Saturday 28 May 2022

Fire Emblem Perma Death is Important

 

In the last week or so I've fallen down a sort of rabbit hole of Fire Emblem content on YouTube which has acted as the inpiration for this post and I want to take a moment to discuss one of the franchises sort of controversial mechanics

If you have never played a Fire Emblem game allow me to fill you in on what I'm talking about real quick.  Fire Emblem is a series of strategy RPGs that has been running since the NES with stories focused on warring nations and their armies and such.  Unlike something like Advance Wars though each unit in a Fire Emblem game is its own character with dialogue, story beats, personalities etc. and if they fall in combat they are usually gone for good.  Some Fire Emblem games have methods of reviving dead party members in extremely limited capacity but generally speaking if someone dies in FE, they are gone for good.

What a lot of players have been doing for years and years, then, is to reset a mission as soon as a single character falls and in the case of the later games the perma death has become a toggleable feature that can be turned off entirely so a fallen unit just "retreats" from the battlefield and can be re-deployed again next chapter.  People do this generally for two reasons.  The first being that they have sort of grown attatched to the character either for mechanical or story reasons and the idea of moving on without them fills the player with such dread that they would rather hit reset and tediously do an entire mission over than carry on without them.  The other reason is fear of "softlocking" themselves by losing either a character they feel is proficient or losing too many characters in a single chapter.  They worry that by losing certain characters they will be totally unable to clear the next chapters and thus have to restart at an earlier save or, in the worst case, the entire game.

Well on both fronts this is completely stupid because these games are designed with player loss in mind.

The softlocking thing generally speaking will not happen on a normal play through of a Fire Emblem game almost no matter how many units you lose.  In each game you are given a lord character and if this guy or gal falls then you are met with a game over and are forced to restart the chapter.  If you're losing bad enough on a map to get more than 1 or 2 characters killed, chances are your lord is going right down with them so progressing past a massacre like that is probably not going to happen.  But even if it does, what Fire Emblem has been doing even since the NES is constantly giving you a stream of replacement units that you can use if the worst case scenario happens.  If you play a Fire Emblem with the perma death turned off or you reset upon a death you will generally find your roster to be filled with tons of duplicate classes.  The units you get later are probably not going to be quite as good as ones you get early that you can train for an entire games worth of maps but if you press on through every death, the chance of you making the game unbeatable are EXTREMELY low.  

Just to really hammer the point home here is a video example of how hard it is to softlock a Fire Emblem game in this manner.  The amount of effort this guy has to go through to get a handful of maps to be in an unbeatable state would never happen in normal play (also sub to this guy he's very cool)

The idea that being able to turn off perma death "for new players" in complete nonsense because Fire Emblem has ALWAYS been kind to new players.  All you're really doing is allowing for sloppy strategy in your STRATEGY. WAR. GAME.

But then there's the other more personal reason of become attatched to the cast and not wanting to continue if someone you like bites the dust.  Well I also think you're being silly by resetting or toggling to off because you are sort of undermining the entire point of these games' stories and removing any and all tension from individual story beats.  These games are about war and war is both brutal and unpredictable.  What the perma death does in a Fire Emblem game is really make you feel the weight of what these characters are going through and adds a lot of immersion to you, they player and supposedly master tacticain, as you work as hard as you possibly can to keep all these indviduals safe.

Here's an example

In Fire Emblem 3 Houses there is a mission when you're looking for a kidnapped person inside a spooky basement.  As you're going through the mission a guy on a horse weilding a schythe with a skull mask on turns up and starts threatening to push your shit through your nose if you don't get lost.  His stats are very high for that point in the game and you are supposed to be intimidated by this guy.  If you have the perma death turned off for this mission you are sucking every last part of the tension out of this scene.  If you screw up and get one of your students in range of him, he will just bonk them on the head, they will say "owie zowie see you next mission" and vanish off the map.  Only with the perma death turned on do you get the intended effect of this enemy.  With it on you'll probably want to stay well away from him to stop that scythe from dicing your cute mage waifu into little pieces or cutting your handsome lance boy right down the middle and thus you must also play smarter and be more creative with how you play.  It's the difference between having a story about war and having a story about a paintball match with swords.

I think the best sort of half way point that has been devised by the developers in the pulse system thing found in 3 Houses on the Switch.  In that game your lord character has a power to rewind time a little bit.  What this translates to for the missions is that if something goes wrong, you can pulse and reset a few turns and try to re-jig your strategy to not get someone killed or get a more favorable position.  This allows the player to still make mistakes or try risky strategy but not get punished too hard for it.  Do it too many times and your pulses run out so after that you're up shit creek so the tension is still there but you still have to play smart.  It then goes and ruins it by ALSO having the death on/off toggle but at the very least I have to give it credit for trying a solution more involved than just a lazy on/off switch.  The best thing about the pulse system is that players who were turned off by the perma death but still wanted to be a little brave and play with it turned on now have a title in the series to help them realize that it's not as punishing as they might think, and as a way of gathering new eyes for the series that's a good thing.

