Thursday, December 29, 2011

Blackwell Trilogy Remastered



Blackwell Trilogy Remastered
Developer: Wadjet Eye Games
Publisher: Wadjet Eye Games
Adventure - PC
HDD
1 player
Blackwell Trilogy Remastered

After loving Gemini Rue, I picked up the Blackwell Trilogy Remastered from the Indie Royale Xmas Bundle.  Like Gemini Rue, it's a point and click adventure game using the same underlying engine.  Nevertheless, the games have very distinct feels to them.  Whereas Gemini has a gritty detective / bleak scifi vibe to it, the Blackwell series has sarcastic humor and dark undertones.  Your primary role is that of a medium, and your partnership with a ghost.  It sounds hokey, but it works without being too far-fetched.  The good thing is, the game plays out like that of a serious investigation game.  It very much feels like what Phoenix Wright or Miles Edgeworth would be like, if it were a traditional PC adventure game, as you have to present "evidence" to get people to talk.  Here's my thoughts on each game of the package.

Blackwell Legacy - Beginning of the saga.  You get a bit of background story of Rosangela Blackwell that sets up the entire series and what it's about.  The scenario is a nice balance of unsettling deaths and light-hearted humor to break up the tension.  Solutions to puzzles can be quite varied too.

Blackwell Unbound - Interesting direction, considering the events of Legacy.  Unbound introduces a new game mechanic - the ability to switch characters, which opened up a couple of new possibilities.  But otherwise, the puzzles were much simpler than Legacy and also more repetitive, so I liked it least as a game.  Whereas Legacy leaves you with a wealth of emotions, Unbound's scenario leaves me feeling unsettled.

Blackwell Convergence - No new game mechanics here, and in fact, they simplify the game by doing away with combining notes/clues.  Still, there are still puzzles to be solved and connections to tie together.  This outing wraps up the package nicely.

I think Phoenix Wright comparison is apt for this series.  Like the Ace Attorney stuff, the Blackwell games  are heavily focused on plot and characters.  It's a great combination and has the same payoffs.  Each game is very interesting in of itself.  But as you play additional games and see how the characters interact in different situations, it's building an overall story.  It's very rewarding to see the progression.

Blackwell games are also short.  Each adventure takes about 4-5 hours to complete.  I personally love that they're so short.  It's probably why I was hooked enough to play them through.  If the length bothers you, the best way to think about each Blackwell entry is that they're equivalent to a Phoenix Wright case.  It's also priced appropriately.  Full price for the Trilogy is $20.  Not too shabby for 15 hours worth of games.

I was pleasantly surprised at how much I enjoyed playing Blackwell.  While Gemini Rue was really neat for its atmosphere and unpredictable story, Blackwell was more enjoyable as a game.  I always love putting pieces of a puzzle together, and the way you combine clues, present evidence, and convince characters to tell you the truth is what makes adventure gaming for me.  Combine that with a strong emphasis on character establishment and story continuity and you've got yourself a winner. I love Blackwell for the same reasons I love Phoenix Wright.  And despite the medium / ghost stuff in Blackwell, it never gets in the way like the mysticism does in Phoenix Wright.  Things don't just magically resolve themselves.  You're involved every step of the way.  In case you can't tell, I really had a blast.

Tuesday, November 22, 2011

Gemini Rue



Gemini Rue
Developer: Joshua Nuernberger
Publisher: Wadjet Eye Games
Adventure - PC
HDD
1 player
Gemini Rue

Point-and-click adventure games are a relic of old PC gaming.  I don't see too many of them still being made, but indie publisher Wadjet Eye Games still believes in them. I picked up Gemini Rue as part of the Indie Royale Launch Bundle a month back. After viewing the trailer, I was intrigued.

The game's initial scene is cold, clinical, and disturbing.  A group of scientists have a man called Delta Six bound.  Delta Six apparently has tried to escape, and so the scientists wipe the man's memory.  Soon after the credits, the scenery changes to something more akin to a gritty detective film.  Azriel Odin is an ex-assassin, but he's out to investigate the disappearance of his brother Daniel.  And thus the story begins.

