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What you don’t see is what you get

Shin Megami Tensei III: Nocturne

(Original image source: Atlus.)

Like most RPGs, Shin Megami Tensei III: Nocturne can be frustrating in the beginning. The player has yet to learn the nuances of the game mechanics, the player character is initially fragile, and combat encounters are dicey affairs due to the unknown threat level of every strange new foe.

In Nocturne’s case, this is compounded by the way the game handles random encounters. Precious few areas in the game are free of them and the player will rarely be able to take more than a few steps in any direction before being set upon. What might otherwise be a 50-hour gaming experience is dragged out to twice that amount of time because of this. These constant interruptions are merely irritating when trying to get somewhere but are downright aggravating when faced with one of the many puzzles in the game. It’s hard to concentrate on solving a logic puzzle when you’re constantly being harassed by Succubi.

The main problem here is the random mobs in this game are invisible on the main game screen with the only indicator of an impending attack being the glow of the enemy radar. It starts off blue to indicate a safe area, slowly changes colours before finally blinking red to indicate an imminent and entirely unavoidable battle. You may attempt to escape battles once they’ve begun but there’s no way of avoiding them altogether.

(Persona 3, a 2006 design from Atlus, handled this better. Mobs in Tartarus, the main dungeon of the game, are visually represented as shadowy blobs which players could choose to hunt or sneak past.)

While players may come to loathe Nocturne’s approach to encounters, there are some advantages.

From a developer’s standpoint, the benefit is it requires fewer resources. Atlus’s games may have a certain style to them but they are clearly not on the same budgetary level of Square Enix titles. While the latter’s franchises are wont to overwhelm the player’s senses with a Sturm und Drang flash and bombast mode of presentation, Atlus games have had to make do with less. It’s telling that even the newer Persona games represent mobile mobs on the main game screen as mere blobs with minimal animation.

The advantage for players is they have the option of raising or lowering the encounter rates through the use of specific items and skills. Players may want to raise the encounter rate when levelling up the player character and his retinue of demons, and lower it to get to destinations as quickly as possible.

To further reduce the drudgery of these encounters, battles can be automated. However, given that even grunts in this game may possess insta-kill skills, it’s probably best not to go full Auto unless the party is equipped to handle worst case scenarios. There’s nothing quite like losing an entire session’s worth of progress because of an unexpected Expel or Death skill.

Posted in Games, PS2.


Spore: he ran with scissors

To update the previous entry, the Steam version of Spore has been patched to 5.1. As the following creation shows, asymmetry is now available.
Spore: Careless Bear

Posted in Games, Spore.


Spore: the evolution of patches

Steam'd
It’s entirely fitting that a game about evolution should have an evolved form of patching. Since Spore’s idea of evolution is rather screwy, it naturally follows the process of patching the game would be screwy as well.

Spore’s fifth patch was released on July 14. This was a hefty patch with some welcome additions for content creators including the ability to create asymmetric parts. This meant the Spore userbase could finally realise its long-cherished dream of creating walking dong monsters with one testicle lower than the other. So well done there. However, in the grand tradition of the modern game patch, Spore’s Patch 5, aside from fixing some issues and introducing new features, also broke some things. To its credit, Maxis was on the problem quickly and produced a patch for the patch two weeks later.

Unfortunately, Spore users who purchased the game through Steam had to wait an inordinately long time for their version of the game to be patched — 28 days to be precise. This is entirely understandable. Obviously, the digital bits that comprised the patch (and the patch for the patch) had to be delivered all the way from Maxis in California to Valve in Washington, an arduous journey involving perilous sea voyages on creaky old schooners and slow travel on the backs of truculent camels over harsh forbidding lands.
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Posted in Games, Spore.


Chelsea 2 United 2 (1-4 on penalties)

Manchester United lost the first trophy up for grabs in the 2009/2010 season after losing a penalty shootout against Chelsea in an unusually entertaining Community Shield match. (Reports: Guardian, BBC, ESPN.) This was scarcely an important affair but it did raise some questions about United this season.

The biggest question of them all  this season is not, as the pundits will have us believe, how United will cope without Ronaldo. United have coped without Robson, Cantona, van Nistelrooy, Beckham, and Keane, and have even prospered. The names may differ, the faces may change, the tactics may be altered but only one man is bigger than the club and there will be real trauma when the time comes to replace him.

No, the big question this season for that man, the one and only Sir Alex Ferguson, is what to do with Berbatov. Ferguson seems to have convinced himself United played Berbatov wrongly last season but perhaps United were wrong to play him at all. United are at their very best when surging forward with speed and conviction, leaving backpedalling defenders little time to organise. Berbatov’s languid style, his penchant to take one moment more than necessary to craft the most elegant and eyecatching pass, doesn’t gel with the United way.

My prediction is Ferguson will bear with Berbatov for the first half of season — you don’t spend 30 million pounds on a player only to sit him on the bench for extended periods — but will reluctantly opt for Michael Owen when crunch time comes around. Owen may not be as zippy as he once was but he still has the ability to unsettle defenders with his off-the-ball movement. In contrast, Berbatov, for all his touted style and class, looked very ordinary out there against Chelsea.
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Posted in Football.


The Force is strong in this one

Shin Megami Tensei III: Nocturne

(Original image source: Atlus.)

Having put over 100 hours into Persona 3 FES, I was somewhat familiar with the framework of the Shin Megami Tensei series, and thus had a head start when playing Shin Megami Tensei III: Nocturne.

I knew my Agi, Bufu, Zio, Hama and Mudo, and I knew what the big deal was with Dia. The Persona in P3F had demonic counterparts in Nocturne, so I knew what to expect from Thor when I first went up against him. I also knew fusion — the act of crafting new demons with specific skills — would be an essential part of the game.

I knew all that and, as they say in the ‘toons, knowing is half the battle. The other half is cursing passionately when you realise you know jack.

The first Nocturne foe to give me real trouble was a boss named Matador, an arrogant skull-faced showboater. The first time I went up against him I was well and truly whupped as my three most-powerful demons (who were naturally by my side during the battle) were vulnerable to Mazan, his party-wide Force spell. Figures.

Much like P3F, Nocturne battles are all about weaknesses: exploiting them offensively and mitigating them defensively. If you know your opponents’ weaknesses and have the means to exploit them, victory is yours for the taking — often without taking any damage in return. Determining weaknesses is a simple matter of using the Analyze skill, which not only provides that crucial information, but pretty much tells you everything you’d want to know about a foe right down to its current health. It’s highly useful right up until you meet a boss at which point the Analyze skill becomes utterly useless.

(Why? Because providing a useful skill then depriving the player of it just when it would be truly useful is a very JRPG thing to do.)
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Posted in Games, PS2.