Fell Seal Complete, plus tips
Just beat Fell Seal: Arbiter’s Mark after almost 60 hours.
Quality of the gameplay remained high throughout the campaign. I could probably have shaved ~20 hours or so off the time to complete, but I enjoyed getting most of my team to a point where they had OP combos and synergies. The plot itself is nowhere near Final Fantasy Tactics, but the dialog is surprisingly humorous and there are some slight twists. The main thing that could be improved was the lack of different battle music, but luckily what exists is not annoying.
There is some “post-game” areas and New Game+ options – and some DLC just dropped – but I do not anticipate coming back. I got my fill of the systems and progression; anything else would be going through the motions, like grinding out the rest of a Civilization match.
I would not consider the following to be “spoilers,” but if you want to know nothing else about the game systems, you should probably skip this part. This is merely the text I wish I was able to see as I started playing the game.
Units gain AP after battle in two ways. Everyone who participates in the battle get a large chunk (110ish for random encounters, twice that for Story) of AP for their primary class. There is a second, smaller “Vicarious” AP gain (~40) that is doled out to each battle participant based on the primary classes of the other participants. So, for example, if you have a Knight, two Wizards, a Mender, a Mercenary, and a Scoundrel in a battle, then the Knight will get some AP towards its own Wizard, Mender, Mercenary, and Scoundrel classes, and so on with the other 5 people.
The above is useful to know because some of the best-in-slot Passive abilities comes from Classes that are only unlocked after some esoteric prerequisite classes. For example, if you want to unlock the Assassin, the chain goes:
- Gunner 4
- Mercenary 4
- Knight 4
- Ranger 4
- Scoundrel 4
- Gunner 4
That doesn’t actually seem that bad for a martial class, aside from the ranged portions. But something like the Warmage or Fellblade will require some Mender and Wizard levels, which can be awkward for some of the story characters. Luckily enough, all you really need is for there to be A Wizard or Mender in the party for 10-15 battles, and you’ll have enough AP to level the class to the minimum to unlock the higher classes. Characters get that Vicarious AP even if they have not yet unlocked the the class in question; it will be waiting for them once they do.
It’s not immediately obvious, but Kyrie is the main character of the game – she will be required for the vast majority of story missions. The other story characters can be unavailable for 1-4 missions.
Debuffs are very important throughout the whole game (including the final boss). Some boss-esque characters have 999+ HP that is much easier to chew through when you give them Bleed/Poison (% HP loss), for example. There are very deadly characters that are NOT immune to Sleep or Berserk, which means you can essentially delete their turns while you mop up the flunkies.
At the beginning of each battle, before deploying units, you can actually go into the unit screen and re-equip or change up abilities or whatever else based on what it looks like you’re facing. Is there water on the map and enemies who can move your units around? Equip some Flippers on your guys that can’t swim. Poison water around? Equip the rings that give immunity to Poison. And so on.
The most useful classes I found were Knight, Fellblade, and Assassin, surprisingly in that order.
The Knight’s Defensive Hit is probably the most damaging attack you will have for the early game, especially if you stack armor. Knight also has Taunt, which inflicts Berserk 100% of the time from two squares away, which can turn an enemy mage into an ineffectual melee attacker or make an enemy bruiser kill his own team. Life Font (gain HP when moving) is something I slotted into all of my characters, which pretty much removes the need for a dedicated healer.
Fellblade was pretty much my “default” class for all my characters due to versatility and debuffs. Sleep Slice to delete enemy turns, Poison Slice for high HP targets, Evade Magic as a counter-ability to ignore magic-users entirely, and Black Blade as a backup attack that deals magical damage and inflicts Blind. Plus, the Malice passive makes sure your debuffs have a good chance to stick.
