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#ALSO REUNITING WITH ALL THE ORIGINAL NPCS MY BELOVED
puppyeared · 1 year
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YOOOOO
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empty-tunacan · 1 year
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LIST OF IMPORTANT JRWI MOMENTS!!!!!! para mi amor @transmasctwilightsparkle
(This only includes majorly important moments that either reveal something significant about a character or have a huge long lasting impact / implication on the story. This will not include things like where beloved but not super important npcs originally came from or things like that sorry.. I can make another post 4 more silly but often brought up moments ^_^)
Episode 8: A Hero’s Burden (18:23 to 29:39 & 40:08 to 45:18). This episode goes into detail about Niklaus Hendricks, a major antagonist of the campaign
Episode 15: The Chip On My Shoulder ( start at 25:29) This episode provides inside on gillions early mindset when he was more accustomed to undersea ideas.
Episode 32: Breaking the Ice (start at 35:24) shows a little bit about important character Captain Lizzie & more importantly speaks about the war & also pirate lord info
Episodes 50-53 are all pretty important but specifically episode 53: Not Ferin Well (5:24 to 48:35. If you truly want to skip combat even if it has dialogue then after 15:47 skip to 48:35) This episode provides huge lore for Jay & her interactions with her Father who is a navy officer!!! It also brings up Drey, an important NPC.
Episode 56: Mystery and Misery (1:08:20) Another scene with Niklaus!!
Episode 57: The Hull of The World (1:42:02) Reuniting Gillion with his sister!
Episode 58: The Tides Between us (1:47:01.. might be missing stuff so if u wanna he safe go to 1:40:00) More edyn n gillion shit
Episode 60: Price is Right (00:00 to 27:35 then 49:59 to end) Information on Price, a villain specific to Chips backstory
Episode 71: Two Sides of the Same Coin.. this one is some gillion lore but I straight up don’t have fucking time to look through the shit.. if u wanna watch it then watch it 😭
Episode 75: A Sticky Situation (1:20:00), Episode 77: Strung Along (1:40:00), Episode 79: Regrets and Reflection (1:27:15), Episode 81: All Falls Apart (1:02:08) A look into gillions past & also current mindset (+ some Chip sadness & some Niklaus lore in ep 81)
Episode 83: All Hands on Deck (1:45:00) Introduction to Finn..
Episode 97: At What Cost.. PLEASE watch the entire thing I MEAN IT!!! Do not read the comments do not look for spoilers for this episode I am so serious.. just watch the entire thing please.
I am actually going to reccomend u listen to all of the episodes after 97 in full partially because I’m getting tired & people stopped putting time stamps for these episodes a WHILE ago and partially because ermm.. they’re fucking good and important!!!
Most of all though I recommend u listen to all of jrwi in general!!! If u rlly want u can skip the Schlatt episode bexause I literally dont think that shit is important in ANY capacity.. like most episodes at least have a SMIDGE of smth plot or character relevant but I don’t think that one does.. it’s just Duke d dukem Duke of duke.. or whatever
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Also here’s some other little stuff that is lore relevant.. there’s more stuff than this like the books they found throughout ep 75 to 80 but I couldn’t find shit for it I’m sorry.. m sleepy and also it’s not easy to scan through 2 hour eps for only the important shit 😭
ALSO ALSO WATCHING THE FUCKING PREQUEL CAMPAIGN IF U WANNA KNOW WHAT DEFINED CHIPS CHILDHOOD & ALSO TRAUMA (partly) OR WANT TO KNOW WHAT THEY ARE CURRENTLY GEARING TOWARDS IN DIRECTION FOR THE CAMPAIGN FOR OR IF U LIKE BACKGROUND LORE OR IF U WANT TO SEE MORE OF WHO THESE FINN ARLIN & DREY PPL ARE / WERE!!!!
