts and buy the franchise's goods and albums, and of course spreading the word. It goes a full circle. That's the beauty I see in this game.

If I had an ideal of how a social game promoting an existing IP should be done, this game is a great example I would bring up. Simple, polished, very engaged to the franchise, and effective execution of content release and balancing.

Saturday, April 12, 2014

Video game violence?


Haha the blogger app just destroyed my original angsty post. I guess I'm not fated to do a post about this topic. But I don't care, I'm going to just attempt to rewrite everything!

Okay anyway. Video Game Violence! Let's go through a bit about it. It's related to the supertopic 'Video Games Controversy' which talks about how games can change the behaviour of a person and discusses whether it is good or bad. It was...what...a 30 year old topic? And this 'video game violence' subtopic's popularity skyrocketed in the 1990s because some people decide to murder or manslaughter others in public for 'no reason' BUT it was discovered that these murderers play violent video games. Media and people decided to put 1 and 1 together, peppered with some logic that concluded that video games caused the violent actions of the murderers. I grew up in the 1990s as an avid video gamer so this kind of news sticks out like a sore thumb to me.

Honestly, I have been wanting to blog this for the longest time but constantly decided that it was a retarded topic to blog about whenever I get started on it. When I was younger (much younger), I thought this topic is so silly that it would die down eventually. Unfortunately, it didn't seem that way. Everytime I see a 'video game violence' article, I will get tempted to blog about it and give up eventually because it really feels pointless. But here I am trying again.

So I would like to point out a couple of recent articles. I'm not a fan of linking people away from my blog, but this is kind of an exception since I take reference from outside sources. This article was written about a study that took place fairly recently and got thankfully debunked. Let me first disclaim that I know nothing about the science of asking survey questions, but it seems silly to ask questions related to video game violence to 3000 children, with a minimal age of 8 years, over the course of 3 years. Am I the only one who sees that there are way too many variables to draw any concrete conclusion? First of all, 8 years of experiencing life is a heck of a long time, let alone 17 years. People grow up differently, have different views over different topics because they have different personalities and grew up in different circumstances. That alone provides so many variables! And how violent is violent to each and every child? You can't expect random children to gauge how 'violent' a game is and expect it to be on the same gauge as other children. You mean 3 PH.Ds and 1 MA can't figure that out?

This other study is even more recently written. It basically suggests that it might not be the content in video game that makes people violent, but frustrating mechanics. What? You mean after 30 years, people just reached this conclusion? Or does it have to be someone with a Ph.D to write such an obvious statement before anyone bothers with it? *sigh* I think almost every game developer or QA tester already knew this fact for ages. And it is such an obvious fact too! Frustraion = Anger = Violence? I can sense all the game developers out there snickering at the article. However...better now than never right? I guess it's about time.

My take on this is simple. Everybody is different. Some people love vegetables, others hate it. Some people get motion sickness playing FPS, others can play for 10 hours without stopping. Some people play violent games to destress. Some people cannot differentiate the reality and virutal. Some people don't even see the point of video games. And all those can change over time. We are all different people at different times. Why is it so hard to acknowledge that? What is the point of asking 'Do violent video games cause players to be violent?'? We 'players' are not even clones of each other.

Video games are not drugs, stop thinking that it has the same effect on everyone. It is a just a much more powerful book or movie because of added interaction. It is just another form of media. Like articles, newspapers, TV, LIKE THIS BLOG, like OTHER blogs. It's brain food. Have you read horror stories when you were young and became afraid of the dark? No? Yes? Maybe? You see, even books do that! It depends on the receiver. And the media can't possibly cater for EVERYBODY.

I really appreciate all the people fighting to for video games. I can only imagine that it's an extremely daunting and annoying fight. Here's an article which more or less reflects what I feel and supposedly with evidence to back up. I re-quote Vaughan Bell from that article:

"[U]sing randomised controlled trials, research has found that violent video games cause a reliable short-term increase in aggression during lab-based tests. However, this seems not to be something specific to computer games. Television and even violence in the news have been found to have a similar impact. The longer-term effects of aggressive gaming are still not well studied, but we would expect similar results from long-term studies of other violent media — again a small increase in aggressive thoughts and behaviour in the lab.

These, however, are not the same as actual violence. Psychologist Christopher Ferguson, based at the Texas A&M International University, has examined what predicts genuine violence committed by young people. It turns out that delinquent peers, depression and an abusive family environment account for actual violent incidents, while exposure to media violence seems to have only a minor and usually insignificant effect."

