Star Ocean: First Departure Review (PSP)

Doing a review for a game you loved is easy. Doing a review for a game you hated is easy, too. Reviewing Star Ocean: First Departure, for the PSP, isn’t going to be easy. For the first 10-12 hours I was playing it, I was considering quitting; it just wasn’t grabbing me. Then I started digging into some of the ‘extras’ and treating it almost like an MMO, my focus turned to building strong characters efficiently rather than driving the storyline forward, and then I was really enjoying it. But that could only carry me so far, and when the game finally ended I was both satisfied *and* relieved.

So let’s break it down a bit. This is a pretty typical linear JRPG. There are some side quests but mostly it’s a straight shot from unknown farm boy to hero of the world. And honestly the story was pretty average. It started interesting, with some time travel and the ultimate goal being to cure a disease; surely a noble cause. But really that boiled down to having to kill Foozle, and in order to kill him you first needed to find the 4 Widgets of Wonder to access him. It at least made sense, and if you pay attention there’re ties into real world legends and so forth, but it just didn’t really draw me in, and the only real ‘twist’ felt like something stuck in to bloat the length.

As for characters, you have a core of 4 characters plus 4 open slots to fill with extra characters. There are more than 4 of these so if you want to play them all you’ll have to play through the game at least twice. Only 4 of your characters are active in combat at any time. You can swap them out at will. When I was enjoying character building I was trying to keep everyone an even level, but when I started my drive to finish, I picked 4 characters and relied on them alone. At the end of my play through, my ‘core’ characters were level 72 and my extras were still in their 40s.

Combat is action based, which would be fine except the camera (which you can’t control) is usually too low. When you have a bunch of baddies and 4 of your characters on screen, it can be really hard to figure out what’s going on, and I spent a lot of the game button mashing my way through. You can change which character you control by tapping the circle button, which pauses combat, then the “D-pad” lets you cycle to whomever you want to control. Pressing Triangle pauses and opens a menu for using Items, Fleeing battle, and so on. Pressing the Square pauses and lets you change your target.

And that’s cumbersome: that you have to pause and cycle around to get the target you want rather than just running up to it. Combat also pauses when big spells go off in a classic Square Enix style of flashiness that you’ll get *incredibly* sick of by the end of the game.

The three characters you aren’t controlling are AI powered. I spent 99% of the time running the ‘main character’ and letting the AI do the rest of the work, and it does an admirable job. The healer in particular was great at healing just enough, just in time. She also knew to run away when she got aggro. My mage was ok, but was prone to unleashing a big, slow attack when the battle was almost done, which just wasted mana and slowed things down. Still, the AI was pretty good; no complaints there.

It took me 25 hours to play through the game, and as mentioned, by characters were in their low 70’s. You level *frequently* in Star Ocean: First Departure, and when you do you get skill points to spend. Skills are used both to build up ‘crafting jobs’ like alchemy or blacksmithing, and (for some of them) to add to your stats. So Smithing adds to strength plus is required for the Blacksmithing ‘job’ (which is actually called Compounding). There are also combat oriented skills like fast spell casting or defense breaking. So there’s a lot of decision making about who is going to do what job, and what percentage of skill points are going into combat vs crafting. With the right materials, a character can write a book about one of his skills and pass it to another character to read in order for them to raise that skill without spending points.

To make a finely honed party you really need to plan this stuff out. There’s no reason to have, say, two alchemists. However Compounding only works on the weapons you can use. (Generally you combine a weapon and a mineral and hopefully get a better weapon, but you might end up with junk.)

The crafting system is pretty deep and pretty interesting and was my favorite part of the game. (There’s a music system, some kind of art system, systems that require the whole party to join together to work on a project..lots of stuff.) That said, I’m told the game has a level cap of 250 (!) and a hitpoint cap of 9999 (my dudes had 5000-6000 HP by the end) so if you’d rather grind levels then mess with Crafting you probably could do so.

Sometimes it’s hard to avoid grinding levels due to random encounters. You know that old school vibe…walk for 3 seconds, have a combat encounter. Walk another 3 seconds, have another. There’s a skill called Scouting which is supposed to help you avoid random encounters (or, heaven forbid, get more of them) but I didn’t have much luck with it.

