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Showing posts with label KOEI. Show all posts
Showing posts with label KOEI. Show all posts

Atelier Ryza 2: Lost Legends & the Secret Fairy - PS4 Review

Atelier Ryza 2: Lost Legends & the Secret Fairy by developer Gust Co. Ltd. and publisher Koei Tecmo AmericaSony Playstation 4 Review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 10 minutes


Taking up three years after the original events of Atelier Ryza: Ever Darkness & The Secret Hideout, Atelier Ryza 2: Lost Legends & The Secret Fairy in a first for the series sees both the return of the original cast and of the original protagonist continuing her adventures. With new features, locations and party members, the crew is once again about to embark on an incredible adventure that most people wish they could be part of instead of being relegated to the sidelines as teachers.

I've been playing the Atelier Series for a long time now and while certain elements like the high emphasis alchemy has remained the same, other elements have been experimented with and have changed over the years from one entry to the next. From pure RPG elements in the first two entries of the Atelier Iris Trilogy to time based goals in the third and that of Atelier Rorona, Atelier Sophie and Atelier Firis blended both those lines for something new and familiar until Atelier Ryza's debut. No timeline, no outright in your face goals, just wherever the adventure took the party.

Keeping in line with the latest direction of the series, Atelier Ryza 2 and Ryza’s adventures continue the path laid out while also following in the rest of the series’ footsteps by adding in new features and refining existing ones. Moving from her home island that Ryza, Tao, Lent and Klaudia saved years prior, Ryza being the only left at home finally heads out to the Capital after receiving a letter from Tao who says they found something to help Ryza with her alchemy. Taking a ship and walking the rest of the way, the new adventure is off to a good start.


Perhaps one of the bigger changes to the newest adventure is that it feels more mature than the previous as the cast are now a bit older and have been going about their own separate lives for the past several years. Setting up shop in the capital, Ryza’s new workshop will double as her new home while Tao and Klaudia, to start off with, are set up elsewhere in the city for their own affairs. This helps both set the new setting and the in between moments as you’ll be swapping between the various quarters that your party members are staying in without sacrificing the lighter moments that the series is known for.

With the change in locations from her home coastal island to that of a very much land based capital, the manner in which Ryza and the rest of the party will move around has changed. While originally having a starting point and being able to move as far as your tools such as Ryza’s staff, bug nets, axes, and bomb staves would allow, things this time around a bit more “story” based in how the party finds out about new ruins and the paths that lead to them. The style itself hasn’t changed as you’ll still be moving from one location to the next and sometimes even finding a side path for resources, but it’s a bit less explore at your own rhythm and more explore where we suggest you to.

To make it through these areas and to the ruins in question, the series staple of Alchemy makes a return and thankfully this time around it doesn’t take long to get the cauldron going as Ryza is already an Alchemist and knows what’s she doing. The only issue is that unfortunately Ryza left EVERYTHING back home when she came over to the capital so new equipment is going to have to be synthesized to make the party’s life a bit easy. Staves, swords, bows, knives, bug nets, axes, fishing roads, bombs, ores, oils, and a very big etc, will all have to be relearned with the materials that the region provides.


Making things perhaps a bit easier this time around though is that instead of having to figure all of these big things out on your own, Ryza has a skill tree which can be unlocked by using Skill Points acquired either by performing alchemy or by exploring ruins and solving their secrets. The skill tree itself is pretty basic with lines leading from one item to the next showing you exactly what you’ll need to learn first in order to get over to what you are currently aiming for. Items on the skill tree that have a plus mean that you’ll get more than one recipe for spending the points to learn it while others on the tree increase the quality of the materials you can acquire and how successfully you do so with your staff or your hands if they are something lying on the ground.

Moving down the list of refinements, and not just with Ryza’s cauldron, is how you go about picking up materials. To collect materials, you’ll be able to as mentioned above pick them up off the ground but you’ll also be able to whack them with a staff, swing a bug net, fish in a pond or river, or swing an axe at a tree or a rock. Adding in things like the bomb staff and the materials that can be collected from the various sources across each location can easily change. That part hasn't changed, but what has is that now you can hit multiple things on the field at the same time and collect them all. Now, if you want to hit a tree once for example, you can press and hold with the current item equipped and be done with it instead of swinging until it's finished being harvested. You can still do that if you want to harvest different things, but if it’s only one thing you want like chopping down wood? You need only swing once.