As a point-and-click adventure game, there's no real tricks.  There are some isolated combat segments which require WASD controls, but the overwhelming majority of the game requires only left and right clicking.  A groundbreaking gameplay-driven game, this is not.  But if you're after adventure, this has got it.

The game is interesting in that it has two personalities.  The game will switch scenes between Azriel the investigator and Delta Six the captive.  Playing as Azriel, the scenery is very moody, with the pitter-patter of the rain adding to the melancholy.  Everyone you meet seems to be suspicious or desperate, intensifying the desire to figure out what's going on.  Playing as Delta Six leaves you feeling uncomfortable and awkward.  He's roughed up by his peers.  The surroundings are clinical.  The atmosphere ends up being just plain creepy.

The control interface and the puzzles themselves could be less clunky, but that's really not the point.  What Gemini Rue does so well, is to pull you into its world.  Everything is designed to make you feel what the characters are feeling.  By the time the plot kicks into gear, and philosophical questions are raised, those things end up as a bonus.  The meat and potatoes of the game is the discovery process that the characters, and you the player, engage in.  To that end, Gemini Rue is absolutely thrilling all the way through.

Saturday, October 15, 2011

TRAUMA



TRAUMA
Developer: Kristian Majewski
Publisher: Kristian Majewski
Adventure - PC
HDD, 1 Save File
1 player
TRAUMA

Continuing with my Indie PC gaming kick, I picked up TRAUMA as part of the Humble Frozen Synapse Bundle. It's a throwback to the old point-and-click adventure games, but with a little bit of a modern twist.

The game begins with a woman awakening in a hospital bed. Her memories are jumbled, first with a recollection of driving and then random bizarre imagery follows. And hence the game begins.

Like all point-and-click adventures, you will use only the mouse. Click on specific locations of the screen and you will either investigate an object or move to a different location. The interface of this game has a photograph theme, where mousing over key spots shows a translucent photo, letting you know you can move. This is extremely helpful so you're not just clicking in random locations. The game also gives you visual indicators when mousing over key objects too.

The twist to it all is that it adds some interactivity, by giving you powers only accessible through mouse movements. For instance, you can move Right just by "drawing" horizontal lines on the screen from left to right. Moving right can just as easily be accomplished simply by clicking on a navigation spot, but this is just one example of the interactivity. There are some abilities you obtain that can only be accessed by drawing with your mouse.

What's really enjoyable about the game is the whole theme of discovery. It's an adventure game, so you're trying to discover what's going on in the story, discover how to progress, discover different paths. But it also includes a collectathon element, where photographs are scattered throughout each scenario. The photographs fill in a little bit of backstory, but they can also teach you some of the mouse maneuvers in the game. Everything works together really well.

I won't say that TRAUMA is game of the year material or anything. But as far as point-and-click adventures go, I rather enjoyed it. It's mysterious and atmospheric, offers some interactivity with the mouse movements, and wraps it all in a package that emphasizes discovery. Oh, and it's pretty short too ( < 3 hours?), which is a plus in my book. Don't think I'd buy it alone, but as part of a bundle, it's a pleasant surprise.

Monday, October 10, 2011

Sol Survivor



Sol Survivor
Developer: Cadenza Interactive
Publisher: Cadenza Interactive
Tower Defense - PC
HD Backup
1 player, Multiplayer Co-op & Versus
Sol Survivor

Now that I'm packing a modern PC, I'm experimenting with PC gaming.  First order of business, some indie packs from Steam.

I picked up Sol Survivor as part of a Strategy bundle. Turns out each of the 5 games in the bundle is some sort of tower defense variation. Lucky for me, I generally enjoy them. For those of you who aren't familiar with the genre, tower defense games feature maps, where waves of enemies traverse a fixed (or not-so-fixed) path. If the enemy reaches their destination, you lose life.  Hit 0, and it's game over.  The goal of the game, then, is to build "towers" that attack the enemies and hopefully kill them before they ever reach you.  As you destroy enemies, you earn the ability to build more towers or upgrade existing ones.  The fun of the genre comes from understanding the specific nuances and special powers of your "towers" and placement of those towers to do the most damage.  For instance, most games of the genre will usually have a tower that can slow down the enemy, but does little or no damage.  That's a great supplemental strategy to use in conjunction with offensive towers, but not good by itself.  So the right blend of towers is required.