But whatever, if you enjoy FE as a reset-fest or you want to play with it turned off, then power to you.  These are single player games either way so just enjoy them your way.  All I'm saying is that I feel you might get a little more of these games if you played with it turned on.  Greater stakes equals to greater satisfaction when you win which equals greater amounts of fun.

Tuesday 3 May 2022

Yakuza Kiwami 2

 

I just beat Yakuza Kiwami 2 on stream recently so I thought I'd share some thoughts on it.  

Yakuza Kiwami 2 is a remake of Yakuza 2 on the PS2 originally released in 2006 but with beefed up graphics and extra content out the wazoo.  Being a direct follow up from Yakuza 1 it follows Kazuma Kiryu as he gets involved in an inter-family war between the Osaka and Tokyo branches of the Yakuza.  There's also a korean mafia involved and a plot involving the police and if I tried to write up a true plot summary this post would take me literally all day considering how many twists and turns it takes.  But really I'm not out to spoil anything in this post so all you really need to know is that the plot is absolutely bonkers and you MIGHT have some trouble following it completely if you have not played this first game.  There is also a remake of Yakuza 1 though (Called Yakuza Kiwami, go figure), so I might suggest giving that a go before jumping into the second one.  

This is a Yakuza game though so the plot is only about 25% of the overall experience because, as any fan of the series will tell you, these games are DENSE with additional stuff to do.  In fact, Yakuza Kiwami 2 is so dense with content that it's basically 3 games in one.

The first game is your classic Yakuza experience.  You wander around Sotenbori (based on Dontonbori in Osaka) or Kamurocho (a made up bit of Tokyo) progressing the story while you fight thugs, goons and other Yakuza clan members.  On top of that there are a ton of mini games including things like; Golf, Majong, Shogi, a karaoke rhythm game, UFO catchers and full versions of Virtua Fighter 2 and Virtua On just to name a few.  They may seem like just distractions to pad out the game but not only are they fully formed games that are fun to sink a lot of time into in their own right, you get rewards such as experience and money for engaging with them so they directly help you out for the main game.  On top of that there is also an INSANE number of sub stories dotted around the two towns which also net things like rewards and extra finishing moves for combat.  Some of them are very basic and just involve beating up a couple guys and some of them are fully fleshed out, sometimes with cutscenes, mega side quests that involve going to multiple locations and really getting into the nitty gritty of the weird goings on of the two locations.  There is so much stuff to do in just the main game that you could play for multiple hours and not progress the main story a single beat but be constantly getting fun and engaging story and gameplay.  

But then on top of that you have the Cabaret Grand Prix.  The Cabaret game is unlocked pretty early on and involves Kiryu helping a down on its luck hostess club as it climbs the ranks of a sort of hostess battle tournament where the club with the most profits takes home the prize.

It's presented as a mini game but it's a full on hostess sim where you have to recruit girls, manage their mood, help them with customers during the game proper when you are making money and each segment of it has a full on plot going along with it where you get to know your staff and there's betrayal and intrigue and all sorts of shit going on.  The story and character development here is so well done that if you presented "Yakuza: Cabaret Grand Prix" as its own spin off title I would have bought it.  Also the "villains" of of the plot are cameos of various porn stars (pictured above) which is a fun little cherry on top of the cake if you're a complete degenerate like me.  

This content wasn't actually in the original release of Yakuza 2 and has been added for the Kiwami version.  I've been told it first appeared in another Yakuza game that I've not played and then was added to Kiwami.  I'm extremely looking forward to playing this one again in the other Yakuza game soon.

But even then it doesn't end

Majima Construction is another fully storied, fully fleshed out, could have sold it to me as its own game "mini game" where you have to play a sort of tower defence/real time strategy game to defend construction sites from a bunch of land sharks.  While in Cabaret GP the guest appearances where from popular porn stars, this one includes a rather large cast of professional wrestlers.  If you have ever watched the "No Laughing" series from a Japanese show called Gaki No Tsukai, Masahiro Chono who is well known for slapping a chubby Rakugo man in the face every year, is the main bad guy for most of the adventure, voiced by the man himself.  

This game gets intense too with some of the later missions being quite challenging if you aren't levelling up your team properly and sinking millions upon millions of yen into upgrades.  This is another mini game that was included in a later entry and then reincorporated for Kiwami 2 so I'm once again looking forward to doing it all again at a later date

My only real complaint about the game is that it's too easy.  I was playing on Hard mode and had no trouble beating up all the dudes throughout the story and the main game.  By the end of the game I was so skilled and powered up that I beat the final boss mostly by not moving and just pressing triangle to do a counter when he attacked me.  If you are having trouble with an enemy, the game is also far too easily cheesed but equipping a weapon, chugging an energy drink to fill your heat gauge and then spamming the unblockable heat attack with it until their health meter empties out.  

Still though, despite the lack of challenge Yakuza Kiwami 2 is a fun, hilarious, exciting and sometimes heart wrenching game that is absolutely brimming with content and will keep you going for a long LONG time.  Probably one of the best open world type games I've ever played, and you should play it too