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saplingdraws · 2 years
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Share some about Underhill? 🥺
underhill is my favouritest specialist boy despite the fact that he is, in fact, a 300 year old married man!!
his real name is benjamin thistle, underhill just started as a moniker to use with the thieves and other criminals he worked with, but now they're all his friends and nearly everyone calls him underhill. he's a tiefling/drow who's never met his parents and was raised in a super wholesome, cultural melting pot of a village by gnome parents. they love him so much and i would die for them!! so would he!
he's my lil southern cowboy! he grew up learning carpentry and working with the mounts and other village animals. in canon his mount is a giant wolverine named hugh, and he has a "bag of tricks" item that conjures 1 of 8 random animals that he loves with his whole heart! he has low int and 20+ wis and probably should have been a druid or a ranger! but he's a robin hood type rogue who fucking hates the rich and gives away all the money he steals.
ironically, he fell in love with a mega rich neutral evil crime boss named anderson hawke who owns a whole town of criminals and who also turned out to be a vampire. i'm planning on writing some short stories about their backstory because they're my original dnd ship and they own my heart. anderson is so fucking madly in love with underhill, who he calls benny, while underhill is still in the process of forgiving him! when we started campaign they were separated, aka underhill had left him almost a decade ago because his morals had degraded too much for underhill to stay, and anderson wasn't the man he married. they've been reunited since and are trying to make it work! anderson's town (serpent hollow) is more of a sanctuary now for those who need it.
recently in canon he's gottan huge spectral raven wings! mechanically they're from a homebrew feat, but in game they're from connecting with the spirit of his winged tiefling dad who was a cleric for a god typically depicted with raven wings. his mom might still be alive and in the underdark at the moment, so that's on our list to investigate.
his best friend is our twilight cleric callisto who's also a vampire (shh only underhill knows!) and is also as criminally stupid as my boy. but our chaotic wizard and grumpy ranger are also super beloved! as are our high level wizard dad, alehandro, who was in underhill's dad's adventuring party a century ago and carried a huge torch for him, and alehandro's adopted son and pupil arp! the party's favourite npc!! he's just a little frog guy who loves to cook and shows us all his new spells!!
thank you for asking!! if there's anything else you wanna know, please ask bc i love talking about him! <3
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ciathyzareposts · 5 years
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SpellCraft: Aspects of Valor: Summary and Rating
What awaited me if I had won the game.
       SpellCraft: Aspects of Valor
United States
Tsunami Productions (developer); ASCII Entertainment Software (publisher)
Released in 1992 for DOS; SNES port developed but never released
Date Started: 27 July 2019
Date Finished: 25 August 2019
Total Hours: 26 Difficulty: Hard (4/5) Final Rating: (to come later) Ranking at time of posting: (to come later)
Summary: SpellCraft is an unusual, original RPG in which an American named Robert learns about a parallel magical universe and, under the tutelage of a wizard named Garwayen, grows from an apprentice to a master wizard. Most of the game consists of a series of missions in one of seven realms: Earth, Fire, Air, Water, Mind, Ether, and Death. As Robert solves these missions, he gets clues to the recipes for several dozen spells, mastering which is the key to winning the rapid game of rock-paper-scissors that soon develops between Robert and enemy wizards. Robert periodically visits Earth in between his explorations of the magic realms, getting clues, reagents, and side quests from various NPCs.
****          
I admire and am somewhat envious of the player that could not only play but excel at SpellCraft. It’s too much for me. I so lack the skill set needed to win such a game that it staggers me that winning it is even possible. You’re dealing with dozens of spells constantly flying at you from dozens of directions, monsters constantly trying to drive you off the edge of an abyss, and dozens of your own spells through which to shuffle and try to counter enemies, constantly trying to remember which spells work in which domains, while keeping your eye on a bunch of meters and maps. It is so far removed from the careful deliberation that goes into, say, Gold Box combat that it’s amazing we consider the games part of the same genre. A Gold Box game is like a good game of chess. SpellCraft is like three simultaneous games of speed chess played while wearing oven mitts.           
