Tapping Out of Metal Gear Solid 5

Over the past 5 days (4 of which were vacation days) I’ve been focused on playing Metal Gear Solid 5: The Phantom Pain. And I think I’m done. I’ve gone from “Hey, this is actually pretty fun” to “Let’s see how much more I have to go before I finish this.” The answer to that last question is: 89%. After 5 days I’m at 11% complete. Extrapolating from that, I’ve got 45 more days of playing and I’m already getting tired of it so… yeah time to throw in the towel. Or at least put it in the “games I play every once in a while” pile rather than my “games I’m trying to finish” pile.

It’s not that it’s a bad game so much as that it’s a stealth game and I always forget that while I THINK I like stealth games, in practice I just don’t have the patience for them. Early on I play them the right way, sneaking around, hiding in corners, waiting for patrols to pass and so on. But damn is that time consuming and I’m so often cognizant of how much time I have to play and how much progress I’ve made. I get impatient and do something that I know has a small chance of success just because I want to do SOMETHING. Then I fail and it is back to square one. I spent 2 hours this morning trying to complete a trivial side mission and have nothing to show for it.

Which is a weird thing to say, isn’t it? I was playing a game so presumably having fun. When I spend 2 hours watching a movie what do I have to show for it? Somehow I’ve programmed my brain to expect some kind of progress for every hour I put into gaming. I wish my brain wouldn’t work that way. Though I suppose if I was really having fun for those 2 hours I wouldn’t care that I hadn’t made any progress.

While writing this post I did a bit of Googling and I guess you CAN attack the game full-on combat style but there are something called “Demon Points” that you accrue. For some reason Snake isn’t supposed to kill anyone in this war he is in. If I could go in and incapacitate dudes one by one I would. And you can do that, to a point. You can tranq them or knock them out. But they wake up eventually and then set off an alarm. I wish the game had a way I could zip-tie dudes and put duct tape over their mouth and basically take them out of the fight for the duration of the mission. (I hope that sentence is never taken out of context.)

I spent a lot of time watching this screen, waiting.

I’m not sure what Demon Points do beyond alter your appearance but I seem to have accrued a bunch of them because my Snake is constantly covered in blood. I send him to the showers (yes, you can really do that) and within minutes he is a smear of red. It’s ridiculous.

Also ridiculous is that every enemy base is playing either A-Ha’s “Take on Me” or the Kim Wilde’s “Kids of America.” EVERY SINGLE BASE. I guess Kojima could only afford to license 2 songs.

There’s a lot of interesting aspects besides going on missions. There’s a whole base-building aspect, there’s staff management, R&D, a bit of economic game. This stuff all takes a while to open up and I still don’t have everything unlocked, but I like having something to focus on beyond the immediate mission objectives. While you’re out in the field you can capture enemies (who magically switch to your side) and gather resources used to enhance your weapons and your base. You can even steal things like gun emplacements which are used to defend your base (which presumably gets attacked later in the game) or which can be sold for cash.

You can capture sheep and other wildlife because why not?

So I’m in this weird place where I enjoy kind of the sides, but I’m not enjoying the main course very much (sorry for the weird analogy but lunch is on the table and it smells so good and my stomach is rumbling). It really might be because I’m playing to finish rather than playing to enjoy. Or it might be that Afghanistan is so drab. I’m not at the “Rage Quit/Uninstall” stage yet, but I’m going to find something else to play for a few days/weeks and maybe come back to this later.

And y’know, if I wanted to spend hours just running around a bleak world, I could go play Death Stranding.

Game Grazing Lately

Over on Time to Loot Nathin asked readers what their personal Game of the Year was and… I couldn’t remember what I’d played in 2021. LOL And since I hadn’t been blogging for the first half of the year, I didn’t have any way of reminding myself.

That alone feels like a reason to keep blogging; at least then I could remember what I’ve played. Old age man…it stinks. Ask me about how bad my night vision has become!

Anyway since finishing Guardians of the Galaxy I’ve kind of been flathering around, not sticking with any one game. I keep waiting to settle into something to blog about it but it isn’t happening. So here’s what I’ve been bouncing around between lately.

On the Xbox I started Final Fantasy XII but so far I’m only about 5 hours in. I’ve played this before back when it came out on the Playstation 2, but never finished it and obviously can’t use that save, so I’m starting fresh. At some point FF XII was refreshed or remastered or something (it is now “Final Fantasy XII: The Zodiac Age”), but the faces of the player characters still look like lumps of clay with features drawn on them. I find it really distracting. Oddly NPCs seem to look better, and the cut scenes look fine.

FF XII does come closer to scratching the FF XIV itch than the other Final Fantasy games, so that’s something. What I REALLY want to be playing is a single-player version of Final Fantasy XIV. If I were king of the world I’d command Square Enix to create such a thing.

Also on the Xbox, I finally started Halo Infinite but so far I’m not really feeling it. To be fair I’ve done all of one mission. I just think my tastes have moved past first person shooters, maybe.