Now because Ryza can’t just be left in peace to collect these resources, there are monsters everywhere and a fair amount will want a piece of Ryza and her party for intruding on their natural habitats or territories. Keeping in line with the first, combat is still real time and continues to use the “tactics” system but the rest of it has changed from how to use skills and how to use items such as crafts, bombs and healing items. Now, every character can hit the enemy about three times if they want adding in Action Points (AP) to the meter. The total amount of AP is limited by the current tactics level. In order to increase the tactics, you now simply need to continue battling your enemies and using up AP to perform skills instead of wasting it on raising the tactics level.


Having very recently gone back over the last chapter of Atelier Ryza, the change in combat took a bit of getting used to as AP used to be something you wanted to conserve to a degree while now it’s honestly something to spam as that’s the only way to get higher tactics levels. Side to that, items still use core points but until a certain point in the story where you can unlock stronger core crystals by modifying them, you’ll be starting battle with a total of zero. While before you had a total of ten and could use up an item in order to boost the amount of points, now it's the inverse. You start with none and it’s only through using AP and chaining your skills together that you’ll get CC to use your items. It’s tough in the beginning until you get the hang of it, but as a system upgrade? It’s worth it as you can now carry over unused points to use healing items from your menu.

Keeping in line with all of these changes is the new format of the “dungeons” that Ryza will be exploring. While in Atelier Ryza it was all about exploring the various reaches of the mainland after setting up their Secret Hideout, Atelier Ryza 2 is about exploring the various ruins around the capital that people have simply seemed to not care about as they go about their busy days. Staying relatively close, the secrets of these locations require more than simply going through, defeating monsters and gathering materials for synthesis. Along for the ride is Fi, who is this little adorable fairy-like creature that tags along with Ryza for the ride and helps to find clues through the use of a magic compass by uncovering echoes of the past.

These echoes, these remnants of events past, are scattered throughout the various areas of each ruin and are required to be collected and put into a logical order to uncover what happened so that the party can then figure out what’s missing in order to move forward. It’s a bit odd at times and it can definitely cause a standstill in the adventure as these echoes are not available up front. Instead, you have to get the compass to find them to activate before being able to search for these and until you get that up and running, you could run in circles for a few hours trying to figure out what to do. At least I was able to level up my party and get some really fancy new gear through what probably ended up being two hours of synthesis to unlock everything that I could at that point in time.


In regards to the dungeon approach though, it’s not a bad change of pace but it often felt a little less “free” than the previous entry as each location is only granted as the story moves on and it’s not like it’s blocked off because you don’t have the tools, it’s simply just not there. The rewards for collecting and putting all of the echoes in place is obviously worth it (even if you have to do it) as it gives you plenty of SP to use in the Skill Tree and other items that can be synthesized to make the journey a bit easier, but it came at a bit of cost.

Summary

Overall though, Atelier Ryza 2: Lost Legends & The Secret Fairy is an excellent sequel to Atelier Ryza: Ever Darkness & The Secret Hideout. While the refinements to the gameplay’s perspective of the adventure alone are worth the return, the return of the original cast and of the protagonist for another adventure was something that the series has been missing for a long time. It’s not to say that most of the sequels in the various trilogies weren’t worth it as Atelier Firis remains just about my number one entry, but seeing first hand the growth of the protagonist on their next adventure was something that this series needed and it did it very well.

Score: 8.75 / 10

Note: Played off of a PlayStation 5





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Warriors Orochi 4 - Ultimate - Switch Review


Warriors Orochi 4 - Ultimate by developer Omega Force and publisher Koei Tecmo AmericaNintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 11 minutes


Having originally released just before Halloween in 2018, Warriors Orochi 4 brought back the merging of warriors from various timelines in the Chinese and Japanese dynasties alongside a mystic realm created just for the occasion. Stepping it up a few notches from previous entries, Zeus, leader of the Greek Pantheon, decided to have some fun and started this merging all over again which could obviously only end badly. Just over a year later, both owners of the original or those having waited it out are in for a treat as several new characters have been added like the fan favourite Ryu Hayabusa and two new chapters taking an alternate path from the original ending chapter.