The Save System is a little annoying. You can save anything on the world map, and here and there in dungeons. You can’t save in towns, not even at Inns (where you can sleep to regain HP and Mana). That meant a lot of time running out of town to save before trying something crazy.

All in all, I’d give Star Ocean: First Departure about a 3 on a scale of 1-5, but it is definitely a game only for fans of JRPGs. I ended up higher level than most, from what I’ve read on gamefaqs, and I’m not really sure how or why, but because I did the game was never very difficult. There were lots of parts of the Crafting system I never really had use for, and I rather wish I would’ve been ‘forced’ to either use them or deliberately grind levels. I do like that the “I’m going to grind until I’m uber and can mop the floor with the bosses” option is there for those who enjoy playing like that, but I think you should have to deliberately attack the game in that fashion for it to work. That I ended up over-powered “by accident” indicates a bit of a balance problem, IMO.

There’re apparently multiple endings depending on how well your party got along (there are certain opportunities for ‘special events’ in most towns that’ll help there) and there’s a post-game dungeon in case you want to keep leveling, but for me, one time through the world of Star Ocean: First Departure was plenty.

Syp’s other blog

/PUBLIC SERVICE ANNOUNCEMENT

I’m probably the last one to learn this but just in case….

Syp of Waaaaaaaaaagh fame (is that too many “a’s”?) has a non-Warhammer blog, Bio Break, where he talks about games beyond Warhammer. He must have started it after I stopped reading Waagh! and all the other Warhammer blogs.

/END PUBLIC SERVICE ANNOUNCEMENT

Golden ages & game design

Thanks to Stargrace for pointing me at this post on Of Course I’ll Play It!

I wasn’t at GDC and didn’t hear the Paul Burnett lecture that Dusty Monk (author of Of Course I’ll Play It!) refers to, so I can’t comment directly on that. But from what I’ve read, the quick recap is that Burnett suggests that we all have a ‘golden age’ of gaming that influences our likes and dislikes. Simple enough.

Monk adds his own thoughts to this when he says:

No matter how utterly convinced you are of how fundamentally fun something is, there is always someone else whom is just as equally convinced it is the worst thing in the world. And no matter how absolutely terrible you think something is, there will always be people that think it’s the best thing in existence.

And that, to me, is a golden nugget and something I really need to keep in mind. I should print it out and paste it on the wall behind my monitor, for when I’m arguing with all these crazy kids (git out of my yard!) who think that games shouldn’t have levels or loot or travel times or obstacles or rats or fighting or whatever the next sacred cow they start tearing down is. (Bless ’em for their energy and constant thinking outside the box!)

The timing is kind of funny because I’ve been playing a certain game a lot, and wasn’t really enjoying it until I got out a pad and paper and started taking notes and planning out character development and stuff. And a few times I almost posted about it, but then didn’t really want to have to get into a big debate about how if a game forces you to take notes it must suck. Because I can see how people would think it would suck, and honestly I wouldn’t want to have to do it very often. But for me, for now, it’s kind of a neat feeling of nostalgia.

Sometimes I miss the days when there was *always* a pad of graph paper sitting next to the keyboard. It was as essentially a gaming tool as the monitor, really.

Anyway, thanks to Stargrace for pointing out the post! And I should ask Monk if he ever played Megawars III.

Crafting and Creativity

There’s been a lot of crafting talk lately. And a little bit of discussion around how rigid (my term) MMOs tend to be.

Angela was checking out this thread on the EQ2 boards and I asked her to send it to me. It’s a guild hall turned into a circus, built of crafted and collected items. The ‘figures’ are all quest rewards, I’m sure. But the structures are all creations made of crafted items.

I realize to a lot of people stuff like this is “pointless” but to another lot of people, stuff like this is what makes MMOs magical. Preemptively cutting off the nay-sayers, the point isn’t about quality of graphics or that the elephant’s foot doesn’t intersect perfectly with the ball he’s standing on. The point is the ‘sandbox’ aspect that allows people to come up with original crazy ideas, and execute on them.