Lastly, a week or so ago Ubisoft released some new content for Assassin’s Creed: Odyssey, which is one of my favorite games of the past few years. I love that game so much I’ve been playing the new content slowly to make it last. Kassandra is such a bad-ass and one of the best video game characters since Aloy in Horizon Zero Dawn.

On the Playstation 5 I’ve been beating on my backlog. I’m back into Sword Art Online: Re: Hollow Fragment (these names…oof). This time I did NOT start over and I’m focusing on the Hollow Area and sticking with just partnering with one character. My goal is to finish the storyline and not to worry about stuff like trying to date all the girls. I’m vaguely proud of myself for being able to come back to this game and still know how to play it given how chaotic the combat system is.

I like it well enough but it isn’t something I can play for hours on end as it starts to feel pretty repetitious. It’s a nice game to boot up when I’m feeling kind of low energy and just want to grind through a bunch of enemies and stuff.

The other old game I’ve fired up is Metal Gear Solid 5: The Phantom Pain. I almost bounced off this one due to the on-boarding process. I had to agree to 3 different Eula/Privacy things, then the game asked me what country and state I lived in, as well as my birthday (obviously I lied on all of this). Then early in the Prologue it asked me to customize my avatar which I spent a bunch of time doing only to not have the avatar used at all: I’m still Solid Snake in-game.

Then you start playing and you have to sit through credits for every mission. It’s like they actively are discouraging you from playing. If I took a shot every time Kojima’s name came up on screen I’d be passed out before Snake took his first step forward.

Once you DO get past all that nonsense, the actual game play is pretty darned good so far. And for a last gen game it looks really good. It’s an open world game; you can go in and do missions or just free-roam and find supplies and stuff. It’s supposed to take place in 1984 Afghanistan but a lot of the tech you have is pretty advanced. Lots of scouting and sneaking and placing C4 charges and things like that. Serious business then broken up by silly things like using a cardboard box to hide in, or air-lifting sheep back to base via balloons. This is the game I’m closest to settling into but it does play best when you have a solid chunk of time and can focus on it.

Lastly, just this morning I splashed out $60 for Rider’s Republic and the Year 1 Season Pass on PS5. It’s on sale for 40% off and it wasn’t a super responsible decision to make but hey, let me have this one bit of mad spending for the season. I bought the whole thing just for this:

I’m feeling kind of desperate for something festive and upbeat and this looks just like that. Hopefully it’s fun. I played a beta of it and the actual gameplay was pretty fun but cut-scenes and interacting with NPCs was super-cringey. My plan is to skip all that stuff.

Finished Guardians of the Galaxy

I finished Guardians of the Galaxy late last night. Too late, honestly. By the time I was done I had a headache and my eyes were protesting about too much screen time.

I finished late because GotG is one of those games that seems like it is going to end well before it actually ends. I spent all of Sunday thinking “OK we’re about at the end” but nope. One of the few things I dislike about games is the uncertainty of their length; this is a problem (more or less) unique to gaming. If you’re reading a book you can look and see how many pages are left. Even if you do ebooks, you get a page number and/or a percentage finished. Heck my Kindle even estimates how much time you’ll spend reading what is left. With movies…, well first movies are generally a certain length. I suppose you would be surprised if you went to a cinema and a movie turned out to be 5 hours long, but such things are so unusual that something as simple as a glance at show times would tell you that this movie was a special case. At home, just hit Pause and you know exactly how much time you need to finish.

But not games. If you start a game that you know absolutely nothing about, you don’t know if it’s going to take you 3 hours or 100 hours to play through it. It makes it hard to budget time for particular games. The Internet can aid you (or, I guess, friends if you have any of those). I often visit HowLongToBeat before I start a game. That gives you a ballpark at least.

HowLongToBeat told me Guardians of the Galaxy should take anywhere from 17-23.5 hours to complete. However I am terrible at mentally tracking how much time I spend on something and GotG doesn’t have an “hours played” feature that I’ve noticed. Ergo I had more than enough game to last me another two days but thought I was almost finished so played past my session comfort zone, if that makes any sense. I finally finished around midnight.

I have three opinions about Guardians of the Galaxy:

Opinion 1: I didn’t really like the combat very much. I never felt like I got good at it or like I was in control. I muddled through and fights got easier over time but it all felt pretty random. You directly control Peter Quill aka Star Lord. His basic guns are like pea shooters that don’t seem to do much damage, and he can die if a baddie looks at him wrong. You control the other team members by holding down the L1 button, then selecting one of the face buttons to pick the team member, then selecting one of the face buttons again to pick the skill you want them to use. All the while enemies are bashing your face in which led me to generally just spam random skills in the hopes of taking down a bad guy. Usually by the time you get that skill selected your “target” has jumped from the baddie you WANT your teammate to attack to some rando cannon fodder. (I had a terrible time with losing my target lock.)

I don’t want to drone on about the combat too much. I mean I finished the game on the normal difficulty setting so it can’t be THAT bad, but it was the aspect of the game I liked the least.