Usually, when I have to enter “no” in the “Won?” column, it’s because I didn’t want to invest the time necessary to win the game. Rarely do I feel that I couldn’t have won it with a little more patience. Here, I have to admit that the game didn’t wear me out or bore me. It simply beat me. I could not react fast enough to the barrage of spells the enemy wizards threw at me. In this, SpellCraft offers a “first”–specifically, the first appearance of a dynamic common to modern games that I described in an entry eight years ago in relation to Dragon Age: Origins:
          Most of the time, I have no idea what the #&*$ is going on. Seriously. Combat begins. My party members go into their tactics. I select one of the foes for my lead character to fight. I start using his special attacks. Meanwhile, there’s a cacophony of sound as friends and foes meet each other and cast spells. Colors streak across the screen. My character starts sparkling for reasons I don’t understand–am I being affected by an offensive spell, or did one of my party members cast a buffing spell? Sten starts calling for healing but then suddenly he’s at full health even though I didn’t heal him. Liliana starts saying “trap, trap, trap” even though we’re in combat and it’s unrealistic to disarm traps. My character is suddenly paralyzed and I don’t know why. The screen shakes and I go sprawling against at tree–what hit me? Then, all at once, it’s over, and apparently we’re all alive.
       The difference is that in the case of Dragon Age, the game is fighting for you as well as against you. I don’t understand what’s happening most of the time on either side, but at least some of it is benefiting me. This isn’t the case with SpellCraft. My failure to complete the game, and my assessment of why I’m unable to complete it, has implications for any number of future titles. I’ll analyze that more at the end.
Shortly after the events I recounted last, I reloaded and re-explored each of the domains until I found the Orb of Eternal Enlightenment in the Air Domain. With that in hand, I was able to re-kill the minion in the Water Domain. This was followed by the revelation that the Orb had now opened up two new domains: Ethereal and Mind. There, as Garwayen put it, “much of what you know about magic in the elemental domains will no longer be applicable.” That generated a vocal multi-syllabic response that I will not reprint on family blog.
On Earth, there were fewer places to visit but also some new places. Jack Hendricks, the paleontologist from Alberta, had moved to Dry Gulch, Arizona. Selina, my flirtatious friend from Salem, was found hiding in Agra, India, without her costume. A new friend named Spiros Talos showed up in Athens. The NPCs continued to give clues about formulas and ingredients.              
Spiros Talos delivers some unwelcome news.
                I gave up after a couple of attempts to defeat the minion in the Ethereal Domain. The graphics made it difficult for me to determine what was just a starry backdrop and what was a bottomless chasm. In three attempts to assail the place, the minion positioned himself on a thin thread of “land” with chasm on either side, making it impossible to approach and engage him directly without getting knocked off by other monsters. I tried keeping myself in the air with “Magic Wings” but the spell runs out fast, and I kept plummeting to my death before I could kill the minion with other spells. (I think he may have been dispelling it a couple of times.) In the few cases I did manage to do some damage, he just teleported away. I’m sure there’s some set of options that would have worked, but I simply don’t know what they are.
           The confusing Ethereal Domain.
          I was able to watch the rest of the game in a series of YouTube videos. There are three full series available, by users Garg Gobbler, Duke Donuts, and Fonze. Mr. Donuts doesn’t even try to win honestly, frequently switching to a cheat menu that makes him invulnerable, gives him unlimited spells (he loves to spam “Dragon”), and keeps “Magic Wings” active. “I wouldn’t wish a legitimate playthrough on anyone,” he says at one point. Nonetheless, the other two seem legitimate, although I think they’re both playing with foreknowledge of the game’s spells, mixing them as soon as they have the right aspects and words rather than waiting for the clues.