That description generally applies to all tower defense games.  Sol Survivor is a pretty standard entry to the genre, and as such, makes a good intro.  The setting is very sci-fi, with an alien invasion as a backdrop.  Instead of towers, you have turrets, each with their own strengths and weaknesses.

There are two design decisions that make Sol Survivor distinct.  There's an "Orbital Support" system that makes the game more interactive than its peers.  In addition to the ability to build turrets, you have an energy bar that you can spend to alter the game.  While your turrets are shooting at the enemy, you can click on the Laser Orbital Support, point at the enemy and then hold down the mouse button.  A laser beam will follow wherever your cursor is to do additional damage.  This is especially handy to finish off foes that weren't killed by your turrets.  There are other orbital support options - some enhance the abilities of your turrets by giving bonuses temporarily; some will slow down any enemies within a radius; some will deal direct damage to an enemy like the laser.  The orbital support system helps to make the game more action-focused and less passive.

While the Orbital Support is a significant addition, the choice of Officers has an even greater impact on the gameplay.  This is the first tower defense game I've played where you don't have access to all the towers in the game.  Sol Survivor makes you choose from 10 different officers, each with their own subset of turrets and orbital supports.  What this means is that each officer has a different playstyle and strategy to employ.  This was my favorite aspect of the game.  There are a total of 20 stages in the campaign, but I found myself replaying the same stages with different characters just to get a feel of how the game changes.  By limiting the types of turrets you can build and mixing up your orbital support abilities, the developers made the game better as a result of those restrictions.  You're forced to make do with what you've got and it gives the game more of a personality.

In addition to the single player campaign, there is also a single player survival mode where unlimited waves of enemies come knocking at your door as well as a co-operative multiplayer experience.  I haven't had the opportunity to try the mp game, but according to the videos I've seen, it looks like it works really well.  If you're a completionist, there's tons of achievements both in the game and through Steam, that will keep you occupied for many many hours.

Still a generic tower defense game overall, but solid.  The addition of orbital support and multiple characters doesn't drastically change the genre, but they sure make things more interesting.

Monday, September 12, 2011

Half-Life 2 Episode Two



Half-Life 2 Episode Two
Developer: Valve
Publisher: Valve
First Person Shooter - PC
HD Backup
1 player
Orange Box


After four years, I finally played through all the (available) HL2 games! Picking up immediately from where. Episode One left off, you pretty much know what to expect from Episode Two. Thankfully, Half Life 2 Episode Two isn't a carbon copy of HL2 like Episode One was.

Although you have the same weapons and tools available to you, Valve tried to mix up things a little bit by adding a few new enemies and varying the settings. Sure, it does have the same feel of generic action game + occasional light puzzle. But Valve also added some new tricks, like experimenting with collectathon aspects by having you seek out supply caches. There's also a new addition to how you can use your weapons to take down some of the bigger enemies of the game. The result of their efforts pays off. Somewhat.

The biggest problem is that the additions feel a little tacked on. They're too segmented. When you're in the ant hill section, the game plays like such. When you're searching out hidden supplies, that's more or less what you do for that specific section of the game. It lacks integration. You play the game a certain way for only a fixed scene and that's it. Thus despite their best efforts, Episode Two is still pretty mediocre overall.

If you've read any of my write-ups on the series, I never enjoyed any iteration of Half-Life. One might find the setting and story interesting, but the games come out so far apart from each other, I really don't remember what events occurred previously. As far as gameplay, I find the combat scenarios to be pretty dull overall, relying too much on hordes of generic enemies than actual game design. Episode Two does little to change my opinion of the series.

Saturday, August 27, 2011

Half Life 2 Episode One



Half-Life 2 Episode One
Developer: Valve
Publisher: Valve
First Person Shooter - PC
HD Backup
1 player
Orange Box


I never quite understood why Half-Life 2 Episode One is a follow-up to Half-Life 2. The naming convention sounds like it'd be a prequel, but it's actually a direct sequel. Semantics aside, I'm torn.