Opinion 2: The exploration/travel parts of the game were decent. This isn’t an open world; instead you’re traveling down a fixed path with lots of side-corridors filled with loot (when I say loot I mean cosmetics or the ‘currency’ you use to purchase upgrades). You will frequently encounter some kind of obstacle which serves as a mini-puzzle. These often are solved with the help of the other Guardians: at various times you’ll be bashing through obstacles, crossing chasms, climbing over walls, or squirming through holes. Each Guardian has a number of ways to accomplish these tasks but each puzzle only has one solution. None of them are very hard but they added interest and felt satisfying.


Opinion 3: The story and characters were amazing. The story itself was easily good enough and complex enough to base a movie on. It had its funny parts and its sad parts and its heartwarming parts. The story alone was worth the cost of entry. Then, this being Guardians of the Galaxy, there was all the banter and interpersonal goings on which were very much on-brand and very well executed. The actors were all top notch. I particularly enjoyed Jason Cavalier as Drax, Kimberly-Sue Murray as Gamora and (though a secondary character), Emmanuelle Lussier Martinez as Mantis. In fact I kind of felt like Mantis stole the show every time she turned up. She was wonderful.

Also, meaning no disrespect to the Troy Bakers and Laura Baileys out there (love ’em both), it was nice to play a game voiced by actors you haven’t heard as characters in half a dozen other games in the past year.

So, credits roll and what’s next? While there is a New Game+ I unlocked all the abilities the first time through. I did miss some cosmetics but if I really wanted to hunt for those I could just reload chapters; I’m not sure they’re that important to me though. I could replay it just to see what happens if I make different decisions along the way, and I may do that sometime in the future, but for now I think I’m done. I would be really happy to hear about a story-based DLC or a sequel, though.

Started Guardians of the Galaxy

Been waiting a long time for Halo Infinite to launch. It has been years since I’ve played a good Halo campaign. (Halo 5 did NOT have a good campaign, in my opinion.) Finally on Wednesday it unlocked.

And I spent the evening playing Guardians of the Galaxy. I really fail at planning. You see, after I finished FF XIII I needed something to play, and since I’d been on the Xbox for that game, I looked to my library on the PS5. Back during Black Friday I’d had a moment of weakness and purchased Guardians of the Galaxy. I knew if I didn’t get to it soon the regular price would drop below what I paid for it on-sale, or it would arrive on GamePass over on the Xbox. In either case I’d be kicking myself for succumbing to the allure of the sale.

This was all on Tuesday. The plan was to play both games at the same time. So Tuesday I started Guardians but I didn’t get super-far into it. When Wednesday rolled around and it was time for Halo I wavered. Why? Because tonight, Thursday, is The Game Awards so I’m not sure I’ll play anything tonight.

Knowing myself, I knew that if I played a game briefly on a Tuesday then didn’t come back to it for a number of days (say until Friday) then I might not come back to it at all. Does anyone else have this issue? I hadn’t played enough on Tuesday for the controls and systems of GotG (which I find a little odd), to carve grooves into my muscle memory. I’d come back, feel kind of lost and like I should start over, which I wouldn’t want to do. So I’d play something else. My brain is weird.

So anyway, I’ll get to Halo Infinite soon-ish. One of the nice things about ditching social media is that I don’t feel any pressure to rush into HI for fear of spoilers or anything. Waiting is often the right move anyway because games get patched/improved. For instance GotG now has a Ray-Tracing option in the settings. That wasn’t there at launch so had I played it when it first came out I wouldn’t have had the option.

As for Guardians of the Galaxy, I know a lot of people LOVED this game, but I’m not quite as on-board…at least not yet. As I mentioned, I find some of the controls a little wonky. I’m so used to Left Trigger being ‘look down scope/zoom’ and in GotG it kind of is but it is also some kind of lock-on? My brain hasn’t really parsed what it does yet, but I know I often feel like I’m fighting the reticle as it keeps jumping from the enemy I want to aim at to another enemy.

As an interactive movie it is working, though. 100 percent. I do wish there was a cleaner way to handle “side conversations.” In other words a character will start talking about something random and I’ll accidently trigger a scripted bit which causes the random conversation to shut off so the scripted conversation can take place instead. Because of this I’m constantly standing still while I let the random conversations play out. And there’s a lot of them, so I spend a lot of time standing still listening to the team chat with each other.

That says a lot about the quality of the conversations. Last one I interrupted was Gamora asking the others what the weirdest monster they ever fought was. I still don’t know what their answers were and I’m still curious about it. 🙂

One clever ‘4th wall wink & nod’ bit was when I (Star Lord) was a prisoner & was supposed to be following a guard but of course there’s loot tucked away in corners everywhere, so instead of following I was exploring, and the guard kept commenting on the fact that I was wandering off in random directions for no reason. I don’t want to get too specific because it was a fun moment, and a clever way to merge “OK this is the storyline” with “OK this is a game and players want to ferret out loot.”