Well, at least I FINALLY let this out of my chest. My god I finally don't have to think about blogging this ever again ^_^

Let's all move on to happier things!

Saturday, March 22, 2014

[Game Design] MMO Customization thoughts

I have been playing FF14:ARR for a couple of months now and it was exactly what I expected it to be. It wasn't new  or fresh in anyway. The Armory system is basically multiple characters in one character. FATEs are dynamic events made popular by Guild Wars 2. If I were to consider WoW an EQ 2.0, FF14:ARR would be the WoW 2.0 in a sense.  Get to max level, farm for gear, go PvP or PvE, raiding, crafting...same old song and dance. Some implementations got upgraded, some parts got streamlined, etc. Mostly improvements though in my opinion but I can see why some other people might not think so.

However, what I found interesting is the lack of customization. In FF14:ARR, what you can do as a class is very specialized towards your classes' role in the party. Most people see that as a downgrade...to games in general. It was an interesting thought that I held with me throughout my university days but I never discussed about it openly.

Taking us back in time...

I remember that ever since a decade ago, making games with the idea of 'allowing players to customize' was celebrated notion, both to players and to developers alike. It still is. I grew up playing Black Isle games, Bioware games and PnP Dungeon and Dragons. In these games with small social interactivity, customization was really an awesome thing. As I was studying to become a game developer, the phrase 'let players customize' was often thrown out during discussions and written in game design documents as a very very positive thing. Thinking back, people rarely talk about making or discussing about games with strict-but-well-defined roles. It is much easier to pitch a game to others if you have 'customization' in your games. It is much easier to pique the interest of your friends if the game you are trying to get him into have 'customization'.  Why is it that games that offer 'customization' so alluring? Is it because idea of 'customization' implies 'near limitless possibilities'? "Oh you can create a Orc rogue, that sucks at sneaking but uses magic really well!" Wha-?

So what spurred the idea of having customization in games in the first place (not just MMOs)? Usually, developers just want to throw a, say, skill tree they designed and see what players do to it. In a sense, it's like throwing a bunch of tools at a person and asking him to make a table. The player can then, depending on the restriction of the tools, make a proper 4 legged table,  3 legged table, a dysfunctional table, a round table or even a chair. It COULD be that the designer cannot make up his mind and decided to leave it to the players. *shrug* There are times where I see skill trees in games that made sense, and there are times where I just feel that the designers don't care, don't know jackshit of what they are trying to do, or simply overwhelmed by the decisions they are giving the players.

I think that it is great having customization in single player games or instanced games with small scopes like Diablo or Neverwinter Nights, where the damage you can impose onto others for having crap builds is minimal due to its single player nature (you can test builds in an isolated space). But in MMOs, I start to wonder if it is really a good thing.

Consider DDO, Dungeon and Dragons Online. (Warning! DND jargons below)

It's easily the first game where a character you recruit into the party might not be what you think it is. When I played, it was p2p so we had access to all the now-premium dungeons. We wanted to go to this dungeon called Catacombs and we know for a fact that bringing a level 8 cleric with logically sound stats would easily clear the first few levels of the dungeon with the Turn Undead skill (it starts at level 2!). We saw a level 8 cleric looking for party, grabbed him and went straight into the level 2 dungeon. What we did not know, or rather, it wasn't shown that the cleric has crap for Charimsa stat, causing his Turn Undead to be really crap. I was astounded when I saw a level 8 Cleric casts Turn Undead at level 2 undeads and nothing happens. To prove my point, even the level 8 Paladin, a class with Multi-Attribute-Dependency, has 14 Charimsa and weaker Turn Undead (casts at 1/2 Paladin level I think) manage to fear the undeads. That wasted lots of our time and since it's p2p, money as well.

The thing that irks me is not the skill of the player. Sure, in MMOs, we do run across people with really bad skills that waste our time, but that can be remedied over time and that's one aspect that makes MMOs beautiful; to see other players become better. However, characters with a bad build that no skill can overcome is simply bad and will always be bad. It's like putting points into useless talents in vanilla WoW (like wand specialization) or playing a two weapon fighting dexterity fighter in any form of 3.5 DnD (like DDO). DDO is a really special cdase because players can do things like playing a Rogue without points in Disable Device which can heavily impede the progress of your party. In the end, there exist a 'right' way to build a character, which will progress fine in the game, and a 'wrong' way, which is bring pain to the player and those around him. If so, why not just implement the 'right' way?