Anyway, here’s the link:

http://forums.station.sony.com/eq2/posts/list.m?topic_id=446678

New Widget curtesy of Tipa and XFire

Over in the right column you’ll see a new widget I just added: “Playing on PC”. (It’s the 4th chunk down as I write this, but I move stuff all the time.)

That’s a widget that Tipa from West Karana coded to import data from XFire.

Installation is a snap and it works as advertised! Obviously you need to be an XFire user to put it to any use. 🙂

Thanks Tipa!!! Very much appreciated!!!

The Emperor Has No Clothes! (OnLive)

Lots of gawking and fawning about OnLive coming out of GDC and from folks on Twitter. People who I usually feel are pretty lucid are buying into this product in a way that startles me.

(On the off-chance you haven’t heard about OnLine, I wrote a post about it for ITWorld.)

OnLive sounds to me like a really neat tech demo. A system that works wonderfully under ideal circumstances.

And OK, it might even be a neat system for non-twitch games. Board games, RPG’s with turn-based systems, and things of that nature. But FPSers and driving games? No way. At least, not in a way that is going to be dependable all the time.

Just think about how often you’re sitting at home and you hit a site that feels slow. Now it might be that the server that hosts the site is bogged down. But it could be any of a number of other reasons between you and them, too. I work on the web. I spend a lot of time tracking down “the site is really slow!!” problems, and about 70% of the time, it isn’t the site itself. It’s a router being wonky or DNS being sluggish or our local connection being bogged down or something else.

If any of those things happen while I’m playing Need For Speed over OnLive, my experience goes right into the crapper. And for most of it, there’s nothing you can do but wait.

If OnLine launches and becomes popular, we’ll be back to the old “bandwidth hog!” jokes of a few years ago. If you want to play a game and someone in another room wants to stream video, you’re screwed. You may even be screwed if your next door neighbor is bit-torrenting his porn collection to the world. Got an VOIP phone? Well don’t try to play while someone is talking on it!

And then there’s the question of bandwidth caps from your ISP.

Here’s what Brad Wardell of Stardock has to say about the server. Now granted, he isn’t exactly objective… but here ya go: Stardock CEO speaks about OnLive.

*Maybe* all of this will work out and OnLive will do great. Would this be a good thing? They want to replace both hard media (ie, disks) and digital downloads. In short, they want to have a monopoly on how we play games. They’ll know what we play, and how long we play for, and who we play with. If they decide your favorite game isn’t right for their service, bam, it goes away. There’s nothing you can do to keep a copy for yourself. It’s just gone. Poof.

Granted, the chance of them taking over like that is slim.

But people, remember the Phantom! Be skeptical! I signed up for beta; you should too. Let’s see how this service really works before we start chittering away like happy mice over it (I don’t know where that came from, sorry).

At *best* I think it’ll be a system you’ll use to supplement your consoles and gaming PCs, not replace them. You don’t want to be without any games every time the net goes a little wonky, do you?

[UPDATE: Lloyd Case has a nice article on the service (more balanced than my rant) over at Extreme Tech]

Time, value and scorn

I argue with MMO bloggers a lot. Maybe I’m just old and set in my ways, but so much of what these youngsters say just rings so false to me…

One topic to always get me embroiled in an all-day rasslin’ match is this concept that most MMO publishers are just out to fleece their customers and they make MMO’s full of un-fun time sinks so that people will play longer and so keep subscribed.

I don’t agree with this argument. If the activities that bloggers refer to as “time sinks” aren’t fun to the players, then why don’t the players leave the game? Why stick around if you aren’t having fun? Anyway, I’ve argued that argument until I’m blue in the face. Not going to do it again, life is too short.

In fact, I’m throwing in the towel and I’m going to AGREE with these bloggers, but on condition that they cast their nets wider. It isn’t the MMOs are full of time sinks. GAMES are full of time sinks.