I’m still not very far in. I’m about at the point where the demo footage we’ve all seen takes place. The gang is headed to some fortress to sell either Groot or Rocket as a monster but of course we keep getting waylaid, often because Starlord and I are too nosey for our own good.

I’m hoping (and anticipating) that with a bit more time the controls will start feeling better and I’ll start enjoying the actual gameplay as much as I enjoy the story and the characters. If I had to score the game right now (again, just a few hours in) I’d give the story/characters/lore an A+ and the actual gameplay a B. And let’s face it, that isn’t too shabby even if I never start feeling more comfortable.

[Note: I need to remember to turn off HDR in my PS5 screenshots. With HDR on the shots look great on the PS5 but when I bring them to PC they’re super dark. I lightened the ones in this post but they still don’t look as good as they should. This is a gorgeous game when actually being played on the console.]

Final Fantasy XIII Finished

Well that’s done. I think my last save was around 55 hours. I think 55 hours is about 20 hours too many for the game’s systems. At least for me. Some spoilers in this post, not around story but around challenges and pacing.

Initially I really enjoyed Final Fantasy XIII. Even in the super-linear part I found being the ‘coach’ of the team was pretty enjoyable. I was at 26 hours when I got to where the game ‘opened up’ and the change of pace helped me stay interested, but not enough to be doing the same fights over and over again for so many more hours.

A lot of RPGs have grinding and I generally don’t hate it, but in FFXIII the fights take a few minutes each. Not all of them, but later in the game, a lot of them. When you fight a baddie and it takes you 5 minutes to beat him, then fight another baddie just like him again, and then do it 30 more times, it gets to feel really repetitive. You get to the point where you know you’re going to win. That makes the fights start to feel slow, dull and repetitive. Character progression slows too and of course Final Fantasy is known for having relatively few skills. You know how it is: first you learn Fire then you learn Fira then your learn Firaga. They’re the same spell just with more potency.

Early on there’s a lot of story bits to break up the monotony, but the farther in you get, the longer the stretches of just fighting, fighting, fighting get. Early on there are other characters around your party that you interact with, at least a little. Later on, you’re the only sentient beings for long stretches of a time. They only dialog you’ll hear is your party saying the same old things during battle. I bet I heard Fang yell “Eat this!” at least 5,000 times.

Honestly I almost didn’t finish. I kept asking myself why I was still playing. This came to a head at the very end. There are 3 “final boss” battles in a row, with no Save Points between them. You can Retry a battle, but Save Points also double as shops and crafting stations. There’s also no way to use a buff item between these fights. (These can be a huge help and I’d been hoarding them for end game, of course.) Final Boss #1 was pretty hard. Final Boss #2 was fucking ridiculously hard for me. It casts a spell that would insta-kill 2 of my party, leaving me frantically scrambling to Raise them and heal the last warrior standing at the same time. I failed that one after a 15-20 minute battle and the idea of doing it again, and then doing a third boss… I actually exited to the Xbox Dashboard on the way to just rage-quit/uninstalling.

But instead I jumped online and read some strategies and decided to try it again and I beat it by the skin of my teeth. All my party was blinking that particular shade of red that means “Death imminent” but the second boss finally fell. Final Boss #3 is a timed battle and gosh do I hate timed anything. I expected it would break me but I figured may as well try it one more time and…it turned out to be really easy. And that was it: Game Over.

For “Post-Game” content you just load back at the save point right before the final 3 bosses and can go do whatever you want. There’s no context to it that I can see; it’s purely grinding to max out your characters. No thanks, I’d rather go clean a toilet or something.

And yet…there is a sense of satisfaction that comes with sticking through adversity and finishing the game. I’m glad I did it, now that it is done. I can’t imagine ever wanting to replay Final Fantasy XIII, but in spite of all my struggles I am kind of curious about Final Fantasy XIII-2. For one thing it’s much shorter. HowLongToBeat lists FFXIII at 48.5 hours and FFXIII-2 at 28 hours. For another thing, I’ve heard the battle system is improved. And lastly, it’s on Game Pass so why not.

But not right now. I need a Final Fantasy break. Halo Infinite is out in 2 days and I have a bunch of stuff on the PS5 I want to get into. Plus that big Caves & Caverns update for Minecraft is out and I wanted to check that out. So I’ll put off the next Gran Pulse Grind Fest, at least for a little while.

A Final Fantasy X-III Warning

Progress in FFXIII has slowed somewhat, mostly due to a very sick dog. Lola was at the emergency vet twice in the past week. Lots of late nights trying to make her comfortable, lots of time standing around outside while she worked through stuff. She’s a little better now, but ~$2000 later we really don’t know what is wrong with her and I’m not convinced the meds she is on are doing more than treating the symptoms. She goes in for another battery of tests on Tuesday and I’m hoping we finally find out the root of her problem.

Being ANOTHER $2000+ in the hole will be good for my gaming backlog though, right?