Watching the videos, I experienced a major revelation that nearly made me quit this entry and try again. I hadn’t realized that it was possible to cast certain spells, like “Teleport” and various conjurings, off the visible screen. With enough power, you can cast them anywhere on the map, using the attempt to scout the map as you go. This makes a big difference in your ability to find and target specific enemies and to acquire necessary treasures before you’re killed. But I slept on it for a couple of nights and still couldn’t motivate myself to go back to the game.
The video series let me check out the development of the plot and the ending. The Ethereal and Mind Domains deliver the Damascene Sword and a couple of spellbooks. As usual, the minions seemed to be cool guys who had just happened to become enslaved by their masters.             
The Mind Domain has some interesting terrain.
            At the end of the sequence, the Earth Master appears to taunt Robert, saying that the Council lured Garwayen away and has now imprisoned him. Robert must circle his allies on Earth to find a series of keys to access the various domains, as the portals in Stonehenge no longer work. Ultimately, he finds Garwayen’s soul in a treasure chest. He continues to find upgrades to the other equipment items.
Robert then has to invade each domain and kill the wizards themselves. In the Ethereal Domain appears a “tear-stained letter” that hints at developments to come:
             There is a wizard who has sworn himself to the College of ——. He is the most fearsome and terrible wizard of all. This wizard can call on ANY spell of ANY Other college, so powerful is the De—– Magic to which he is sworn. Beware this Wizard, for he is a great liar. His name is ——–.
            After defeating each wizard, Robert can destroy or preserve their spirits. Garwayen comments either way, usually expressing sorry at the wizard’s demise.         
After the death of the final wizard, Garwayen reveals that his body has been hidden in the trunk in Robert’s workshop the entire time, and every time Robert went off to battle a lord, Garwayen reunited his body and spirit to work his own mischief. Proclaiming himself the “Grand Wizard of the Universe,” he announces his plans to conquer Earth and return magic to the real world, at which point he will become “Grand Wizard of the Cosmos,” as if the cosmos is somehow greater than the universe.          
Shouldn’t you conquer Terra before designating yourself the Grand Wizard of the Universe?
            A few new NPCs pop up, a few die, and others continue to move around the world. In the late game, Selina is found in the caves in Lascaux, France. She tells Robert to find the Pearl of the Beloved in the Mind Domain and bring it to her.           
Robert must chase Garwayen through each of the six domains, defeating him in each one. When he finds the Pearl of the Beloved, he brings it to Selina, who gives him the Skull of the Marquis de Sade, which allows access to the Death Domain via a portal in Dry Gulch. Later, she gives Robert a Ring of the Full Circle, which allows Robert to use magic in the Death Domain.
The final battle takes place between Robert and Garwayen in the Death Domain. The videos showed so many spells flying back and forth that I couldn’t even begin to keep track of them all. Duke Donuts eventually destroyed Garwayen with unlimited castings of “Meteor Storm” and “Dragon.”              
The chaotic final combat.
               Exiting the Death Domain via the correct circle of stones brings you to the Mentor Wizard’s Workshop and the endgame cut scenes. It turns out that each of the “minions” destroyed by Robert earlier were actually the wizards of each domain, and they survived, as did Garwayen. Everything that previously transpired was in fact a “rather elaborate ordeal to test the extent of [Robert’s] powers.” Even Garwayen’s betrayal was staged, I guess. (One hopes the NPC deaths were also staged.) Robert becomes head of the council and Selina helps him restore Stonehenge and reforge the link between Earth and the universe of magic. Selina then warns of an “anti-hero” of prophecy who Robert will soon have to face. The two hop a jet to return to the United States, “where the leisurely flight home will allow us time to get to know each other better.”                 
I can think of a few.
              The game concludes with a series of humorous newspaper articles covering various subsequent events: a dragon in Stonehenge; Selina kidnapped in New York while Robert fights her abductors; an undead uprising in Romania; and a worldwide shortage of pomegranates.               
Isn’t the real news that the Chronicle is publishing again after 227 years?