This struck me when I was reading In Praise of the 3-Hour Game (doh, no stretch there.. I sure can make mental leaps, eh?). In it, Wired’s Clive Thompson suggests that most (narrative driven) games are bloatware and shouldn’t run more than 4-5 hours. The argument goes that games cost a lot to make, so you have to charge $60 for them, so you have to fill them with time sinks to stretch out how long they take to play so that players feel they’ve gotten their money’s worth.

For the record, I don’t totally agree with Thompson either, but I agree with him more than I do with the bloggers. When I’m grinding levels in a Final Fantasy in order to take on the next boss, all I’m doing is grinding levels. Nothing unexpected is going to happen. Nothing else in game is going on. Compare that to grinding levels in an MMO. I never know what’s going to happen next. Maybe someone is going to come running past any minute, in need of help or something. And I’m probably talking with guildies or friends while I’m grinding, so even if nothing unexpected happens I’m still having a pleasing conversation.

In either case, people are paying to do time sinks. Either at $15/month, or with that big fat $60 fee up front. If the basis of the argument against time sinks is that time sinks aren’t fun, and we’ve established that both single and mmo games are full of time sinks, then why do we find games fun in the first place?

I mean, any non-gamer would tell you the entire game is a waste of time and a ‘time sink.’

I could do into this some more, but I have to go grind a couple more levels in Star Ocean: First Departure before I can take on the next boss. And y’know what? I’m really looking forward to playing after the day I’ve had.

# # # End gaming discussion # # #

To my friends: A while back I was apologizing about being so negative and all that and mentioned that my mom wasn’t doing too well. A few of you expressed concern, and that was very much appreciated. I just wanted to post a quick update. It’s been an on-going struggle since, as we’ve tried to motivate her to take care of herself. Funny thing I’ve learned. If a person is lucid, you can’t force them to help themselves. We’ve been trying like crazy to get her to check herself into the hospital but she wouldn’t. Then today she fell (not for the first time) and hit her head (the first time). Thank goodness someone happened to be there, and an ambulance was called, and now mom is *finally* in the hospital getting some medical attention. Tests will be run; they think she may have pneumonia, or worse (her white blood cell count is way low – she’s smoked like a fiend for close to 70 years…draw your own conclusions) but at least they have her eating and drinking.

I know it sounds weird to be ‘celebrating’ my mom landing in the hospital, but it feels like such a relief. She’d gotten to where she would choose not to answer the phone, and every time I called I’d get to worrying that she’d fallen or had just passed away and was laying there, or hoping she’d just decided she didn’t feel like talking to anyone (you wonder where I get my crankiness…the apple don’t fall far from the tree!) Thank goodness an old high school friend lives across the street and he’d check on her for us. I’m far less worried with her IN the hospital than I was when she was OUT of it.

Spellborn Quick Tip: Chat Filters

If you’re anything like me, one of the first things you do when you start an MMO is turn off the “General” chat channels. Nothing breaks immersion like the on-going bitch-fest that is General Chat which happens in every single MMO I’ve ever played. In Spellborn, this constant bitching and epeen displaying happens in Zone Chat. Getting rid of it is a little tricky.

To the right of the chat entry window is a little ‘bubble’ icon. If you click on that you get a bunch of chat options, including filters. You can untick Zone chat, and you’d think you’d be done. You’d be wrong. What you’ll see now is the same chat with a warning:

[POST EDITED BECAUSE PEOPLE TAKE THINGS TOO LITERALLY]

Zone: Player1: So psyched for BSG finale tonight! (warning, channel not active)
Zone: Player2: I love that show! (warning, channel not active)
Zone: Player3: Where can I find Young Bears? (warning, channel not active)
Zone: Player2: I need Young Bears too! (warning, channel not active)
Zone: Player4: What’s BSG? (warning, channel not active)

And so on. Clearly the game REALLY wants you to see the Zone chat. So what you have to do is, under that same pop-up chat widget, pick “New Channel” (which really means “New Tab”). On the old tab, re-enable Zone Chat, then move to that new tab, and set your filters accordingly (ie, untick Zone Chat there). Your preferences will be respected in your new chat tab, as long as “Zone chat” is un-filtered in another tab (which you can blissfully ignore).