Anyway, in spite of all that I did finally make it to the end of Chapter 11! Chapter 12 started with a battle that forces you to use a pre-determined party and it comes in hot right after a cut scene: this was a problem for me because one of the characters (Snow) I hadn’t touched in probably 30 hours of playing. I hadn’t unlocked any Crystarium nodes or updated his gear in all that time. Fortunately, the other two party members (Lightning and Vanille) were totally up to date so they carried him and eventually we were victorious, but it took a LONG time.

Immediately following this fight, I decided I’d better get my ‘unused’ team members prepped in case there are more pre-set battles in the future, and that’s when I learned I’ve gimped myself. Snow, Sazh and Hope all had 999,999 Crystarium Points. In other words, there’s a cap on how many CP a character can store (after every battle all characters gain CP even if they weren’t in the battle party) and I’d hit that point sometime in the past, after which additional CP was being lost. After spending all their points they are still pretty far behind the three characters I’ve been leveling up as I went.

So moral of the story is, spend CP even for characters you aren’t actively playing. Don’t be like me! Now I’m worried there’s going to be some grinding sessions in my future.

And while I’m handing out advice, I’d suggest not trying to convert a character into a role they aren’t “born” with. I decided to make Fang a Synergist (her ‘native’ roles are Sentinel/Saboteur/Commando) since my main party (Lightning/Vanille/Fang) didn’t have a Synergist. Turns out leveling up a new role takes huge amounts of CP (a lot more than ‘native’ roles) and the attribute bonuses you get are puny compared to sticking to the roles given to you in the early game. Ergo my Fang is a bit gimped, too.

Oh well. I think the game is designed so that you don’t have to make all the right decisions to be able to finish. Honestly the story-dictated boss fights haven’t been as hard as some side-quest bosses I’ve tried to take on. There seems to be quite a bit of ‘post-story’ content out there designed to challenge the min-maxers. Or maybe this is all wishful thinking on my part.

I guess we’ll see! I don’t expect to be sticking around for post-story stuff, what with Halo Infinite coming next week, not to mention the fact that Final Fantasy XIII-2 is now on Game Pass. So is Final Fantasy 12 which is another game I’ve never finished. I don’t think I have much need to squeeze every minute of playtime out of these games! Life is too short!

Final Fantasy XIII at 39 (hours, that is)

When we last checked in with our intrepid heroes they were 26 hours into their Final Fantast XIII adventure and beginning Chapter 11. They’d arrived on Gran Pulse and were enjoying the wide open horizon, even if it was littered with beasties that wanted to kill them.

Fast forward another 13 hours. At hour 39 our heroes are…still in Chapter 11. Now staring glumly at the wide open horizon, sighing deeply at the prospect of fighting these same beasties over and over again.

But at least they can ride chocobos now.

I’m painting a pretty bleak picture, I realize, but I’m still playing and that should tell you it isn’t as dull as it seems. There are still creatures that can flatten us so challenges await. The world is quite pretty and some of the creature designs are really cool. There is plenty to do: the “open world” of Gran Pulse has a lot of missions to take on. All these missions are given by Cie’th Stones. Wait, what’s a Cie’th Stone?

Time for a history lesson. Hopefully I get this straight. In the beginning there was the Maker who created the world of Gran Pulse and populated it with two races, the Fal’cie and the humans. The Fal’cie are weird demi-god-ish creatures who seem to each be associated with some kind of element. On Gran Pulse the Fal’cie more or less ignore the humans, and vice versa.

At some point hundreds or thousands of years ago, a group of Fal’cie created Cocoon, a hollow moon that hangs above Gran Pulse. The Fal’cie brought a bunch of humans to Cocoon and cared for/guided them. (One of your party members points out “We’re like their pets” although the truth is more malicious.) At the start of the game your group are on (in?) Cocoon. By this point in time the Pulse Fal’cie and the Cocoon Fal’cie seem to be at odds. Or at least the humans of Cocoon have a huge amount of fear of Pulse, to the point where anyone who has been in contact with anything having to do with Pulse is “purged”. Or as some might put it: murdered.

Sometimes the Fal’cie need an extra pair of hands. When they do they convert a human into a L’cie. (You still with me?). L’cie get magical powers! That’s the good news. The bad news is, they also get a “Focus” (a quest of sorts) that they have to complete for the Fal’cie. If they succeed they get turned to crystal. Wait, if being turned to crystal is the carrot, what is the stick? If they don’t complete their focus they turn into a Cie’th which is a kind of mutant zombie-ish monster bent on destruction.

L’cie who become crystal exist in a kind of suspended animation until the Fal’cie need them again, at which point they are turned back to flesh and given another Focus. Cie’th, assuming they aren’t hunted down and killed, eventually turn to Cie’th Stones where they exist in some kind of purgatory for the rest of time, UNLESS a group of adventurers comes along, finds out what their focus was, and completes it for them.

So yeah, we’ve been helping these poor Cie’th bastards by completing their Foci for them. Weird thing though: while this is supposed to release the Cie’th to ‘move on’ in practice the Stones don’t vanish and we can repeat the quests (sorry, the Focus), so who knows what kind of scam is being run?