That sort of leads to my main point, which is 'Is customization really what it is in MMOs?'. I'm going to throw out a phrase: "Viable Builds".  If you throw 'limitless possibilities' onto hundreds and thousands of players in your game (doesn't really matter what game), viable builds will start to surface. Like during the time I played Guild Wars 2, despite preaching about 'customization', the very versatile Elementalists really only have a finite amount of viable builds (I think Elementalist has 3?). So what is the point of customization if in the end, people are defining these viable builds? In a sense, it's like they are solving a puzzle for the designers. It's like genetic algorithms.

However, there is one thing I love about this 'customization' which I must give credit for, which is the discussion process among the players.  Active discussion among players is invaluable to an online game and is a key aspect of a successful long-lasting community. I just feel that it's a bit funny that players are, for example, drawing DPS statistics for the developers (who might refer to it). You see, in a sense, it's like players working for the developers. What a grey area -_-;;

Now this might seem like a anti-customization rant, but it only is because many people I talked to seemed to be attached to the idea of 'customization' like it's always a good thing to have in a game. It's not always. If games have lack of customization, they are more focused on the role of the players and game content is designed to challenge those roles. I just feel that it is more interesting doing content designed specifically for roles. It would boil down to the execution of the players. It is also one of the many reasons I loved Everquest; because of its simplicity. It is kinda of why I'm enjoying FF14 now. Everyone has the skillsets; just how well they execute it. No nonsense like "I'm a Rogue without Disable Devices" crap.

Seriously, I no longer look at 'customization' as a key feature in MMOs anymore. If I am going to be slipstream-ed into a role, might as well let me choose the role from the beginning instead of taking me for a ride. However, I feel that both can co-exist somehow. Like say for skill trees, we can make the skills only enhance the role of the character, instead of allowing the character to step out of their roles. Much like Etrian Odyssey's skill trees. Just an example..

Mmm, some food for thought =)

Monday, March 10, 2014

Dungeon Keeper Mobile controversy thoughts



Quite some time ago, I downloaded this new EA social game that uses the beloved Dungeon Keeper IP. I played it for a good while, chose not to commit into it and moved on. That's the end of my side of the story.

Months later, I saw waves of hate resonate throughout the internet about this Dungeon Keeper spinoff, both before and after this article went viral.  It seems like the usual hatred towards social games by the same elitist people who believes micro-transaction, endless content and DLCs are evil. What a crazy age we live in now eh? Stereotyping games and stuff. It's almost like racism. Anyway, just a word of warning: this is a rant and my rants are usually devoid of structure and subjected to derailing.

As a Dungeon Keeper fan myself, I honestly didn't find this social version particularly bad. Sure, it could use some balancing, like how long it takes to complete an action. But overall, as a social game, I think the game as some potential and EA is just doing what every big game company is heading towards: social games. Why? Because market is there. There are actually people willing to put money into these social games, and to pay to win. If 10% of their players actually pay regularly, it's good enough. I have no doubt that despite the many hateful Dungeon Keeper fans out there, there are a good amount who think otherwise and play it anyways. We don't 'see' them because they aren't the ones complaining.

But my point is mostly this: Games are evolving and moving into a certain direction, whether you like it or not, whether is it within your tolerance or not. Social games are the money making machines for game companies now and it is really hard NOT to attempt developing them. Making AAA titles is unlike the days of the old. It is getting more and more expensive, teams are getting larger, the market is getting more saturated, players are getting busier, technology is getting more complex and all that for a 'hit-or-miss' design. Compare that to social games which are significantly easier to develop and offer unlimited playtime as long as developers maintaining it comes up with interesting events, it is way cheaper to develop social games.

Why are social games so popular in the first place? It is BECAUSE of people. Back then, we did not have Facebook, Twitter, 9GAG and all that stuff to keep us busy and entertained so we simply play games with no distraction. Phones had only 1 function and that is to call people. Now that everyone carries a pocket computer, and that social networking sites are accessible through it, people will constantly check it for 5 minutes. Thus why not make games that require small attention spans...which brings us to social games.

But back to Dungeon Keeper. I won't dictate what the angry fans should think or anything because everyone has their own rights and stuff. I personally feel a little happy that EA is even bringing life to the Dungeon Keeper IP, which means that they have not forgotten it. If response is positive, EA might even consider making an actual new Dungeon Keeper (using this mobile version as a gauge to see interest levels) but I doubt these haters considered that possibility and prefer to bash and label. The games wasn't THAT bad to begin with. EA could have done a lot worse for a lot more damage, like maybe release a crap AAA Dungeon Keeper title for $60.