Now you can enjoy the lore and the magic of Spellborn without all the asshats breaking your immersion!

The Circle of Life??

I’ve been feeling a bit glum about the state of gaming for the past few months, and I just need to get this out in the open on the off chance someone out there feels the same way I do. Just to be really clear, this post isn’t about Massively Multiplayer Games, for reasons which should quickly become apparent.

When I was, oh, 13 or so, I got really hooked on wargames, mostly those produced by SPI. I couldn’t wait for every new issue of Strategy & Tactics to come so I could see what new game was bound inside. There was just one problem: I had no one to play against. I grew up in a rural area and my friends were more interesting in going hunting or fishing than in playing any game that had more than a page of rules. I could coerce them into a game of Monopoly on a rainy day, but that was as complex as they were willing to go.

So I made up all kinds of systems for playing wargames solo. When D&D launched, I started rolling up characters for it, drawing maps, creating dungeons…none of which were ever played. I aced my senior high school English class when I wrote a paper called “On Creating a Consistent Universe” which was based mostly on my D&D campaign creating. (This was before you could just buy a campaign.) But D&D was way WAY too ‘out there’ for my friends to grok. It was something I hid from them, in fact.

I wasn’t alone in this predicament, and as I hit my late teens S&T started running articles and questionnaires about the possibility of somehow using personal computers to act as the AI. I was fascinated by the possibility, but it took a few more years beyond then before Atari brought out the Atari 400 and I scrounged up enough extra $$ to buy one. The rest, as they say, is history.

In the quarter-century or so since then, I’ve played a *lot* of computer (and later video) games. I took (and take) great joy in the fact that I could sit down anytime and fire up a game. No longer was it all about waiting for a rainy day to find someone so bored that they’d actually play a board game. I could finally experience D&D, after a fashion, when SSI grabbed the license and started producing the “Gold Box Games.”

But lately, things are changing. More and more, games are moving away from being single player activities. Shooters come out with shallow single player campaigns and rich multi-player components. Resident Evil is designed to be played Co-op, Left4Dead is designed to be played with a party of 4. I loved the first Lost Planet, but the next one is going to emphasize co-op mode.

I was looking forward to deeper, smarter AI, but instead, AI is getting pushed aside in favor of multiplayer (both vs and co-op). It feels like single player gaming is a dying activity.

And that’s damned depressing. I still don’t have friends who’re interested in gaming, really. Not because they’re hunting and fishing now. It’s more because they’re just too damned old to be bothering with games. They’ve got kids to put to bed and American Idol to watch, dammit! And frankly, I don’t *want* to play with other people. I’m old and curmudgeonly and hate like hell to be held to someone else’s schedule or pacing. I’m a crotchety old man, dammit. You kids get offa my yard!

But I feel like I’m pushing counters around again, only this time there’s no way to fudge things. Resistance: Fall of Man was an excellent shooter. Resistance 2 is an ok shooter with great multiplayer. Killzone 2 has an ok single player and terrific multiplayer. RE 5 I mentioned. And of course there’s all kinds of interesting MMO worlds being created.

The one saving grace I have is that I probably have enough single player games stockpiled to last me the rest of my gaming life, literally (I figure at best I have 15-20 years before something deteriorates far enough that I can’t game). But those stockpiled games aren’t all good, and a lot of them are already showing their age. By 2019 they’re going to be ancient, as will be the hardware that can run them!

I sure wish there were more people like me left. People who like just ‘curling up with a good game’ without it having to become a big social outing full of trash talking and pauses for another round of beers. I want to get lost in the games I play, become part of the world I’m playing in, and that’s hard to do when there’s the garbled static of someone yammering in your ear. But the developers aren’t interested in my demographic. They’re interested in the endless hordes of youngsters who’re only interested in gaming together.

Rest in Peace, Single-Player Gaming!