Assassin is pretty much a splash class. What you’re really going for is Dual Wield, which enables some crazy damage. The ranged Blind and Sleep abilities are nice, but usually only have a coin-flip chance to succeed. Sabotage can be incredibly powerful in certain situations though. Specifically, if there is water in range and an enemy unit who cannot swim – Assassin hops in water, use Sabotage to switch places with enemy, instant death for them.
The sort of ultimate damage combo is a character with Dual Wield passive and Warmage class. Use Infused Edge, and your character will get two attacks plus an elemental bonus attack (or other spell). Personally, I was fine with Dual Wield + Attack Expert (Scoundrel’s passive +Attack based on level) and two weapons that had debuffs on hit. Indeed, I strolled into the final battle with story characters having primacy classes of Scoundrel and Knight.
Don’t forget the lowly Rock. It has a 100% chance to hit and always deals the full damage (50 when maxed out). This is useful for monsters that have crazy defense values like those jellyfish spellcasters, or even enemies with 30% evasion.
The crafting system is… annoying. Always go to Component View to see what your other crafting options are before using a resource you don’t think you can easily farm back. SAVE YOUR QUALITY THREAD. It’s a mid-tier Component used in an endgame armor (light helmet) and is supremely difficult to get any more once you’re in said endgame.
It’s been a while, but the follow anime have micro-reviews up:
I usually don’t bother with screenshots while watching a show, but I made a few exceptions:
Finally, here are two more from the moments when toothbrushes and staplers were changed forever:
If you want context, you’ll have to watch the show(s)!
So, About Those Extended Endings
Three months to the day ago, I decided to write a post called What I Want to See from Bioware, vis-a-vis the proposed Extend Cut of Mass Effect 3.
And now I have seen those endings. All four of them.
That is your warning, kiddos. Spoilers dead ahead.
In that prior post, there were a number of things I was looking for from Bioware, in Best Case/Worst Case scenarios. The biggest one was the Normandy scene at the end, which made no goddamn sense whatsoever – it essentially ruined the endings for me all by itself. What I wanted to see in the Extended Cut was:
What I want to see from Bioware:
- Best Case: an explanation of how the crew (EDI and Liara, in my case) got back on-board the Normandy, what the Normandy was doing while I was on the Citadel, if they knew/suspected Shepard was alive or dead, and why they were running away.
- Worst Case: ensure that the crew with you on the final mission don’t show up in the final scene.
Mission accomplished. In a big way.
In the interests of being somewhat objective, the “answer” they gave to where your crew members were at was… a bit hard to swallow. With Harbinger easily knocking out tanks and fighters left and right, it seemed quite out of character for him to let the Normandy land, for people to be evacuated, for there to be time enough for one last tearful goodbye, and then an escape back into orbit. If the Normandy was capable of landing, why not just drop off a bunch of people at the beam itself?
I am willing to entertain the notion that Harbinger would not care about Normandy picking people back up, as long as they were not being moved closer to the beam, although that seems a bit weak.
Outside of that gripe? Smashing success on the other points. I laughed out loud when Hackett said what he did in the screenshot above; partly from the unexpected bluntness, and partly from the beginnings of a catharsis I had been missing for the last three months.
The next section of that prior post was about Indoctrination:
What I want to see from Bioware:
- Best case: Settle the Indoctrination debate once and for all. If Indoctrination is real, include a true final battle scene, potentially followed by the same sort of choices.
- Worst case: Remove the breath scene.
As far as I am concerned, the Indoctrination theory is kaput. It was actually kaput months ago, but the mini-epilogues following each ending serves as final nails. In the scheme of things, Indoctrination was a better ending than what we were originally given, but these new ones supersede the old in a good way.
The breath scene is unfortunately still in the game, but since March I have come to understand that the Destroy ending is actually truly Renegade. Ironically, all those Indoctrination videos had led me to believe that Control was bad and Destroy good, (i.e. the real ending), when that really was not the case. It is true that “nuking the site from orbit is the only way to be sure,” so to speak, but condemning all synthetics to death, including EDI, when other options are available is undeniably Renegade. Control may not seem like the way the Reaper threat should be handled, but a Paragon Shepard would take that chance. The consensus says: these units do have souls.