             SpellCraft is a tough one to rate, owing to the confusion in categories that I describe below. My best guess GIMLET is:           
4 points for the game world. This was a tough rating because the game has such extremes in the good, bad, and weird. The magic realm isn’t terribly imaginative, with the same series of maps appearing repeatedly in each domain. But it was fun how you could visit the various locations on Earth, and I liked seeing how they changed for each stage in the game. I want to call the backstory “interesting,” but on the other hand it’s so, so horribly written.
3 point for character creation and development. There’s no creation. “Development” consists solely of hit point maximum increases that you receive at fixed points. Attack and defense scores are more a matter of “equipment” (and hardly seem to affect anything anyway). The method of earning new spells, partly based on accomplishment and partly based on the player solving puzzles, is worth a couple of points.
          As far as I got with Robert.
           4 points for NPC interaction. The friends you make on Earth have interesting personalities, and again it’s fun to visit and cycle through them to see what new tidbits they have to offer. Unfortunately, there are no dialogue options.
3 points for encounters and foes. The small selection of monsters gets old quickly, leaving your only important “foes” the various simulacra, minions, and wizards that you have to face and counter. There are no non-combat encounters.
5 points for magic and combat. It really is all about magic. The system of acquiring spells is one of the more original see in my chronology so far, and the enormous variety of spells gives you a near endless set of combat tactics. I frankly thought it was too much, and at some point the game simply lost me. More patient or talented players might increase this category by a point or two.
               The final list of magic words.
             2 points for equipment. You have four slots in which the items replace each other automatically as you acquire upgrades.
6 points for the economy. It’s surprisingly robust. You need a lot of money for spell ingredients as well as jetting around the world, which you can make by selling excess ingredients and artifacts, or by simply buying low and selling high when circling the Earth.
4 points for a main quest with the occasional side-quest involving some kind of item acquisition. I’m also giving a point here for how Death Domain is an optional area in nearly every series of levels.
3 points for graphics, sound, and interface. The graphics work well enough, but I found sound effects minimal. (The music, which I don’t rate, is quite good, featuring different themes for different domains and people.) I didn’t care for the interface–in particular how you cannot fully use the keyboard for selecting and targeting spells.
1 point for gameplay. For me, it hits all the wrong notes in this category: too linear, too long, and too hard. I gave it a point for some limited replayability based on selecting different schools of magic as the character’s specialty.
                That gives us a final score of 34, which falls below my “recommended” threshold despite good performance in some categories. The GIMLET is, of course, subjective and has always been subjective, but it feels necessary to call out its subjectivity more in this game than others. Those who take better to this style of gameplay could easily rate it closer to 50.
Computer Gaming World avoided a full review of this one, but they did cover it briefly in the December 1992 “holiday buying guide.” The author said that it “offers the most extensive magic system that we’ve ever seen in a game,” which is fair praise. Dragon gave it 4 out of 5 stars, but the reviewers clearly didn’t finish it. Like me: “We had more than one occasion where we battled enemy creatures but were defeated because we simply couldn’t find the right spell in time. At other times, it was difficult to successfully face an enemy wizard’s volley of spells.” MobyGames catalogues only two other reviews: a 79/100 from Power Play and a 67/100 from ASM.
Either Tsunami or ASCII or ASCII’s Japanese parent worked on an SNES version of the game but never released it even though it seems to have been completed. A pre-release beta version has made the rounds of abandonware sites. A YouTube video suggests that the conversion preserved few aspects of the original. Some of the character portraits are the same, and domain exploration looks similar but with different (better, frankly) graphics. Combat is entirely changed, however, with the character and enemy moving to a separate one-on-one combat screen. There are far fewer spells and no puzzles inherent in determining their mixtures. There also appears to be no Earth section.                
Combat in the children’s version of the game.
