Shiren the Wanderer clone with a pregnant low-fi, budget feel, which makes its overinflated price tag all the more ludicrous. And yet, I craved that game and wanted it in my collection; my gaming instinct told me I would have a blast playing TGW, and a blast I had indeed.
Sorcery Saga is a much better deal for a beginner: it's more accessible, has a more distinctive atmosphere and can be found boxed for one-fourth of TGW's price. But despite TGW's shortcomings, I really loved it and could perfectly imagine myself replaying it. If only Limited Run could release a boxed version of that game, I'm be a very happy roguelike aficionado indeed. Thanks for reading, and be my guest anytime!
All in all, the Starly family amply deserves its fame and permanent spot in the OU tier. That bird is much more versatile than his gen II and III predecessors thanks to his more varied Move Pool, and ends up being much more entertaining and pleasant to use, especially in a solo run. My Starly solo run was overall an incredibly smooth, mellow and soothing ride — much like Sinnoh and the gen IV games themselves, really. And with that run under my belt, I now have only two avian runs left before I achieve full Regional Bird coverage. See you soon for more thrilling feathery action, dear fellow gamers! Thanks for reading, and be my guest anytime!
Roughly one year after I took a break from my beloved Rainbow Moon, I went back to it and polished it off in one clean, swift go. I defeated my archenemy in a fight that was mostly a matter of patience over tactics, said archenemy being a massive HP bag whose blows hardly made a dent on my little Baldren's enormous HP bar. I could then at long last go back to my homeland, only to be kindly invited to go back to Rainbow Moon — the land, not the game — to tackle a flurry of sidequests involving massively overlevelled enemies. I passed on that, though: after 75 hours spent playing Rainbow Moon, I definitely had my fill of grinding, drawn-out battles and quests sending me all over the world to pick random items. More of this would spoil the pleasure, and I certainly don't want to ruin the memory of those amazing and fulfilling 75 hours of roaming, exploring and grinding. I used to think that I would play that game for hundred of hours, taking my sweet time and enjoying the ride; but then the credits rolled and, well... You know the drill: my drive to play plummeted and crashed down, never to rise again.
To wrap up that Rainbow Moon epic, I'll make a quick, non-exhaustive list of the things I loved in that amazing gem of a game. I was initially (read: last year, when my obsession with the game was at its peak) planning to write an exhaustive list of said things I loved; but now, one year later, I don't really feel like doing that — not to mention that it would probably be an exhausting (no pun intended) read. So I'll just stick to the features that really stick out (sheesh, enough crappy puns already):
- All randoms encounters can be avoided, fleeing never fails and the game lets you kindly know which foes you'll be fighting and how many of them. Perfect for micromanaging your level-grinding and your farming.
- Should you die in battle, you'll respawn at the exact same spot with 1 HP. No progression lost, no backtracking, no hassle.
- Healers, merchants and the like can be found virtually everywhere, including in the deepest recesses of dungeons. Exploring those cutthroat places suddenly feels much more relaxing once you know you can rest and refurbish on the spot.
- Instant save anytime, anywhere. 'Nuff said.
- You always get the opportunity to save and prepare before boss battles, even after you've engaged with said boss. This is the RPG equivalent of anime foes politely waiting for heroes to have achieved their transformations and delivered their introductory speeches before attacking them, and it's both hilarious and very handy.
- Tons and tons of loot ready for the taking. On top of the obligatory monster drops, the game world is overflowing with safes and money bags begging to be pilfered. Oh, and they glow. With a golden shimmer. You'll feel like Uncle Scrooge when you see them, I swear.
Then you have more subjective points, such as the lush graphics that caress and soothe the retina, the pint-sized game world that does away with useless roaming (always a plus for a gamer who grew up on 8 and 16-bits offerings), the whole enchanting atmosphere of the game that reminds me of RPGs of old and fills me with nostalgia and wanderlust, the tight gameplay that features metric tons of grinding, and so on. I just ADORE that game, period. It's a perfect retro grindy treat with a heavy coating of modern player-friendliness, and this is a mix I'll undoubtedly come back to in the future. Thanks for reading, and be my guest anytime!
With that said, dear fellow gamers, I'll see you again for the third episode of my Avian Solo Runs feature, which also marks the halfway point of this whole ride. With that third episode, I'm going to dive back into the games that started it all for me as far as my love for Pokemon is concerned; games that, coincidently, I haven't played for the longest time. Hopefully the reunion will be fulfilling and heart-warming! Until then, thanks for reading, and be my guest anytime!
- The Warrior Statue: This is an item that you obtain early on and that's used many times over the course of the game; however, figuring out how to use it can be tricky at first, because its design is kinda counter-intuitive. As the name suggests, this is a statue of the game's heroine; and as the shape suggests not, it must be used as a mere weight to hold down switches and the like. Why not go with something a bit more obvious and straightforward, like a stone or a brick? By all RPG logic, a statue should rather be used as a key of sorts to open a locked door, not as a mere dead weight. Were you trying to be fancy or just confusing, game? I'm so not impressed.