The game has no surprises. If you've played through Half-Life 2, you know exactly what to expect. The story unfolds in the exact same real-time manner. The enemies are the exact same ones you previously fought. You have the same weapons. And the kicker.... Ep 1 has you in pretty much the exact situations as HL2. I would actually say the game structure is like playing HL2 in reverse. To that end, Ep 1 is the worst kind of sequel. Uninspired. Treads no new ground. Needless existence. As much as I hated HL2, Episode One is an even worse sequel.

But that being said... had Half Life 2 never existed, Episode One would be pretty decent. One could say that Ep 1 is a streamlined version. The pacing is faster. And it removes the awful awful vehicular segments of the previous game. In a lot of ways, it's what Half-Life 2 SHOULD have been.

Thus I'm mixed. I thought Half-Life 2 was probably the worst game I've ever played. In an absolute sense, I think Half-Life 2 Episode One plays a lot tighter and removes the stuff that really made the original drag on. But as a sequel, it's the worst kind. It doesn't try to achieve anything other than more of the same. And even in that regard, it fails because there's no new situations, only a re-presenting what already was.

In the end, I'm not really sure what to think. OK on its own merits, but is the perfect example of what NOT to do in a sequel. Here's hoping that Episode Two will actually push the series forward.

Saturday, June 11, 2011

Ghost Trick




Ghost Trick: Phantom Detective
Developer: Capcom
Publisher: Capcom
Adventure - Nintendo DS
1 player
Ghost Trick Phantom Detective


From the creators of the Ace Attorney games comes a new kind of adventure: Ghost Trick. There are marked similarities between the two titles: a detective mystery backdrop, character-driven story and dialog, and plenty of twists and turns to keep you interested.

What Ghost Trick does differently is the gameplay. You begin the game as a newly departed spirit of a nearby corpse. Who are you? How did you die? Why did you die? Those are all questions that the game will answer, in time. But what this means in terms of gameplay is something completely different. As a spirit, you have two powers - tricks, if you will.

1. You can possess objects and interact with them in real time.
2. You can manipulate time to go back to a few minutes prior to someone dying.

You're thrown into the game and thrust into many confusing situations, with no immediate context. But these powers not only give you the opportunity to investigate the scenes you come across, but they also allow you to be able to influence the past to change the present outcome. In a sense, Ghost Trick isn't considerably different from other adventure puzzles where you interact with objects in a manner to solve a problem. But because the action takes place in real-time, the puzzles take on a fresh persona.

Here's an example. You rewind time to 4 minutes before a victim's death. In that rewind, you see an assailant approach the victim, raise a gun and shoot them. Now that you know what happens, how can you change that path? Well, you rewind again and get to work. The goal is to thwart the kill. So you now are moving in-real time, possessing objects, interacting with them, just as in the foreground, the events are playing out. The assailant is still approaching the victim, is still going to pull out a gun, and will squeeze the trigger. Your job is to find a way to prevent the situation, and to consider the timing in which your actions will occur. Manipulating objects too early, and the assailant may still end up killing the victim. Manipulating them too late, the victim remains dead. Because you have to consider logic and timing, the gameplay feels more like an action game than your run-of-the-mill adventure game.

As far as charm, Ghost Trick sports a similar style to the Ace Attorney games where the mood is balanced by both serious moments and light-hearted humor. What's notable about Ghost Trick are the fluid character animations. It's often a treat just to watch how the characters move on the screen, because obvious care and intention was poured out in this area. Characters will have specific animations based on the scene at hand. Gone are the static screens and functional visuals of Ace Attorney. Ghost Trick is out to impress stylistically, and it works.

I like what Ghost Trick set out to do overall. It's a unique adventure game with fun mechanics, a character-driven story, and a lot of personality to boot. I'm glad that this team decided to try something different, rather than make another Ace Attorney game, and it succeeds in its own right. Nevertheless, I found the overall plot to be a bit hokey - much like the worst parts of Ace Attorney, and it never does get as serious as the Ace Attorney games. Some of the plots/subplots of AA shocked and had an emotional impact on me. GT never did. And although GT was definitely more interactive in its gameplay, I personally enjoyed the logic-based gameplay in AA games more.

In the end, I'm glad Ghost Trick exists and it's definitely worth playing as a unique an fun DS title. I just don't know if I'd stick around for a sequel.