Hating goes nowhere, is a waste of time, and is unhealthy. At one point, I hated Mass Effect (save Mordin Solus) and Dragon Age and even Skyrim but that took me nowhere. Mainstream games will never go back to the way it was before. I learnt to accept that these company have to make money before they choose to do what could have been AT MOST a 'cult hit'. That's why Mass Effect was created, because it appeals to the crowd by streamlining RPG elements by adding FPS elements. That's why Skyrim was created, because it appeals to the crowd by removing the intricate RPG elements from Morrowind (including crafting spells!) and focusing on the FPS element of the game. Likewise, because most teenagers who grew up playing games in the 90s are now busy working adults, social games will be appealing to them and were thus created. They don't require long attention span, is free to play and spending money rewards them with good stuff.

I have come to learn and appreciate, instead of hate, the mechanics and techniques they implement to appeal to the masses. It is unsurprisingly not as easy as one would think it is. Seriously, I love me my old school games, but hating on Dungeon Keeper Mobile only shows denial to let go.

And dammit, to top it off, it's a free to play game.

*facepalm*

Just my 2c.


Saturday, January 18, 2014

10 video games that impacted me

As a game developer/programmer, at one point I feel that it is worth reviewing what games impact my life, to find out the reasons behind the design decisions I make. This is obviously a difficult list to construct as I have played so many games up to this point. Being born in 1988 and having cousins and friends that grew up playing games means that I have the wonderful exposure to a great variety of games before my time on top of games during my time, and also after my time (i.e. games that I am not supposed to be playing at a certain age).

I decided that these 10 games are somewhat not listed in any particular order. It's hard enough to come up with a list of 10 games that impacted me. This means that I not only enjoy these games, but they also impacted me with its genius gameplay/music/mechanics/dynamics/aesthetics/art/concept that they made me view games development differently in some ways and also the reason behind some of my game design decisions. Then again, it is highly likely that maybe the top 5 are ranked higher in my opinion to the bottom 5. 

Anyway enough words. I can rant about it all day. Here are my top not-listed-in-any-order 10 games that impacted me.


1. Final Fantasy 6
I might be biased with FF6 because it is the first RPG I ever played. However, I can't bring up reasonable reasons to debunk it from my list. FF6's cast of 12 unique characters and 2 secret characters were amazing. They all had their own unique mechanics, most stole a good amount of time explaining their background stories and they were ALL memorable in many ways. 

I just find FF6's storytelling very special because there is no real main character. People have debated over who the real main character is. Celes? Locke? Terra? My answer is that they all are main characters. The characters take turns being the driving force behind an arc. Sabin/Mash led an arc. Edgar led an arc. Even Cyan led an arc. It feels like you know the real reason behind every character's motivation to save the world.

Of course, there's the awesome artwork. Since I am trying to create an sprite-based RPG, I realized that what they did to their sprite animations were very creative. Not forgetting the genius music of uncle Nobuo too. Not much to explain here; his music has always been highly regarded.

In my opinion, FF6 is very darn near perfectly developed. Story is great and did not interrupt gameplay pacing, mechanics incorporated made sense in the game environment, almost every of the 12 characters were given the spotlight in the main plot, music was awesome, art was fantastic, the list just goes on. Sometimes it gives me a headache on how the game developers manage to put all those ideas together and not cause the game to implode.



2. Everquest
Seriously, I didn't want to explain my reason behind this because it is difficult. I wanted to go like "You old Evercracks understand why" and leave it at that, but that obviously won't do, right? =)

So here I go.

Everquest was introduced to me by my good friend John. At that time, we were kids at 14 years of age and were really interested in fantasy stuff like DnD unlike other kids. Thinking back, I guess I would've been really into Diablo 2 or Ragnarok Online if not for Everquest and things might have gone differently. Either way, let's talk about Everquest.

Everquest, to me, is like the USA Basketball Dream Team of 1992. Due to its circumstances, luck and what its made of, it became a legend that will never be repeated again. To put it bluntly, it was an accident. At my time of playing (think I missed the vanilla bandwagon and entered at Velious or Luclin when the game was arguably supposedly declining), I think there were like 12-14 races, almost all of them having their own unique starting location. Classes were each remembered for their uniqueness. Raiding, even if it was invented in some other game before, started with this game.