The final section was general plot holes:
What I want to see from Bioware:
- Best case: Shore up these plot holes via Codex entries, FAQs, or at least acknowledge they exist.
- Worst case: leave everything vague and unsettled.
Many of the points I raised regarding the Citadel were answered by the expanded Catalyst dialog, if a bit weakly. Not the biggest one, though. Why the Reapers did not simply reassert control of the Citadel immediately upon emerging from dark space is probably one of those “Why didn’t the Eagles just fly Frodo to Mount Doom?” questions for the ages.
The Endings Themselves
Talk about night and day compared to the previous ones, eh?
The amusing thing to me, is how my very first extended ending was the new one.
After slogging through the Cerberus base and the London battle and the unskippable post-beam dialog, the very first thing I did when I regained control over Shepard was shoot the Catalyst in the face. His Harbinger-esque “So be it” response took me aback, as did the unexpectedly poignant “Failure” ending. I remembered that time-capsule scene with Liara, and was even touched by the knowledge that though we had failed, the cycle was eventually broken by the next generation of intelligent species. Whom, while still looking suspiciously like asari, nevertheless had the gumption to actually take Reaper threat goddamn seriously. “Was that so hard?” I asked the monitor afterwards.
I played through all three of the other main ones, and was immensely satisfied. It is still Synthesis – aka the Green Cupcake – all the way for me, but I felt that Bioware did an excellent job at handling the Control ending as well. They all felt a bit… Deus Ex. In a good way. I have no idea how they will rationalize additional post-ME3 games in the Mass Effect universe, at least without holding Destroy up as canon, but I suppose we will all jump off that bridge when we come to it.
Months ago, a friend asked me as to whether I would purchase any future ME3 DLC. At the time, I replied “It will depend on how Bioware handles the Extended Cut.” Although I am extraordinarily happier with the series now than I was back in March, I am not sure that I want to revisit Shepard and crew again. Say what you will about the writing or “cheap emotional tricks” or whatever else, but this series truly has affected me in ways few games (or books, or movies) have.
I am thankful for the experience, of course. I just know that the longer I stay in Manse de la Shepard, the less likely I am to enjoy all the other experiences out there. It is hard enough handling regular post-game depression, without also having to question why I am not a better man in real life.
I am only half-way joking.
The Mass Effect 3 Extended Cut
What can fans expect from the Extended Cut DLC?
- For fans who want more closure in Mass Effect 3, the DLC will offer extended scenes that provide additional context and deeper insight to the conclusion of Commander Shepard’s journey.
Are there going to be more/different endings or ending DLCs in the future?
- No. BioWare strongly believes in the team’s artistic vision for the end of this arc of the Mass Effect franchise. The extended cut DLC will expand on the existing endings, but no further ending DLC is planned.
What is BioWare adding to the ending with the Extended Cut DLC?
- BioWare will expanding on the ending to Mass Effect 3 by creating additional cinematics and epilogue scenes to the existing ending sequences. The goal of these new scenes is to provide additional clarity and closure to Mass Effect 3.
It is coming out this summer, and it’s free. Mission Accomplished.
Also of note is that there is some free multiplayer DLC that should be launching on Tuesday. I have officially spent more hours playing ME3 multiplayer than ME3 single-player, so this is of interest to me. It is pretty clever of EA/Bioware though, in that undoubtedly all of the new content (other than maps) will likely be need to be unlocked via the random packs purchased via in-game credits… or Bioware Points. All of the goodwill of free DLC, along with all the subsidization of microtransactions.