             It would be fun to hear sometime from lead designers Joe Ybarra or Michael Moore about the inspiration for SpellCraft, since it’s so unlike anything that preceded or followed it. Ybarra had been a producer at Electronic Arts for about a decade before starting his own company, but none of the titles he worked on show any hints of SpellCraft. Nor are there any clear similarities in the two following titles in which Ybarra is credited as a designer, Shadow of Yserbius (1993) and Fates of Twinion (1993), except for Mark Dickenson’s graphical style.            
              SpellCraft is a new sort of game, and there are some implications to my failure. I would say I’m unlikely to complete any game that requires a) constant reaction to b) real-time enemy attacks, c) in which the attacks and responses are extremely varied; and d) your cues as to the nature of the attacks are purely visual. So, this doesn’t rule out all real-time games because most of them only have a handful of attacks and defenses and you can get used to patterns fairly easily. It doesn’t apply to, say, the Infinity Engine games because in addition to the visual cues, the transcript tells you exactly what spells the enemy has cast. I frankly don’t yet know what games it does rule out, but I can tell you that I’ve tried a few modern action games (one of the Devil May Cry editions comes to mind), and I simply have no idea what is happening on the screen at any given time. It makes me feel old.
And speaking of feeling old, I began teaching college this week! Specifically, I began teaching students who were not yet born for, or otherwise have no memory of, September 11, 2001. I’m teaching students who never saw any of the Lord of the Rings films in theaters. Students who think of the Star Wars prequel series as “old movies.” Students for whom Back to the Future is as recent as The Bridge on the River Kwai was for me. Not only do they have no memory of an original Ultima or Bard’s Tale, they were barely alive for Morrowind and the last Infinity Engine game.
Anyway, it’s been a crazy few weeks. I hope I can get back on a regular schedule now, but there might still be a few rough patches before I return to the regularity that we saw in April to August. Thanks for sticking with me.
source http://reposts.ciathyza.com/spellcraft-aspects-of-valor-summary-and-rating/
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terryblount · 5 years
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One Piece: World Seeker – Review
When I first heard of One Piece: World Seeker, I remember thinking it was about time they brought one of Shonen Jump’s most widely-beloved exports to gaming. Unbeknownst to me, the now eight hundred and seventy-three episode anime has actually ventured into our industry numerous times over the last nineteen years. Some quick research revealed that One Piece has inspired several beat ‘em ups, fighting games, turn-based JRPG’s, action-adventure games, and even a baseball game.
Now the series has finally sailed the treacherous waters of the open world, sandbox genre. Veteran One Piece developers, Ganbarion, have yet again given players the chance to don the straw hat of protagonist Monkey D. Luffy, but this time with unparalleled freedom to explore, find collectables, and pummel hoards of marines with his iconic, elastic fisticuffs. Thanks to the power of modern platforms, and not least of all the might of the Unreal Engine 4, gamers have the chance to immerse themselves into Luffy’s adventures like never before.
Monkey D. Luffy, one of the most famous faces in anime.
So close, and yet so far. While there are merits to the idea of building a One Piece game out of a sandbox formula, I don’t think One Piece: World Seeker represents the ideal solution. The combat mechanics were relatively enjoyable, and it is obvious that the developers have put some serious elbow grease into the game’s visual representation. Nevertheless, the repetitive nature of side quests and the underwhelming attempt at world building simply did not take advantage of the rich and varied source material that is its namesake. This is simply not the game it should have been.
Watashi wa Luffy!
For the unfamiliar, One Piece is a long-running manga and anime series based around the escapades of Monkey D. Luffy, a pirate who seeks to obtain the eponymous ‘One Piece’ treasure. Whoever holds this legendary booty will be proclaimed as king of all the pirates, so the series is sort of like Treasure Island, but stretched to an encyclopedic length with the distinctive quirkiness and fanfare that only an anime can pull off.