Thursday, February 03, 2011

9 Hours, 9 Persons, 9 Doors




9 Hours, 9 Persons, 9 Doors
Developer: Chunsoft
Publisher: Aksys Games
Adventure - Nintendo DS
1 player
9 Hours, 9 Persons, 9 Doors


"Wanna play a game?"

Those words are iconic of the SAW film series, and are quite appropriate for 9 Hours, 9 Persons, 9 Doors too. Both have masterminds who kidnap select groups of people for a forced game with strict rules. Violate them, and the reward is a messy death. Both are gruesome, although 999 mostly describes the details in text rather than explicit visualization. And both have their viewers wondering many questions before finally resolving them at the end.

I had no idea what 999 was until a friend asked me about it. When I saw the trailer, it just seemed like a generic Adventure game. That is... until someone gave me another tidbit: "It's by the guy who did Ever17". Ever17 completely blew me away, and singlehandedly changed my mind about the legitimacy of visual novels. It proved to me that the video game medium could be used for creative storytelling, and in fact, could surpass traditional books in some ways. I was completely captivated by how you only get pieces of the puzzle through various endings, and the final reveal required experiencing each of those pieces first. I knew that 999 would offer a similar experience.

It did. But what surprised me most about 999 wasn't its brilliant E17-ish story structure - it was the fact that it's not a visual novel. 9 Hours, 9 Persons, 9 Doors is very much an adventure game. You investigate, find items, and solve puzzles. The way it works here is that you end up trapped in rooms as part of the Nonary Game, the game within the game. Scattered throughout the room are items and clues. You can hold one active item at a time while you investigate objects, so if you have a key and then select a locked door, you will be using the key on the door as opposed to just observing the locked door. Items can be combined with other items in your inventory. The actual puzzles in the rooms are actually quite interesting. Many involve math problems or lining things up or even piano playing. I thought there was a pretty good amount of variety to the puzzles and enjoyed how they fit in logically with the structure of the story.

As far as the story goes, it plays out sort of like a scifi murder mystery. People do end up dying. Depending on the types of decisions you make in the game, the story can diverge in different directions. But that's all part of the process. Just like Ever17, if you take a path through the game, then you only see the consequences of that specific path. But it's necessary, because you learn certain things about the overall story by following that mini-story. If you take a different path, the ending could be radically different, yet you would still learn some truths about the overall story. It's this type of story-telling that I think both Ever17 and 999 really excel in.

So this is a game in which you must play multiple times to get the most mileage out of. In fact, you pretty much have to play it multiple times to get ANY mileage out of it. If you're not willing to commit to that, you shouldn't even start. But see it through and you will be rewarded with a one-of-a-kind experience. The game does offer a fast-forward to speed through only the text you've seen before, so that comes in really handy as you do your next playthrough.

Complaints? The first thing anyone notices about the game is that the text speed moves slowly. It's less of an issue later on though, particularly because in subsequent playthroughs, you can fastforward through all of it anyway. And when the text suddenly slows down (due to choosing a new path), the slow scrolling of text can actually be exciting. The other thing that's a plus and a minus is that in replays, text can be fast-forwarded but puzzles can't be. I guess part of that is that there's some important dialog choices you make during puzzle sequences, so you can't just skip past them. But on the upside, you can quickly go through the puzzles since you already know the solutions. And if I'm honest, I liked the story in Ever17 much more. But that's just a personal preference. There's nothing really earth shattering here as far as downsides.

All in all, this game can pretty much be summed up with this: If you love the scenario writer of the similar KID games (Never7, Ever17, Remember11, etc), you'll love 999. If you've never experienced his work, 9 Hours, 9 Persons, 9 Doors would be a perfect introduction to his style. It's got the same familiar feel and method of storytelling. I am so glad that Aksys translated this game into English, because the people behind it deserve a broader audience. The way they tell the full story through multiple playthroughs is unlike any other video game I've played. Make no mistake. 999 is without question one of the star gems of the DS library. Absolutely recommended.

Friday, January 14, 2011

Dragon Quest IX: Sentinels of the Starry Sky




Dragon Quest IX: Sentinels of the Starry Sky
Developer: Level 5
Publisher: Square Enix
RPG - Nintendo DS
1 player / Multiplayer WLAN
Dragon Quest IX


Best. Selling. Game. Ever.