Any way back in real life, I’ve done about 16 of these quests and there are 64 of them. Hopefully I don’t have to do them all to finish the game because ye gawds that’s a lot of running back and forth. There ARE some fast travel points and I’ll admit I’ve been ignoring them in favor of randomly battling my way across the landscape to level up my characters. If I focused on more efficient travel I might be progressing faster, but then I wouldn’t be as leveled up and fights would be hard so who knows?

In some ways, this section of FF XIII is reminding me of Fallout 76, in a bad way. Remember when FF76 launched and there were no other humans and you got all your quests from robots or computer terminals or something? It just made the world feel dull. Same thing here. You are literally talking to stones to get quests and there are no other sentient creatures in the world (so far). It’s just the six of you and any bits of cut-scene/story-building are few and far between. In practice I’ve been using the same three characters in the same configuration for all the time I’ve been in this chapter.

The fun at this point is trying to take down enemies as quickly and efficiently as possible while continuing to unlock nodes on the Crystarium. There is an upgrade system for gear but I still haven’t done much with that because I don’t feel like I have the ‘end game’ gear to focus on.

HowLongToBeat.com says FF XII can be completed in 48.5 hours for the Main Story. I’m note sure how that would happen because I don’t feel close to the ending, but maybe it all happens in a rush? I’m pretty ready for it to be over though, but not to the point where I’m ready to just say “Heck with it, I’m not going to finish.” It might be the kind of game where I have to just set aside a day of the week to play it and slowly push forward. We’ll see. That’s always a slippery slope because then you skip that day one week and then you forget all about it the next week and soon enough you’ve forgotten how to play.

Final Fantasy XIII: Twice the Hours, Twice the Fun?

Last night I crossed the 26 hour mark in Final Fantasy XIII. Actually I’m at 27. That’s 14 hours in about four days, which is a lot of gaming for me. Having days off for Thanksgiving helped, of course. So how’re things going?

Twenty-seven hours in I’ve just reached Gran Pulse and the start of chapter 11 which is, according to my vague memory of my last attempt to finish this game, where things “open up” and you start making some decisions for your party. Chapters 1-10 are very linear aside from some very short side-passages that generally hide a goodie behind a slightly more difficult than usual fight.

I haven’t really minded the linearity in and of itself. I’m one of those players who can enjoy doing battles and progressing characters just to earn the ‘rat pellet’ of another cut scene or chunk of story. In FFXIII I enjoyed the process during chapters 1-8. Chapters 9 & 10, though, were both slogs. They were both much too long or contained too little story, depending on how you want to look at it. The environments the party was moving through were monotonous, the enemies I was fighting were too familiar (slightly more powerful varients of baddies I’d been fighting for 8 chapters). Progress was starting to slow down. I’m hoping chapter 11 rejuvenates my interest which, I must admit, has been flagging.

One other point about Chapter 9. You’re on an enemy airship in this chapter and you’ve triggered an alarm. For almost all of this chapter there is a claxon blaring. I would like to find the person who thought this was a good idea and punch them in the ear in order to recreate the headache they gave me. This chapter literally cleared the room: Partpurple couldn’t take listening to it any more and left. I finally just turned the sound off and played in silence.

There was a tough boss fight at the end of chapter 9. I failed my first attempt on him after a long fight. This boss casts Doom 20 minutes into the battle. When a character has Doom cast on them, a timer starts counting down and when it reaches 0 it is game-over. To the best of my knowledge there is no way to remove Doom so basically it’s a time limit in the form of a spell. I am going to guess it takes 5 minutes for Doom to proc. Spending 25 minutes on a boss fight and losing due to a mechanic like this was discouraging enough that I didn’t want to repeat it. (Without the Doom spell I would’ve beat him; I was handling all his most potent attacks without losing characters; I just wasn’t doing damage fast enough.)

Before re-attempting the boss I did a small amount of ‘grinding’ by clearing a few encounters. That gave me enough experience to boost my character’s abilities a bit. Between that and some knowledge learned in the first attempt, I took him down the second time.

I wanted to talk a little more about character progression. You have six characters and there are six roles. Fairly early in the game each character receives three of these roles. You don’t level up the characters, instead you earn “Crystarium Points” from fighting. These points are used to unlock nodes on a ‘tree’, one for each role. Nodes provide either stats or skills. After a certain number of nodes are unlocked that character ‘levels up’ that role. Early on the game gates you in how far you can advance a role, which I think is meant to encourage you to unlock nodes in more than one role. A side-effect of this gating is that it is relatively easy to just unlock everything for each character, which is what I did for that Chapter 9 boss fight. I made sure everything was unlocked and that took maybe 10 minutes of grinding.

Part of Lightning’s Crystarium skill-grid thingie

Only three characters at most can take part in a battle. In the early game the battle party is predetermined; again I think this is to force you to try different Paradigms and combat styles (see my post from early this week for more about Paradigms). Somewhere around Chapter 9 (going from memory) the game lets you start picking your battle party members. Then at the end of Chapter 10/start of Chapter 11 each character gets all six roles unlocked and the gates come down.

