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Impressions: Metaphor: ReFantazio

I will not be finishing Metaphor: ReFantazio. Primarily because it leaves GamePass in like four days.

Pretty sure that’s not how that works, Loius.

Aside from that, there are a couple other things working against ReFantazio. The biggest of which is the fact that I literally finished Clair Obscur: Expedition 33 a week or so prior. In many ways, Expedition 33 felt like a repudiation (or perhaps more charitably, a “reimagining”) of the classical JRPG formula. I disliked the dodge/parry mechanics in Expedition 33… but will admit it has been a bit more challenging than expected going back to a fully turn-base system. Watching enemies just sorta attack me and being unable to do anything but take the hits feels bad now.

Exacerbating things, ReFantazio has a sort of rock-paper-scissures punishing design. Instead of everyone getting a single turn apiece, there are turn “orbs” that only get half used if a given attack/spell happens to trigger the target’s weakness. For example, if you cast a Fire attack against an enemy weak to Fire, your next character can use the remaining “half-turn” to pile on the damage. So, theoretically, if you were facing a boss with a weakness to Fire and all your characters had Fire attacks, you could get six turns in a row.

Problem is, this also works the other way around. Enemy hits your entire squad with an AoE attack and any of your characters happen to be weak against the damage type? Bam, extra attack, which could very well be another AoE one. Later on, if one of your attacks gets Absorbed or Reflected or whatever, you actively lose extra turns, because fuck you, apparently.

Everyone agrees that that snake has chin balls, right? It’s more obvious when in motion.

This sort of design is interesting… on paper. One of the principle conceits of the game is that any of your teammates can channel any of the Archetypes (read: jobs) you have unlocked. Recruit a knight-looking dude that literally starts out with the Knight Archetype? Make him a Mage. Make your whole team a Mage! Characters can also “inherit” skills from other Archetypes as well to really get some combos going. The problem is that all of this revolves around either looking things up ahead of time, or getting unpleasantly surprised by getting smacked around. There is even an in-game feature that shows you what the most-used composition was across all players for the dungeon you are about to enter, pseudo-Dark Souls style. Which… thanks, I guess?

The real nail in the coffin for me though are the time limits.

I have railed for years against plots premised on fake time-sensitivity – “rescue Ciri before it’s too late! Or take a few weeks questing, whatever” – so you would be forgiven for assuming I want actual deadlines. I do not. At least, not in long-form games like RPGs. So imagine my dismay when in the first post-tutorial section of ReFantazio I get notice that I must clear the dungeon within 10 days or else I lose the game. Also, each day is divided into two parts, so you can talk to one person in the morning, another in the evening, then time passes. Dungeon delving takes a full day though.

There are definitely some UX designers out there living their best lives.

Is it a serious, tight deadline which you must relentlessly optimize? Probably not. But it was enough of a mental friction point that I wanted to look up what happened if you beat the dungeon early, which inevitably led to spoiling elements of the dungeon, and at a certain point the game unraveled, reductio ad absurdum style to the paint-by-numbers that it was. Stack Mages at this part, then switch to Brawlers, farm infinitely respawning enemies at this next bit because the final mobs are level 20, etc, etc, etc. I was already primed to grind levels considering the timer otherwise makes it more difficult to do so later, but seeing the solutions already laid out ahead of me flipped a switch into the off position.

Overall, it is probably my own loss. The plot looked interesting, I loved the frequent anime interludes, the UI is pleasingly hyper-stylized. It has a 94 Metacritic score, for god’s sake. Which, is somehow 2 points higher than Clair Obscur: Expedition 33, by the way.

But I’m really, really not in the mood for another lengthy game that is a chore to actually play, and certainly not when it’s leaving Game Pass in a few days. Metaphor: ReFantazio will either come back, get in a cheap bundle, or I’ll catch it on Youtube.

Impressions: Nier: Automata

For months and months, I have been reading praise of Nier: Automata across Reddit and Steam forums with extreme skepticism. How good could this game be, really? So when the game finally hit 50% off on Steam recently, I bought it with an implicit goal of “getting the facts straight.”

Based on 5 hours thus far, I can safely conclude this: it’s pretty damn good.

NieRAutomata_Trees

Looks pretty damn good too.

It’s still extremely early, but part of that goodness is wrapped up in how incredibly bold the game is in its own style. The starting section of the game is you piloting a ship like in an old-school, top-down shooter, including dodging slow-moving energy spheres. Then your ship “goes mobile” and things turn into a twin-stick shooter. Then you finally dismount and start attacking enemies in a 3rd-person action game ala Devil May Cry. But then there is a section where you’re running along a metal walkway, and the camera pulls out so you can face enemies in a side-scrolling style. Minutes later, there’s another section where you do the same thing with the camera directly overhead.

Any particular one of these camera tricks would be a gimmick. But, somehow, doing all of them… works. The expectation is now set that the game style will change to fit the scenario, and I’m either on board with it or I can leave. The game feels… confident, in an unapologetic JRPG kind of way.

NieRAutomata_Save1

Oh, of course.

The unapologetic-ness is really a reoccurring theme, actually. I checked out the forums before I started playing, because I had heard that the game is non-functional without the fan-created FAR mod, which fixes framerate issues. For the record, the game runs perfectly fine for me out of the box. One of the threads mentioned the fact that if you die in the hour-long opening sequence of the game… you have to redo the entire thing all over again. There are no checkpoints, there are no quick saves. As someone who has been playing Dark Souls-esque games lately, this is familiar territory.

NieRAutomata_Save2

OK, yeah, I got it.

That said, by default 2B is equipped with a “plug-in chip” that will automatically consume a potion when damaged below 30% HP, and enemies certainly don’t one-shot you as they can in other games, so it’s not too punishing. Plus, if you change the Difficulty to Easy, you can equip additional chips that will even automatically Dodge attacks for you. I’m actually not quite sure how that works, as I’m playing on Normal, but at least there’s an option.

One thing I did want to mention in this initial post too was the music. Wow. I just got to the second area and there is already music with actual lyrics just playing casually. Running around the ruined city nearby produced a track that heavily reminded me of Xenogears. Which, by the way, was probably the moment I felt myself just relax and settle into my chair, in a sort of metaphysical way.

Plus, you can fish. Androids fishing up mechanical fish in a post-apocalyptic Earth, to sell for cash to buy healing potions. Because Japan. It’s great.

So count me converted on Nier: Automata already. I’m in it for the long run.