I did not intend on playing Dragon Quest IX, but I was convinced otherwise due to its new features. Level 5 took over the helm starting from DQVIII, and introduced some new mechanics that are present here. IX ups the ante with some additional changes, most notably the addition of visible encounters. Since my main issue with V was that it was too similar to IV, I wanted to see if the jump to IX was drastic.

Well... it's not.

The good thing about that is, it feels familiar and excels at the things that Dragon Quest is good at. I personally love the narrative. It takes a Judeo-Christian influenced slant, where you play the role of a Celestrian, which is akin to an angel. In this context, you're specifically a Guardian Angel of a town. So you start the story by doing guardian angel-y type things: You'll overhear conversations of some kind of conflict or problem, and in the typical DQ fashion, you go ahead and try to help people in their distress. It's pretty comical because you also hear banter among the Celestrians, where some of them deride the folly of humans. Anyway, things start out pretty well, as you do good, receive appreciation from humans, and then present that appreciation as an offering to the Creator. But things spiral out of control really quick, as there's an attack on the heavenly realms with hints of betrayal, greed, and vengeance.

The other good thing is that the solid combat remains intact, and is not at all overshadowed by the new mechanics. I understand that VIII introduced this concept, but in IX, your main character has the ability to EGG ON your party members. Doing so costs a turn, but then raises your party member's tension one level, up to a maximum of 4 levels.

Some caveats:

- Benefits of tension at lower levels have little effect
- Doing an action with the "tense" party member makes use of that tension level, and then resets it.
- Raising tension to the max level can fail, costing a turn.

So why would you want to do it? If you successfully ramp up your tension to the max and dish out an attack, it does about 700% of your normal damage. The math still doesn't quite add up because that's 4 turns of your main character using EGG ON, and 4 turns of your other character not doing anything (to prevent tension from resetting). The last ace is that if your other character has the PSYCHE UP skill, then that character can boost their own tension in addition to the main character using EGG ON. So in the best case scenario, you'll have max tension at the end of turn 2, 4 turns altogether, + the 5th to actually attack to do 700% damage. There's a lot of factors involved, but it's definitely another strategic option for boss fights in particular.

The other battle mechanic added is bonus damage. If your party members consecutively attack an opponent, they'll form combos and gain damage bonuses. Let's say that all four members attack an enemy before the enemy has a chance to hit back. Your 1st does 1x damage. Your 2nd does 1.2x. 3rd: 1.5x. 4th: 2x. These damage bonuses also factor into strategy, as sometimes I'll attack with my priest instead of using a needed healing spell, just so that I can continue the combo and do real damage with my warrior. Of course, if your 1st attacks, your 2nd attacks (1.2x), and then the enemy attacks you, your combo is interrupted. Your 3rd member will do normal damage again. Enemies can also combo your party members too. This system adds another layer of depth to consider when you play.

Another interesting thing about this game is how it approaches classes. Your party members can switch to any class they want, but each class has its own level. So if you switch from a level 99 Warrior to a level 1 mage, your stats will plummet. The catch is, although your character stats are entirely tied to the class you currently are, there are some bonuses that carry over. Each class has its own 5 sets of skills that you can upgrade. 4 of these skills are equipment specific, so if you invest your upgrades in sword skills, as long as you use a sword, you will retain those bonuses, making your level 1 sword-wielder far more potent than a regular level 1 character. More importantly, the 5th set of skills for each class contains specialized skills that carry over. For instance, one of the skills acquired through the Sage class allows you to class change at anytime instead of being limited to the one town in the game. Once acquired, you don't have to be a Sage to continue using that skill. Some of these specialized skills also include stat bonuses like +30 Resilience, which will carry over when switching. That's how DQIX handles your character level being equivalent to your class level. As you use different classes and gain their skillsets, your "character" ultimately becomes much better. Spells, on the other hand, are class specific, so you will never be able to cast OOMPH with your Priest.