Regarding the nature of the Extended Cut, Kotaku dug a little deeper, and provided some more details. Namely, that A) Bioware is shifting its DLC plans to make sure this comes out first, B) it will include cinematic sequences (!) and epilogue scenes, C) Command Shepard isn’t (likely) to have any new/revised lines of dialog, D) “‘should be able to grab a save file before the endgame and experience the new content from there.’ (Keep a pre-endgame savefile, folks!)” E) Indoctrination theory is probably kaput.
Regarding the latter, it was Liveblogged that they said:
“The indoctrination theory illustrates again how, um, committed the fanbase is…” don’t want to comment either way. Don’t want to be prescriprive — fans interpret their own way, plus DLC coming. “We want the content to speak for itself, and we’ll let it do so”
That does not particularly sound like a response from people who intentionally wanted it all to be a dream. Ironically, since Bioware will essentially be designing the epilogue based on fan feedback/questions, it is entirely possible that they may fit in Indoctrination-y wiggle room. I hope not, but we’ll see.
This exchange was also interesting, for different reasons:
[…] His question – when citadel is moved, what happens to everyone on it?
Answer: One of the things in the citadel codex is that anyplace -inside- the citadel has emergency seals, and some exterior areas have emergency seals that can keep atmosphere in. Even if the Citadel is destroyed (which it may or may not be in ending), “is not like the entire things blow up.” People on (in) the arms may well still be alive. No reason to assume 100% casualties
Err… okay. Not exactly sure how it makes a lot of sense for the Reapers to be in control of the Citadel for X length of time and not handle all the armed civilians (my Shepard encouraged the formation of a militia), but perhaps that goes a ways towards this making sense. Incidentally, I actually have a serious problem with the breath scene being “canon,” but I suppose we will have to see how things pan out this summer.
P.S. This comparison between Mass Effect and Lord of the Rings highlights why all this was necessary to begin with. You know, if my writing about it constantly for the last three weeks wasn’t enough.
My Issues with the Bioshock Infinite Plot
Posted by Azuriel
As you might imagine, the following post contains many spoilers. Read at your own peril.
I did want to get two things out of the way first (and help create some extra spoiler insulation). The first is to reiterate, as I did in my review, that I very much enjoyed certain aspects of Bioshock Infinite. The characterizations were quite good; Elizabeth in particular was fantastic. I also enjoyed the art style and the music. The combat was particularly weak in my opinion (and others), but not terrible enough to preclude suggesting the game to other people, at least at a lower price-point.
The imagery alone is worth, like, nearly $10.
Secondly, there is almost nothing in this world more personally maddening than when people suggest a given narrative is good (or the best ever) simply because it appears complicated. Why is convoluted nonsense confused for depth? I had to turn off this Kotaku audio spoiler discussion because the hosts actually suggested that not thinking about (for example) time travel paradoxes makes time travel plots better. Well… yeah. That works because you are taking away the bullshit plot as it actually exists and then substituting your own, better version in its place. And odds are that your own version doesn’t make any more goddamn sense, cobbled together as it is with your vague, unexamined good feelings rather than the jumbled pieces presented by the original writers.
I am not asking for a happy ending. I am not asking for Saturday Morning cartoon simplicity. Hell, I am even completely fine with leaving things up for interpretation; Inception’s ending was perfect, for example. What I am not fine with is when vague nonsense is elevated to absurd heights. If Bioshock Infinite’s plot is actually any good, then surely it can stand up to some peanut gallery criticism. Right? Right.
And by all means, if I am talking out of my ass on any of the below points, or you want to provide a different perspective, call me out in the comments below.
Redefinition of what Alternate Universes mean.
First off, this may seem like a minor quibble, but I think a lot of the confusion and suggested paradoxes stem from the fact that Bioshock Infinite is inventing its own version of multiverse/time travel theory. Levine is basically saying “I’m going to take this hackneyed, impossible-to-do-right concept and solve it with three words: ‘Constants and variables.'” What about the Grandfather Paradox? “Constants and variables.” What about all the universes in which Comstock is a good guy, or those in which Booker doesn’t sell Anna? “Constants and variables.” Why couldn’t Elizabeth just stage an intervention to keep Booker from drinking and gambling? CONSTANTS AND VARIABLES.