At this point my characters had their initial 3 roles all capped at level 3. I’m finding that progress beyond level 3 seems to slow down quite a bit. I’m not sure if maybe that is to encourage us to work on the other 3 new roles each character just received? (The Internet tells me characters are strongest in their original three roles, though.) I’m currently running Lightning, Hope and Fang as my party. Light is primarily damage. Hope is healer and buffer, Fang is tank and debuffer. I don’t really like Hope much, though, and would like to swap in Vanille, but she doesn’t have the buffer role (Synergist). Well technically she has it now but no unlocks for it. So the question is, do I spend a bunch of points teaching Vanille to be a Synergist or do I just forge on with whiny Hope in my party?

Anyway, I guess that’s enough for today. I’m just about where I abandoned the game during my first attempt at it. I can’t remember what Chapter 11 was like, so it’s time to go refamiliarize myself. If the pace doesn’t pick up from chapters 9 & 10 then I might be coming to the end of my time with Final Fantasy XIII.

Update:
Finally thought to capture a full battle. This was my first time encountering triffids so I need Libra to learn about them. At one point I popped a potion more to show off that there are potions than for any other reason. Fight was dicey for a bit, then we staggered the big flora thingie and juggled it until it was dead.

Meanwhile, in Final Fantasy XIII

It’s been about a week since I started playing Final Fantasy XIII again. When I jumped back in I found I had a save file with 30-ish hours of playtime, but I couldn’t really remember how to play. I started a new game with my intention being to play the first 5-10 hours to get reacquainted and then switch to the 30 hour save.

So far I’m about 13 hours in. I think I’ve re-learned all the main systems and there’s no good reason for me to soldier on in this new save at this point. FFXIII is a linear game and it’s not like I can make different choices in this play-through. And yet, so far at least, I’m having too much fun to make the jump.

In truth FFXIII makes it easy to come back. There’s a ‘datalog’ feature that gives a textual recap of all the cut scenes and everything that has happened so far. I could read through all that and be totally caught up on the story. The various tutorials that you encounter can also be re-visited at any time. Kudos to the devs for offering these options.

I still might jump to the old save, but the vibe of the game is currently hitting me just right. Yup, it is super linear, and in some ways the game almost plays itself. But it’s awfully pretty and has a great soundtrack and I’m finding it quite soothing to play. With all the shit going on in the world, just easing into a mellow, escapist game is feeling really good right now.

It’s been a long time since I last played, but I think I am playing much differently than I originally did. FFXIII’s combat is base around teams of 2 or 3 characters with real-time, though not action-based, combat. There’s a bar called, I think, the ATB (Action Time Bar, maybe?) that you slot abilities into. During battle this bar fills up and when full your character performs the actions you’ve slotted. Then you slot new abilities in and wait for it to fill. The bar is broken into segments and different abilities take up different numbers of segments.

The game offers a way to automate this slotting of abilities into the ATB. I generally resist automation in games and I’m pretty sure I slotted things manually the last time I played, but this time I’m just letting the computer take care of that. I just pick the targets and the “AI” slots appropriate abilities. Honestly it does a better job than I do because it remembers what different kinds of attacks enemies are susceptible to. If an enemy takes double damage from Fire attacks the AI will slot Fire attacks whereas I’d probably never remember to do that.

In any case the AI always handles the abilities of characters 2 & 3; at best you can micro-manage the leader. There may come a time when I have to do that, but I haven’t encountered it yet and there’s a nice flow to battle when you’re just making the big decisions.

So about those big decisions. Each character can take on different roles. Roles are things like Commando (tank), Ravager (dps), Synergist (buffer), Medic (healer) and so on. You set up sets of this roles into a mechanic called Paradigms.

So maybe I have a Paradigm where Character 1 is a Medic, Character 2 is a Synergist and Character 3 is a Commando. That would be kind of a defensive Paradigm. Then I’d set up a 2nd Paradigm where Characters 1 & 2 are Ravagers and Character 3 is a Commando. That’d be be offense/assault Paradigm. You have have up to 6 of these Paradigms set up, and you can (and will) change them on the fly during a battle.

So instead of micromanaging the abilities my leader is using, I am instead constantly changing Paradigms and enemy targets. I guess the best analogy would be that I’m playing as the Coach of the team, calling the plays, but the AI is taking care of the moves each player makes. Here’s a short example video. Sadly the Xbox will only save 1 minute of video at 1080P so you only see the end of this fight when only a single foe is left standing. Need to start streaming then grab clips I guess.

I think this keeps me engaged. A lot of the battles are kind of trash mobs where my goal is basically “Kill them as fast as possible” (the game awards you for finishing battles quickly) with intermittent encounters where you have to think a lot more about what roles you need when.

And in between the battles, lots of anime-esque cut scenes where we learn about the characters’ backstories and watch the current story unfold.