Being in the digital age, and on the same consoles as it was originally released, is great for the “Ultimate” Add-on. Instead of having to buy a whole new package if you’ve already picked it up on release or sometime between now and then, you can just grab the extras and be on your merry way. Didn’t get it back when it was released? The whole Warriors Orochi 4 Ultimate package is available both in physical and digital formats. Having personally picked it up on the PS4 on release to play with a friend, I was more than happy to start back at the beginning with the Ultimate version for the Switch.

Warriors Orochi 4

Being our first review of Warriors Orochi 4, we’re going to take a look at the basics before going into the new additions that Omega Force and Koei Tecmo have brought us. Being a little less dire than its predecessor where you literally start off with the last three warriors that had yet to fall in battle, the current version starts off a little more slowly with Naosama Li, his mother Naotora Li and Tadakatsu Honda as they find themselves no longer on the same battlefield that they started off on.

Immediately going in another direction from its predecessor, while you still have a team of three warriors to swap between, they are now only present one at a time on screen so chain attacks are possible but the wider range of attack isn’t. Easily swapped between with nothing more than the press of a button, you can easily change from one character into another and back again or even to the third without ever having to stop. With plenty of warriors already in the mix and some new entries from both the Norse and Greek pantheons? Things ramped up quickly.

If we look at Orochi 4 as its own warriors experience it does fairly well. Chinese and Japanese dynasties work together and clash against one another as they come to work against a common enemy but if you compare it to the third and even Spirit of Sanada? It's lacking a bit in the social department. on you still have the ability to bond and come closer with the other warriors, it's mostly now all done on the battlefield instead of being able to actually invite them to tea or have a meal as a group. I honestly missed this as you could specifically target certain members to raise affection with in the third while now if they aren't in your seven person battle group or in training? There's no way to increase it.

Warriors Orochi 3 offered a hub in which everything was available through people manning the stations and it only grew as time passed. Warriors Orochi 4 on the other hand has everything done through top level menus so while it doesn't take as long to before setting out on another mission, it doesn't feel as "homy" because of it. While I personally like being able to get right back into the action, when you have a cast this size it would have been nice to be able to continue to see the interactions between them when you were off of the battlefield. Finally, as a final comparison, Warriors Orochi 4 is a lot more straightforward than its predecessor offering one mission after another in a line of chapters instead of a series of possibilities that span out and require certain members to have been recruited before being able to be tackled.

Comparisons aside, this latest entry offers a fairly solid experience as the story carries straight through from start to finish without having to go down a series of spanning storylines. Does it offer as much gameplay and story as the previous one? Not as much but it stays true to the new direction that it set out. So setting out with the mesh of characters that are offered to you, there are some other new twists as not only do the gods have godly powers, but now so did some of your own warriors.

Making a modification to the rage system, now instead of accumulating a gauge and unleashing it when you see fit, you now have to fight a little for it. Found from a specific enemy called a Chaos Origin, until you level up far enough and power up your weapons, you’re going to need some magic to tackle them on. Magic you say? Yes Magic, but more on that in two seconds. Needing to have a combo count of at least three hundred, once you’ve taken out an origin it’ll drop an item that allows a character to go into rage mode. Rage, like in the other series allows for some instant changing in the flow of battle as the level of combat prowess just jumps through the roof. Where there’s another change though is that any of the eight characters that obtain a bracelet from the scary monsters like Lu Bu and Oda Nobunaga to the poster boys of the series Yukimura Sanada and Zhao Yun, rage mode turned into Deify, and what a trump card it is.

Using the power of the gods, any of these eight like Naotara Li, Guan Yinping, Cao Pi and Mitsunari Ishida switch forms and the appearance they take on is clear that they’ve gotten a power boost past the levels of Rage Mode. Operating under a huge boost for a short time, once that boost is over, they then fall into what is almost Rage Mode levels for another duration of time before going back into their standard mortal looks. On an original cast of 170 characters, with only eight containing these bracelets, you’ll find that you generally want one of them close by to use, but of these eight? You’ll only have access to about three to five until damned near the end of the story which makes facing off against your enemies at times rather scary… because Lu Bu is a terrifying monster and he’s so, so, so, not on your side this time around.