Combat in Chronicles of Spellborn

Tonight I’m going to try to puzzle out how combat works in The Chronicles of Spellborn. Again, there’s a healthy amount of speculation on my part in this post. The game is growing on me now that I said to hell with frantically jumping around and instead am focusing on using skills and moving a little bit. I think there’s a happy medium where I won’t take too much damage, and also won’t feel too frazzled. Oddly someone in chat said “I’ve been wanting an MMO that played like Oblivion.” and I realized that’s kind of what this combat system is like. (Oooo, I just thought of something…I wonder if there’s a way to play with a gamepad!!?) Somehow, that got me to approach it differently!

Anyway, more on combat.

combat1

This is the top left corner of the screen. The mouse cursor isn’t picked up in screenshots but I’m hovering over those 3 small bars, and the bluish window is the pop-up help window for it.

The red behind the character name is health. The yellowish green circle is my Fame Level (5) and the smaller circle is my current PeP level (1). The orange, purple and green bars are Physique, Morale and Concentration, all of which are at +1. I’m pretty sure that +1 is from having PeP level 1. You can read the pop-up text to see what these do for you. All three of these stats are pretty fluid in combat, as we’ll see.


combat2Here we have a sample skill from my skill book. The cursor is hovering over the skill name (Swift Kick) resulting in the pop-up. We see it’s a short range “Maneuver” skill that deals “calculated” damage.

I’m skipping the “Legal Sigils” because I still have no clue about Sigils!!

At the bottom of the pop-up we learn what a “Maneuver” skill does:  every time we connect with a Swift Kick, our Concentration goes up one (which means, from looking at the image above, that our attack speed increases by 5%, assuming a smooth increase per point of Concentration. If we try to plant a Swift Kick and miss, our Concentration, and attack speed, drops by 5%.

We also learn that Calculated damage means that if my Concentration is higher than the mob’s, I’m going to do increased damage. Not sure how much increased, or if that’s a sliding scale or a flat bonus.


combat3Here’s another skill, Break Defense. This one is a Burst skill. Burst works the same as Maneuver, except here it’s Physique that goes up and down, rather than Concentration. Physique increases movement speed. Having a nice high Physique is great for speeding away from battles going poorly!

Break Defense does Piercing damage, which has nothing to do with our 3 Status Attributes but instead bypasses resistance and affinity values of the target. What’s an affinity value? No clue yet!


combat4 This series of shots just shows what the icons on the right of the skill listing indicate. The first indicates that Break Defense uses the Body attribute. As player gain levels, they get points they can put into 3 attributes: Body, Focus and … um, Will maybe? Persumably, this skill being tagged Body means it gets stronger as you put points into the Body attribute.

combat5The second icon indicates that this is a melee skill.

combat6The third icon indicates the magic type for this skill. Honestly, I don’t understand this one at all. I don’t *think* my character has a magic rating? This one has me really puzzled.

The 4th icon, with the number, is the cooldown time.


skilldeck This, by the way, is what the skill deck setup window looks like. Corrections to yesterday’s post, clearly you have have 5 skills per row (or Tier as they’re more properly called) and eventually 6 Tiers in total.

As of now, my character has 3 Tiers of 3 Skills. I don’t yet have 9 skills (I’m adding them very slowly as I try to understand what I’m doing) so I put Shoot in twice, once in slot 1,3 and once in slot 3,3. In theory I could Shoot, Battle Cry, the Shoot again, but in practice I rarely have that much time before I enter melee, so that second “Shoot” is something of a wasted slot.

One of the challenges is going to be distinguishing the icons. At a glance, a lot of them look pretty similar in the heat of combat. At least to my tired old eyes. Younger folk will probably have an easier time of it, but this gets me wondering if the UI is “modable” and if so if someone might make some cleaner skill icons.

Well, that’s as far as I’ve gotten so far. The game has grown on me a lot in my past 2 play sessions as I started playing it *my* way instead of the way that the drones shouting on Chat were telling everyone to play. Rapid circling might be more efficient, but it isn’t as much fun for me.

I’m already thinking about how I need to re-arrange my Skill Deck as I write all this and stare at that image.

When it launches, my understanding is that the Spellborn client will be free to download and some initial segment of the game will be free to play. I hope everyone interested in MMOs will at least give it a chance, because it *is* something at least a bit different from the standard DIKU MUD system everyone is getting tired of.