So far, I’m digging it. There’s a lot more to the combat system but I’ve bored you enough for one post.

Finished Control

Welp I finished up Control on the PS5 this morning. I know this is a game a lot of people enjoyed, and that it received positive reviews, but honestly I didn’t like it all that much. That’s not to say it was a bad game; it was just not the right game for me. Generally speaking I found it more frustrating than enjoyable and when I got to the post-credits, “Guess what there’s still more to do!” bit I was like “Nope, not even a little bit” and I quit and uninstalled.

I think there were a few reasons why it frustrated me.

1) The Map. While I enjoy exploring in games, I don’t really enjoy being lost. I know that sounds odd. Control gives you a map. It shows where you are. Your quest journal tells you where you have to go, and you can see the destination on the map. And yet for me there were a lot of times where I still couldn’t easily figure out the path from Point A to Point B. This is the exact same issue I had with Jedi Fallen Order. I just don’t enjoy confusing maps in games, but at the same time I acknowledge that this was a deliberate mechanic in Control and that some people really enjoy figuring out pathways between points.

2) Combat rewards aggressiveness. I tend to be the kind of gamer that advances slowly and methodically through combat situations. I tend to hang back, take out enemies from afar when possible and advance slowly. Control punishes this style of play. Damage in control is restored by picking up ‘crystals’ that fall off enemies when they are damaged or die. As long as you keep moving forward you’ll vacuum up these crystals and restore your health. If you hang back, no health restoration. The ideal way to fight in Control seems to be pushing forward aggressively and using Dash and Shield abilities to avoid/mitigate damage. Again, this is not a BAD combat system, it just doesn’t suit me. See also Outriders, another game that rewarded an aggressive combat style that I didn’t enjoy nearly as much as my friends did.

3) HDR, maybe? On the PS5 (at least) Control really leans into HDR effects. There are a lot of places where the screen gets so bright you can’t really see well, like stepping out of dark building into bright sunshine. It’s a realistic effect that looks really cool but so often I was attacked by enemies I couldn’t even see. Later in the game as things got weirder this impact ramped to 11 as I fought orange colored enemies in a room saturated with red light to the point where I could only see enemies from their shooting. I *think* a non-HDR version wouldn’t have this issue but I’m not sure. (The image at the top of the post shows the lighting I’m talking about, though no enemies in it and of course with HDR off so the effects aren’t quite as extreme.) There were times while playing that my eyes literally started watering from the lighting effects and I’d have to take a break.

OK so those are things I didn’t like. Sure there was something I did like, right?

Well the setting and the lore was really good. The premise of the game is that there’s a Federal Bureau of Control that is tasked with collecting Objects of Power that have paranormal uses/effects. As a kid, protagonist Jesse and her friends found one of these: a slide project that opens portals to other dimensions. The object, as well as she and her brother, were rounded up by the Bureau but she escaped. Now as an adult she’s trying to rescue her brother who has been kept captive all these years.

It was huge fun exploring the levels to find and read about these various objects, often via heavily redacted documents. Sometimes the items end up giving Jesse powers. If I remember correctly, the Merry Go Round horse gave her a Dash ability.

I also enjoyed the combat when it felt fair. You have a single gun that can morph into different configurations: shotgun, machine gun, grenade launcher, etc. Ammo is unlimited but takes some time to recharge. Meanwhile you can pick up and hurl objects psychically. The amount of destruction that results is quite cathartic and oddly seems very pretty. The enemies you fight are in the shape of people (more or less) but don’t bleed, instead they kind of burst in a puff of smoke and light when they die. I wish I’d taken more screenshots in the middle of combat but I was always too focused on staying alive.

The strange thing is, when I first started playing Control I didn’t find it very hard. Then I took a break for a month or two and when I came back it was kicking my ass. I’m not sure what happened. Maybe I forgot a mechanic, or maybe I stopped playing when I started getting frustrated and just don’t remember?

Anyway I died a LOT in the later stages and Control has one of those (in my opinion) backwards systems where you lose progress when you die. Let me explain. As you play you gather resources that you use to improve your weapons and ‘mods’ that you apply to yourself. There’s a currency cost to do these upgrades. Every time you die you lose 10% of your currency, making it harder for the player who is struggling to upgrade their weapons. This seems backwards to me. The player who is having an easy time killing baddies also has an easier time upgrading their gear to make it even easier yet to kill baddies.

Anyway, if there is a Control 2 I’d probably give it a pass. On the other hand if someone makes a Control movie or TV series, I’d be all over that. Great worldbuilding and lore. The actual plot was pretty straight-forward but all the backstory was quite compelling. And it was such a pretty game; maybe too pretty at times when all the smoke, colors and lights made it hard to see the enemies coming at you. Again, while Control wasn’t a great game for me personally, a lot of people enjoyed it quite a bit. Hopefully this post can give you some guidance on whether you’d be in the majority would really enjoy it, or if some of the issues I had would impact you as well.