The game was also one of the exemplary "immersive" games. Lighting played a role, along with Dark Vision/Low-light vision. I remembered creating a Human after playing a Wood Elf for so long and was surprised at how I couldn't see in the dark (I had to max out my gamma settings). The games was also mainly played in first person, mainly because the third person camera sucks, adding on to the immersiveness. And yes, those were the days of exploration with maps, following roads hoping that you were walking in the right direction, asking passer-bys to confirm, memorizing the whole of Kelethin and leading lost newbies to their destinations.

Everquest was also extremely brutal, especially now when you consider other MMOs that arise. Experience loss upon death, begging for cleric rez to get your experience points back, respawning naked and needing to travel back to your corpse (like Diablo 1/2, but definitely a lot worse), begging necromancers to summon your corpse because you cannot remember where it was lost, easily more than half the classes cannot solo, the list just goes on. It's not necessarily a good thing, but this post is about games that impacted me which does not necessarily bring up good points (usually it will though). I remember mourning (at myself) for every death that happened in the game.

I had tons of memories in the world of Norath, both good and bad. Wandering in the game felt just as fun as leveling up. Thinking back, the grind was seriously ridiculous though, but hey it's one of the first MMOs to ever be created. Games made back then tend to be harder.



3. Fallout 2
It was hard to decided between this and Fallout Tactics, and much harder to say which comes up on top because both are essentially very different games. I have to give Fallout 2 the lead in the end though. Fallout 2 was the first open-ended world game I have played that has no time limit restrictions (Fallout 1 had). The pacing was great and blends well with the story, giving you a crappy spear (since you start as a tribal), then giving you a really crappy gun and finally when you first get your handgun you fell like a god. Everyone who played Fallout 2 remembers the dumb spear you have to live through the starting part of the game. Also, speech dialogues and dialogue options were so good that it makes you wonder why games nowadays fail to accomplish such depth (probably second only to Planescape: Torment). Did they spend so much time on 3D animations and graphics that they neglect storytelling as a whole? Entirely possible.

The amount of content was immense. There is just so many things to do that you will forget what is the main objective in the first place. It was like the Skyrim of the past, though Skyrim was nowhere as complex mechanically (sorry, I'm not a Skyrim fan so don't hate me). The NPCs that follow you were really memorable, whether they have a bone through their noses or not. You have no idea how shocked I was when I saw what happened to Harold in the later Fallout games. Harold, to me, is the second most memorable non-party NPC in Fallout 2. First, of course, goes to Lynette whom we all love to hate.


4. Baldur's Gate 2
After mentioning Fallout 2, it's only fair to mention Baldur's Gate 2 from Bioware. In my opinion, Baldur's Gate 2 was the best game Bioware ever made; better than Old Republic, better than Mass Effect, better than Neverwinter Night, better than Dragon Age and without debate better than Jade Empire.

Baldur's Gate 2 had very memorable characters, most of them complete with background story and their own OST. Speaking of OST, this game had a pretty decent one. Side quests are epic, involving plane shifting, fighting demi-liches (as if liches were not epic enough!), dragons that lag your computer for no reason, beholders that run a cult, etc. Itemization and loot were done well compared to RPGs of today. Just an example, do you remember what killing dragons yield you in Dragon Age? I don't. Killing dragons in BG2 yields you a whooping +5 Holy Avenger that can be upgraded to +6 later in the game.

Overall, the game has pretty good replay value considering that some party members you obtain don't really get along with each other and considering how many different classes and kits there are in the game. You will replay just to form a different team of characters and try out different classes and their nonsense.



4. Capcom vs SNK 2
This game got me into the fighting game scene many years back and is still one of my favorite fighting game of all time despite how broken the game is. The ability to select UP TO 3 characters, choose your meter-type (groove), and adjust their power level (ratios) allows for theoretically tons of combinations. The game boasts over 40 characters, very distinct OST that loops in my head even today and a very memorably annoying in-game announcer.

In all, the game is very polished (except for Morrigan and her really badly done sprite sheet) and has been one of the fighting game community's major tournament games back than before Street Fighter 4.





5. Ultimate Marvel vs. Capcom 3
For basically the same reason as CVS2; UMVC3 is a game with tons of possibilities. Because I missed the MVC2 bandwagon back then, competitive fighting games that can have 6 characters on the screen at the same time is totally new to me. On top of that, this game is extremely hype. No matter how much I hate it for its brokeness, just commentating or watching people play the game is fun.