So far so good. But there's a definite downside to these systems. The benefits of Tension doesn't work unless you have characters that can PSYCHE UP themselves. Otherwise the cost/benefit analysis isn't favorable. But the only way you can get PSYCHE UP is if you upgrade the skillset in the Martial Artist class. That means to make use of this subsystem, you are forced to grind all your characters as a Martial Artist for a time. Since I didn't, that tension system was mostly useless to me. It's not a game-breaker for sure, as you don't have to use Tension to get through the game. But it would be nice if they built it better into the game by just allowing all characters to PSYCHE UP without having to grind for it. It's not a heavy investment to get, thankfully, but you do have to go out of your way to gain access to something that should have been part of the game from the beginning.

Then there's some complaints I have about this game that bugged me about DQV too. As much as I enjoyed the scenario and story in this game, it is entirely main character focused. That means your other party members are throwaway. In fact, your other party members are just hired/created hands and have no identity of their own. They are never referenced when talking to townsfolk, or moving along the plot. They exist merely to give you a party to fight with. Then there's the ability to rotate the screen for towns and dungeons. The DS DQIV remake had view rotation too, but made use of it by having items hidden from the default view. DQIX, on the other hand, is just like the DQV remake where its only use seems to be to make up for the occasionally inadequate camera angle. Disappointing.

But what's most disappointing is how Level 5 tainted things. There's some changes that can have pretty big repercussions. In general, Level 5 made things easier. For one thing, exploration is less interesting, because dungeons are all mapped out for you upon entering. That kinda takes away from the experience. Another thing I'm not sure how I feel about is that when party members die during battle, they still receive experience points. I think I kinda like(?) having to revive party members in other RPGs before the battle's end for them to get their fair share. It's almost like a risk vs reward type of thing. Then there's the visible encounters in this game. They're really handled poorly, because it lacks most of the advantages that visible encounters are supposed to give. In DQIX, enemies will appear on the screen at random, sometimes materializing on top of you. They can spot you, and rush towards you (or away from you if you're overpowered), which is nice. But it's really stupid because they can rush you, causing a battle. But the battle can say "The enemy doesn't notice your presence." What? YOU'RE THE ONE WHO ATTACKED ME! So there's inconsistencies like that, which bug me. But aside from those continuity issues, it's not all that different from random INVISIBLE encounters.

Then there's the technical deficiencies. When you have a party of four, the game can not keep up with it. The framerate stutter can be maddening, especially in towns. What's worse is that battles are now sluggish as well. Gone is the brisk pace of your standard battle, since all of the attacks and spells have to have their own animations in glorious 3D. In a game like this one, where the game structure encourages building up your character through class skills and grinding, these added seconds to every battle become a huge deal.

Finally, I forget if these are specific to DQIX or was always a part of DQ, but two things really bothered me here.

1. The archaic UI has got to go. When you're on the overworld, for instance, and cast ZING on your dead party member. Half the time, it fails. Fair enough. But to recast it, you have to select Cast Magic, scroll down to your caster again, then scroll down to the cast-ee again in order to do it. WHY CAN'T THE STUPID GAME REMEMBER. This might seem like a minor point, but when your ZING fails 8 times in a row, it's tear-your-hair-out frustrating.

2. Something more major is the order of turns in battle. Because of the way combos work in this game, where you get bonuses for successive actions, the order in which your characters take battle actions matters a whole lot. I would have thought that it's determined by a character's Agility statistic, and for the most part it is. Maybe 60% of the time, your party has a predictable order. But the other 40% seems like it's completely random. Your "slow" guy suddenly performs their attack 2nd. Your "fast" guy goes 3rd. This all happens with no rhyme or reason. I don't understand how a turn-based game can work when things like this are completely out of your control.

Dragon Quest IX just has too many flaws. None of them are game-breaking. But when there's an irritation here, and an annoyance there, it does hamper an otherwise enjoyable experience. It's a shame because there's a lot of meat here: hundreds of sub-quests, items to alchemize, secret dungeons to explore, and quite a bit of post-game content. Flaws aside, DQIX is ultimately not a different enough game for me to continue playing the series. Even 4 entries after the last DQ I played, it's too similar that I'd only recommend that a person play one in their lifetime. Just as long as it's not the first one (ugh). I still intend on finishing up the Zenithia trilogy with DQVI, but I cannot wait to retire from this series altogether.