I’m sorry, presenting a multiverse theory in which there are “millions and millions” of other Comstocks and yet certain outcomes are arbitrarily 100% set in stone is simply lazy storytelling. I mean, it is not even inconsistent for there to be universes in which Booker never sold Anna! It almost feels like Levine crafted the “constants” based entirely on being able to railroad the player in that one room with the baby. You can still have an impetus to stop Comstock in any of the universes in which he turns into a bad guy, even if it is not ALL universes. Or, hell, add some moral ambiguity to the story by suggesting eliminating the bad Comstocks is “worth” killing all the good ones too.
“Constants and Variables” might be a novel “solution” to the problems of alternative universe storytelling, but only because no other writer thought anyone would actually buy into it. This feels like deus ex machina ^ ∞.
“There are a million million other Comstocks”
Someone has some daddy issues.
This was my literal reaction to Elizabeth’s line about why the game wasn’t technically over after killing Comstock:
Seriously, so what if there are a million million other ones? There are a million million other bad things in alternate universes too – not to mention real life in 1912 – but we don’t seem to be solving those. Was what Comstock did in the Columbia period so bad that killing him at the point in the timeline which we did, was not good enough? Let’s drown him a million million times in that same fountain, as god only knows our conveniently omnipotent Elizabeth can time travel us there; there isn’t even the Constants and Variables bullshit to get in our way. Elizabeth and Booker quite literally have all the time in the world.
When did the drowning occur?
Speaking of drowning, when did Booker get drowned by the Elizabethes? Before or after the baptism? If before, why did that not kill off all Bookers/Annas/Elizabeths, e.g. make the after-credits scene impossible? If it occurred after the baptism, as the extra scene seems to convey, why is it so important for Booker to come to the “smothering” decision? Why is the player’s Booker smothered, instead of watching a new Comstock get smothered? Narrative convenience?
At first, I thought the answer was easy. In the game proper, it seems as though Booker shares the memories of any universe he has been in. For example, after bringing in the weapons, Booker has memories of being a hero of the Vox. In this way, by traveling to the past (time travel and alternate universes, this is so deep u guyz) and presumably merging with the post-Baptism-yet-pre-Comstock Booker, we can have a scenario in which a not-yet-Comstock Booker realizes what is going to happen and accept the need for his own drowning.
Which is… a pretty shitty moral scenario, if you think about it. More on that in a moment.
Of course, if the above is actually the case, then how is it possible for Booker and Comstock to exist in the same universe in the first place? Why doesn’t Booker have Comstock’s memories the moment he wakes up in the row boat, or when getting into Columbia, or when physically drowning Comstock in the baptismal fountain (ooo, foreshadowing) in the game proper?
To be honest, I might have missed the explanation for why Booker wasn’t a drooling, nosebleeding basketcase like the other dead-now-alive soldiers. Or why those soldiers were having such a hard time when, at best, they were “remembering” alternate universes in which they were dead. If the dead soldiers were now alive due to us changing things in the past, what does that really mean for the great swaths of population we killed across Columbia even in a no-Comstock scenario?
Negating all events that were experienced
Right in the feels.
Let us pretend for a moment that the ending makes perfect sense, there are no plot holes, and everything is wrapped up with a neat little bow. Hell, let’s pretend the ending is even happy, despite the fact that Booker is still a murdering, gambling, union-busting alcoholic single father with enough debt to legitimately consider selling his own daughter to the first person who opens a checkbook. And let’s further assume that he retained the memories of all that he accomplished in the game, perhaps giving him an impetus to try and set everything right instead of dropping baby Anna off in a basket at the closest orphanage.