I don't think I have played around in any fighting game's training mode longer than UMVC3's. It's not just to figure out frames, setups and combos, but also to experiment with other teams and making them work decently. It's like forming a deck in trade card games but with your skills coming into play.


6. Atelier Rorona
And we are back to JRPGs! Rorona is quite an eye-opener for me because up till 2011, I have been playing RPGs (not just JRPGs) with the usual "follow the storyline, level up, get epic loot and kill the boss" type of gameplay. Rorona, or rather, the Atelier Arland series, did not have that. It was essentially a crafting game. If you are familiar with MMOs and tradeskills, this is a game that revolves around it more than fighting.

Basically in Rorona, you need to craft to save your shop. To craft, you have to adventure to pick materials or fight monsters for them. But you see, unlike other RPGs, fighting monsters (or bosses) are just obstacles and a means of getting better material so that you can craft better objects. I find that I spend most of my time in the game looking at my inventory than figuring out dungeons (as if there is a need to figure them out). It was an eye opener and I figured that there are indeed other ways to run RPGs other than "go to dungeons and save the world".

And the reason to craft isn't the same for its other games. The game after it, Atelier Totori, was not about saving any shops, but about crafting to aid Totori's adventures in search for her long lost mother who was also an adventurer. The crafting mechanics is actually very simple to understand but deep, which makes it beautiful.



7. Nethack
I found Nethack around 2004 I think, and it was the game that introduced me to the world of roguelikes (I haven't played Rogue though). The amount of things you can do is insane to the point where I thank the existence of Google, wikis and the Internet. Nethack made me seek other roguelikes old and new: Rogue, Dwarf Fortress, Civilization, Desktop Dungeon, Faster than Light, etc.

I find Nethack to be a nice, light and free game to carry around to play these days. It constantly amazes me that so much content can be stored in under 5MB AND I am playing the graphical version (the text-based version is waaaay smaller). A floppy disk WAS enough to store a playable game!

How did I find a 1980s game at my time? I have no idea, probably stumbled upon it over the Internet.





8. Disgaea
I think Disgaea is the first game that showed me that hitting the maximum level isn't enough. The amount of hours I threw into this game over the course of a year is retarded, and it pales in comparison to other players who have a lot more time in their hands. This is on top of it's unique storytelling, lovable characters and over the top sprite animations. As the series evolved, Nippon Ichi just went nuts with adding crazier animations and grinding mechanics (as if it wasn't enough).

Words just cannot explain the insane numbers the characters' stats can hit in this game. We are not talking thousands, or ten thousands but millions or even billions (I have no idea what kind of numbers Disgaea D2 has). Honestly, when you start playing the game, you have no idea that it is possible to reach those kind of numbers. You can just imagine the feeling of accomplishment when you manage to hit those numbers and also the despair when the monster you challenged ripped you apart with multiples of the same numbers.




9. Touhou: Imperishable Night

If you are searching for free japanese indie games, you will eventually come across this bag of worms (not in a bad way). This game is more inspirational than anything. It was single-handedly developed by ZUN, one of the few game developers out there I really give my hats off to.

The amount of other indie games, fan-comics (doujins) and even music remixes made by other people based on the characters from this series is incredibly phenomenal. Those who know or went to events like Comiket will understand. It's certainly inspiring that a simple bullet hell game made by ONE person could create such an insane craze in Japan, even today.




10. Sengoku Rance
They say leave the best for the last. As if Rorona wasn't eye-opening enough, this game is ridiculous. It's one of the most popular H-game in Japan with incredible amounts of replayability. Sengoku Rance blended RPG with RTK-style games beautifully (supposedly the official genre name of RTK/Civilization games is "Historical War Simulation). It is painful to think that people shun away from this game just because it's a H-game.

Believe it or not, this game has decent storytelling. It is part of Alicesoft's long running Rance RPG series, and has a pretty large English fanbase who are hard at work translating the games for us. Mechanics-wise, this game has much to offer. Equipping characters, recruiting fallen enemies, performing negotiations, multiple endings, different troop types (ninjas, spearmen, foot soldiers, monks, mikos...), conquering enemy countries, dungeoneering for loot, the list just goes on. I think amongst the Rance series, Sengoku Rance is the most popular with the English fanbase and with good reason.

And there's soooooo many unique characters in this game. Again, replayability is the strong point of this game. People have reported to spend 200+ hours just playing this. I obviously have not completed it but I do want to return to playing it.