Ultimate Edition

Moving into the Ultimate edition there are several new additions that boost up the original experience. Starting off, with perhaps one of the more interesting additions, are the two new story chapters that take the “what if ‘X’” happened instead while leading into the finale. This allows for things to take a step back in the story to tell a new tale while simultaneously continuing to ramp up the difficulty because you’ve already completed the original story. Adding onto these are new sub-scenarios which are always worth doing for both experience and sometimes the hilarity such as the early on Parents vs Children and a much later everyone messing around about a banquet instead of gearing up for the final battle. These are necessary to complete the story, but without the massive grid of sub-scenarios, they add in some more content that way.

On top of the new story, new characters have also been added from some that had been hinted to over to some that, if you ask me, should have been there in the first place especially after how amazing they were in the third. Thank you for bringing back Ryu! But I still miss having Atelier’s Sterkenburg (Sterk, aka Sterky) and Soul Calibur’s Sophitia. Now that was a trio of destruction!

Getting back to the magic from earlier, there are items known as Sacred Treasures that can now be swapped out to customize your characters as you see fit. So for example, Tadakatsu Honda starts off with the ability to ride waves and crash into hordes of enemies but if you so choose now, you can switch off for a massive outward ice attack from Cerberus to freeze enemies and even gods in place as you close in the distance or just use the moment for what it’s worth and hack them down to size.

Finally, the last newly added mode is the infinity mode which hosts a series of twelve towers that host their own sets of challenges to be conquered. Zeus, being Zeus, decided to set up a bunch of challenges with the promised reward of being the ruler of Olympus. Setting out in order to take up the challenge are Ares and Athena alongside any other warriors believing that they are up for the challenge!

Now unlike the Story Mode, Infinity Mode doesn’t really have the same level of story attached to it, however, it packs in a load of quick paced gameplay under circumstantial conditions that are a load of fun and easy to pick up and put down as needed. Split into twelve towers named for each of the Zodiac, each tower has several floors that must be cleared in order to make it to the top and consider it complete. What’s really neat about these floors is that most of them have conditions like defeat 130 enemies within five minutes and then find the exit to the floor. Modifiers exist between different towers like double the counter if you defeat enemies with magic or musou attacks which really helps move things along as while defeating the amount of enemies isn’t hard, finding the exit can be. Can’t find the exit? You fail.

So to help with finding the exit, unlike the normal mode, your party of three actually act independently of each other on each of these floors. While this sounds a bit like Dynasty Warriors 8 where you could send out your allies to another point of the map and switch between them, instead, while your other two members are running around AND you can still switch between the three, you’ll never move from the spot that you are personally currently investigating. You can give orders to your other two members like explore or attack enemies, but you can never switch positions with them. It’s a neat mode that adds in some interesting new elements to the mix and if you do well enough? You can skip the floor that comes after from having just done well enough in the current one which will also greatly speed things up.

Wrapping up the new package

Now there are two things that stood out to me while replaying Warriors Orochi 4. The first is that it’s clear that gameplay had been polished because playing back through it on the Nintendo Switch was flawless whether playing with my Switch in one of my cradles on a TV or in the lunchroom with the Switch in my hands. It was simply smooth and there’s no other word for it. Where I had an issue with things however, isn’t exactly the titles fault, but the fault of the platform that it was on. Right now, playing a Warriors title online? I couldn’t find a single person to join up or join into a room in order to play one of the modes. I tried and left the game running for a bit, but as it stands now, if you’re going to want to hit that online mode? You’ll want to be on a PlayStation or an Xbox.

So overall, while it may not have the same expansive storyline of Warriors Orochi 3 Ultimate, Warriors Orochi 4 Ultimate is a solid experience which adds some neat quality of life features to the base title that came out over a year ago. Adding in just a few new characters was neat, but it’s the ability to change magics and the smoothness of the experience that really takes the show making the Ultimate add-on a worthy pick up to the original title.

 

Score: 8.5 / 10





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Nobunaga's Ambition - Retro Reflections

Most of us have fond memories of that one game that started us on a path to loving a particular genre of game or recalling a specific gaming console very fondly. For many people I grew up with, Super Mario Bros. came to define both the NES and platforming. Mike Tyson's Punch Out or Tecmo Bowl represented sports fans very well. I enjoyed all of these and plenty more formative classics at the time from The Legend of Zelda to Dragon Warrior, Metroid and Final Fantasy. However, one of the most telling games from my childhood was a strategy title very few people seemed to know anything about, called Nobunaga's Ambition.


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