Yet, Luffy’s whimsical straw hat and flip flops belie his true abilities because he accidentally ate the ‘Gum Gum’ devil fruit as a boy. The fruit made him stronger, highly resistant to enemy attacks, and enables him to stretch his body into extraordinary shapes much like Mrs Incredible or Mister Fantastic. With the power of his rubbery physique, Luffy sets sail on an epic treasure hunt across endless seas where he encounters new friends, gains crewmates, and confronts formidable enemies.
Eight hundred plus episodes later, and we have One Piece: World Seeker opening with our man being detained in a sky prison floating above a union of islands named ‘Prison Island.’ It seems Luffy allowed himself to be incarcerated as a distraction while the Straw Hats crew  break into a vault somewhere below. Unfortunately, the plan turned out to be a trap, resulting in Luffy bailing the flying fortress to escape the clutches of Isaac, the tyrannical warden of the whole region.
Isaac, the warden of prison island.
Once our hero crash lands on Prison Island, he befriends a new character called Jeanne, who eventually explains that the island’s populace has been split between Pro- and Anti-Navy factions in the aftermath of a protracted war. The Pro-Navy inhabitants live a life of comfort afforded by Isaac and the Navy as their new governors, while their counterparts struggle under their draconian regime.
Never one to turn a blind eye towards the troubles of the little people, our hero agrees to help Jeanne and the Anti-Navy resistance to rebel against their oppressors. As such, the player will take part in various missions such as reuniting Luffy with his crew, getting to know the colourful inhabitants of Prison Island, and steadily crippling Warden Isaac’s (literal) iron fists over the islands. Of course, you also get to beat up lots and lots of bad guys and bosses.
Missing the treasure in plain sight
One Piece: World Seeker’s setting is one of the most obvious links to its anime and manga roots. The narrative brings out the tried and trusted theme of Luffy stumbling upon a new island with a dilemma, and then going on a spontaneous adventure to assist the inhabitants with their struggles. It is the old, ‘good taking a stand against evil’ trope that has sustained the One Piece universe since its origins.
Moreover, fans should be pleased with how the writers have transitioned the characters and some cameos into the game from the One Piece chronology. Everything from their dialogue, to the depiction of the main villain feels like an authentic production from the central story line of One Piece. Considering that Eiichiro Oda, creator of the series, was involved, it is no wonder the game convinced me that I was playing through an actual episode of the anime during its best moments.
Nami, the resident thief of the straw hats. I cannot stop staring at her big… belt! Is she promoting Bitcoin!?
Unfortunately, it is also here where I began to notice how the gameplay of World Seeker ends up linking to the story in a rather shoehorned manner. After the tantalising opening cinematic of the narrative, most players would probably assume that Luffy will become the centre of a complex operation to overthrow Isaac. Instead, the game just falls into the same loop where he must travel to a certain location, and beat the crap of everyone he finds there.
Generally it boils down to you are at A, bad man at B. Go from A to B and remove bad man’s front teeth. World Seeker does try to mix things up with a few sections where you must infiltrate strongholds without being detected. As is usually the case with sandbox games that include ham-fisted stealth sections, they just feel like tacked on filler meant to lengthen your play time. It doesn’t take long for the gameplay to deteriorate from fun, to repetitive, to monotonous.
Gum Gum BAA-ZOO-KAAAA!
Luffy has a basic, three-hit combo that he can unleash upon thugs and navy soldiers, as well as his famous Gum Gum pistol serving as a ranged attack. There is also the option to sneak up on enemies either from behind or inside a barrel Metal Gear Solid style, which then creates the opportunity to perform stealth takedowns. It was rarely necessary to be stealthy though, since the bad guys are not only easy to kill, but sneaking around as Luffy just feels like a disservice to his character.
I must admit that the combat is very well animated, and fighting does a superb job at making you feel powerful. The camera also has the delightful habit of shifting to slow motion when you deliver the KO blow to the last man standing much like Batman and the Arkham games. Seeing the poor sod being launched slowly off a high building after receiving Luffy’s catapult fists was very entertaining… for the first fifty times I pulled it off at least.