In this best case scenario, Bioshock Infinite is a game in which all your actions are voided. Everything you struggled to accomplish is erased. None of it happened. Every moral choice you made, every time you refrained from stealing from cash registers, every interracial kindness you demonstrated never matters because those people/scenarios never exist. It boils down to a “it was all a dream” scenario, which is the most pernicious storytelling mechanic in the history of narrative.
If I had no other problems with the story, this alone would be enough to throw my hands up in disgust. Do you really feel like a game in which you endeavor to negate everything that happens is deep and meaningful? You can accomplish all the game has set you out to accomplish by simply not playing. As prophesied by WOPR in 1983: “the only winning move is not to play [Bioshock Infinite].”
Moral of the story?
Creepy Level: The Shining
Finally, let me kind of wrap all these various ingredients up into one complete shit sandwich. What exactly is the message being conveyed here in Bioshock Infinite? What is the theme, the moral of the story?
At the beginning, I almost felt like Booker was trying to make up for his sins, to seek forgiveness and redemption, to put things right. But what is Booker’s actual crime that he is repenting? To stop a person he never turned out to be from entrapping the person he is into a crime a third version must now stop? Booker choosing to be drowned seems a noble sacrifice until you realize what exactly he is undoing: choices he never made. Or, even worse, stopping a man (Comstock) he had no choice into becoming. There is never any “good Comstock” because apparently being bad is a constant. Fate. Predestination.
What is the message here about personal responsibility, free will, and choice? You have none because Constants and Variables. And suddenly, infinite universes means you are implicitly responsible to consequences that you never chose and never happened in your own universe. Do you remember when you donated to charity instead of setting a baby on fire? Well, you should feel real bad anyway because the not-you baby-arsonist is running amok and it’s up to you to stop yourself like you already did by not setting the baby on fire in the first place. GUYZ, DEEPEST PLOT EVAR.
Even worse, apparently Booker is the one on the hook for what the Lutece twins are ultimately responsible for. Who invented the Tear machine? Who gave it to Comstock? Why isn’t this game about the Lutece twins stopping themselves from transdimensional kidnapping, extortion, and/or human trafficking?
Ah, right. “Constants and variables.” And when the Lutece twins invent the Tear machine anyway and give it to the next megalomaniac – a real shortage of those in the early 1900s, let me tell you – it will once again be somebody else’s alternate-reality problem.
Fake Edit: After “playing” through the ending sequence again, I believe the drowning question can be put to bed. Elizabeth(es) specifically say:
Preacher Witting: Booker DeWitt, are you ready to be born again?
Booker: What is this? Why are we back here?
Elizabeth: This isn’t the same place, Booker.
Booker: Of course it is, I remember – wait. You’re not… you’re not… who are you?
Elizabeth: You chose to walk away. But in other oceans you didn’t. You took the baptism. And you were born again as a different man.
Elizabeth: It all has to end. To never have started. Not just in this world. But in all of ours.
Booker: Smother him in the crib.
Elizabeth Esemble: Smother… smother… smother..
Elizabeth: Before the choice is made. Before you are reborn.
Preacher Witting: And what name shall you take my son?
Elizabeth: He’s Zachary Comstock. He’s Booker DeWitt.
Booker: No… I’m both.
In other words, it was not Comstock that was smothered in the crib, it was Booker before he made the choice to be baptized or refuse. Meaning, both Booker and Comstock are dead. Meaning, the after-credits scene is either a vision of an afterlife, or a cheap plot hole to make you feel better while masquerading as deep storytelling.
Please, tell me I’m wrong about any of this. Tell me there is a legitimate reason people are praising this plot, as if it holds even the slightest of candles to the original Bioshock. Am I missing something? Perhaps, you know, the Tear into an alternate universe in which Bioshock Infinite’s plot is any good?
Posted in Commentary
Tags: Baptism, Bioshock Infinite, Constants and Variables, Fate, Moral of the Story, Multiple Universes, Predestination, Rant, Spoiler Alert, Time Travel