- The Infinite Warp: An homage to 8-bit RPG wouldn't be complete without a good ol' screen that warps lest you choose the right set of directions. Fairune's warping screen can be found in the Administrator Tower; and as you may expect, there's a clue nearby to help you figure out the right directions, and that clue is none other than six statues conveniently facing the directions you're supposed to take. But wait, there's a catch: those statues only indicate the directions you have to take, not the order in which you're supposed to take them. Are you kidding me, game? Do you know how many options that leaves? If you assume that the last direction has to be left for layout reasons, that leaves 120 different combinations! I assure you I have better things to do than test 120 bloody permutations just to cross a screen, game. Such a cumbersome puzzle is entirely pointless, especially in the age of the internet. But wait, there's worse...
- The Mamono Slayer: This puzzle is the worst offender of the bunch, because there is virtually nothing that indicates that it must be tackled or even that it exists at all. The Mamono Slayer is a sword that's necessary to slay the final boss; and how do you get that sword you're never told about? Why, by upgrading your regular sword in a hardly discernible split on the first floor of the Administrator Tower, of course! Seriously, game? Why can't I have a single functional clue to figure out what I'm supposed to do? Do you maybe expect me to try every single item on every single pixel until I hypothetically stumble upon the solution? This is pure obnoxiousness, that's what it is. There is nothing worse that a random puzzle that cannot be solved through logic just because you don't even know it's there.
Anyway, that's one less indie on my to-play list. I've been able to cross a couple more lately, including the two Hotline Miami games and Titan Souls: those three games combine a gameplay requiring diabolical precision with a sloppy and unprecise set of controls, and that's a deadly combo that made me scurry away faster than I could scream "shit, a game that requires motor skills!". So all in all, Fairune is the best indie I've played these last months despite its game-breaking flaw; and that, dear fellow gamers, is a testament to how indie games and me are not meant to cross paths. Thanks for reading, and be my guest anytime!
I cruised Johto and revamped Kanto on my DS, since I don't own the original games; and things will probably remain that way since these games are notorious for being unplayable these days lest one regularly replaces their batteries. Fun fact: my copies of HeartGold and SoulSilver, which are boxed and mint and which I snatched for a very fair price back in the days, are Canadian ones. More specifically, french Canadian ones, which sport only the language of love and are uncompatible with english copies. Now, this honestly boggles my mind: why release an exclusive french version in a country with two official languages? Was it a Québec exclusive? Anyway, this messed up with my Poke-references quite a fair bit — just think of all the translation work I had to go through just to be able to deliver that post — but owning the games in perfect condition was definitely worth the hassle.
first run of the game, but I realize now that this enthusing opening of the game world after Ecruteak City was entirely intentional on GameFreak's part. And boy, is it a thrill to get to explore the wilderness at your own pace and tackle the three next Gyms in the order you want! As it turned out, I started with Mahogany's Gym, failed to clear it and then followed the more traditional order of Cianwood and Olivine before returning to Mahogany with a vengeance and a good number of extra levels under my belt. Kanto was even better, allowing me to roam around as though I owned the place. I kinda did, in a way; despite having played through the first generation only once, I remembered nearly all locations. Now that I can appreciate better non-linearity and roving in Pokemon games, maybe I'll replay Generation I entries with a more open mind at some point. Hey, I own a copy of Yellow that is just begging to be played before its batteries die on me.
|True love all the way.|
- I'll use the best weapons as soon as they appear instead of shelving them and making do with low-class stuff. There is always better gear appearing as the game goes on anyway, so there's really no need to spare anything. I had tons of excellent weapons left in my inventory by the time I finished the game, weapons that could have been put to much better use. This won't happen again, I swear.
- I'll focus on my absolute favourite units, the ones I really have a crush on, and totally ignore the rest. Once again, the game consistently delivers new units over the course of a playthrough, so I can rest assured that I will find good recrues for my force no matter what.
- I'll wait until my units have reached Lv.20 before Master Sealing them. I was way too eager to promote them this time around, slapping Master Seals on them as soon as they reached Lv.10, and I lost a couple of yummy stats increases in the process.
- I'll sell right away the items I don't plan to use in order to buy items I do plan to use. During my playthrough, I kept Gaius Confects and Vulneraries in my inventory for hours "just in case", before finally admitting that this stuff didn't square with my playing style and that I would never touch it. No more.
With that said, dear fellow gamers, I'm bidding Awakening adieu for the time being. Or am I? The game is still tugging at me, to be honest; and if it keeps obsessing me that way, then maybe I'll just cave in and polish off a second playthrough with a male avatar. As usual, I'll let my ever-dependable, all-powerful gaming instinct run the show! Thanks for reading, and be my guest anytime!