Adding some variety is also the ability to switch between the blue and red ‘stances’ of combat on the fly. The red mode is essentially reserved for Luffy’s heavier, more focused attacks along with the ability to guard. Blue mode is faster and deals less damage, but the broad sweep of the attacks makes it appealing for confronting whole groups at a time. The dodge mechanic is also useful in this stance since you can zip out of the enemy’s reach if you need to.
While One Piece: World Seeker’s traversal fails to achieve the fluidity of recent super hero games, I thought that the mechanics of swinging and propelling my way through the game’s surprisingly big open world was implemented nicely. Like the combat, you really feel the forces at work in Luffy’s special ability, and it became a particularly exciting system once there were some high trees and buildings around me.  I even managed to gain a bit of fun out of collecting the overabundance of pointless loot scattered throughout the world.
To my dismay, the majority of the side quests have actually been built around this idea of collecting random loot items for citizens of Prison Island. I was horrified to catch myself looking for small flowers at the request of a random man standing near a wooden shed, or finding pieces of copper for a random little kid. Why must I do favours for bland-faced NPC’s who the game does not even bother to introduce to me? This sort of meaningless filler has no place in a One Piece game; I’d rather go looking for Riddler trophies.
At least the game is generous in dishing out experience points from these meaningless exploits. You can use said points to purchase new blue or red fighting moves, or you can spend them on Luffy’s traversal abilities and health points. However, let us not forget that One Piece has had an entire manga and anime saga to build up Luffy’s resume of moves. Does it really make sense hiding them behind experience points which can only be gained by grinding away at meaningless loot quests? No, it doesn’t.
It feels Unreal how much I love this game engine
Sorry about that atrocious pun, but sweet mother of monkey milk this game is pretty. I am not sure why many studios from the Land of the Rising Sun have made the Unreal Engine 4 their engine of choice lately, but World Seeker is yet another example of what a brilliant move this was. Just like the anime, this game is so colourful and vivid that I bet it would cure a defective monitor from stuck pixels.
This game can be seriously beautiful at times.
I cannot deny that the environments were eerily empty at times, nor can I look past at the lack of variety in enemies. However, the character animations, the sheer scale of some buildings, the beautiful landscapes and the particle effects really captivated me on a visual level. Honestly, if Toei Animation did an entire episode in these graphics I would be happy, and I cannot imagine better aesthetics for a One Piece video game.
If only for more time
What struck me from the moment I launched One Piece: World Seeker is that this game feels unfinished. There is nothing overtly broken in its mechanics, and certain elements of the gameplay are undeniably polished. Yet, the lack of voiced cut scenes, the general empty feeling of the world, the repetitive nature of the side missions, and using the same models for most of the enemies are all the tell-tale signs of a studio being pushed for time.
In fact, the stark contrast between the excellent visuals and the bland mission design makes me suspect Ganbarion had plans to make World Seeker more like a JRPG. In any case, it is clear that their plans never came to fruition and they settled on making a more fast-paced, open world game from what they had already finished.
If you are looking to play a good One Piece game, I suggest you look at any of the Pirate Warrior instalments, because World Seeker just feels like too much of a mixed bag. This is not the kind of game we want from this beloved series at this point in time, and playing it makes it clear that the developers share our sentiments. If, one the other hand, you don’t own a PS3, wait for a sale. There is still fun to be had with this game, even if it is very short lived.
Beautiful cut scenes
Graphics and sound design
Story fits the universe
Sterile world design
Very bland side quests
Too many collectables
Insipid mission design
Upgrades locked behind XP
          Playtime: 22 hours total. For the single player campaign and light grinding
Computer Specs: Windows 10 64-bit computer using Nvidia GTX 1070, i5 4690K CPU, 16GB RAM – Played using an Xbox One Controller
One Piece: World Seeker – Review published first on https://touchgen.tumblr.com/
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