Shining Force Feather

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Prologue

So I’m totally digging on Shining Force Feather and can’t wait for it to come out in the US.  For those who don’t know me well personally, Shining Force is while probably no longer my Favorite Game of All Time, it is probably the most influential game for me – Turn-based Strategy RPGs are my soft spot, and Shining Force really turned me onto that genre and solidified it in my heart.

And while I’ve liked that Sega kept the ‘Shining’ world and brand alive and developing with the Souls, Wisdom, Tears, Force EXA, and Force Neo franchises – they always felt a little bit like a betrayal of the roots.  It would be like making a Sonic game that…. … oh I’ll stop there.  I did love Shining Tears X Wind though – or at least the quasi-furry fanboy in me did – because it felt like a cheesy romance novel for male Genesis gamers.

So here comes Shining Force Feather.  The first turn-based return with the name since the Sega Saturn.

Official Site

Youtube Trailer

Preview-review

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First off – it’s not trying to be retro.  Stylistically it’s more like the modern Shining series: super anime-centric.  The character designs were done by Pako (who did Shining Force EXA and the lovely Rental Magica) and Noiji Ito who’s responsible for that Haruhi Mania out there that I wouldn’t know anything about.  Together they compound further upon the emerging Shining style: Saturated colours – with a unique color assigned as the primary palette for many of the lead characters.  Story wise it’s also very modern, unlike the original Shining Force which had an almost laughably rpg ‘genre’ plot (complete with a nagging mom).  I guess it’s now a different genre stereotype:  The brash, rude treasure hunter main character with spikey hair who speaks with a heavy dose of slang (I’m looking at you Bleach, Naruto, etc). It’s also SUPER text-heavy at least in the beginning bits, but the art is nice and quite often there is recorded voice to go along with the words.  Unfortunately because it’s the DS, I can’t really beseech Sega to keep a Japanese Audio version (due to file size), nor would it make sense in the presentation…. but please don’t get shitty voice actors.

Mechanics

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So on to the action.  It isn’t grid based.  BAM.  It’s more like Phantom Brave, with a purely vector/circle form to everything.  Which works out just fine.  Though ironically the levels seem to still be squares.  It also has more of a ’store up time’ concept and a turn order listing (see also FF Tactics, Kartia, most SRPGs these days) which works fairly well.  And the combat isn’t complacent, it has a Golf-swing timing bit and a 4-button hotkey map to ability concept.  Each ability costs a given amount of “Force” which is like MP but it’s also like the time you stored up (every turn regenerates 30 of it or 40 if you pass that turn).  So if you have 45 of it going into battle you can use a 15 cost ability three times or a 20 ability twice.  You can also dole it out however with as many attacks as you want.  Spend 15 on attacking this guy and then 30 attacking someone else.  Finishing off an enemy no longer uses up a character’s whole turn.

Easy Button

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I’m not terribly far into it yet (nor do I want to be as I’ll have to retrace it in the English version once it comes out), but I did notice a couple problems.  The numbers are really stretched out.  By that I mean it might take like 10+ turns for you to kill an enemy or them to kill you.  You have like hundreds of hitpoints even in the early levels and attacks are usually doing damages like 10 and 15.  You seem to get a bonus (of more gold at least) for stringing together big combos, and you can press a button at the right time to gain some force every time an enemy attacks you.  So I’ve found the ‘best’ strategy is to just pass your turn (for 40 Force), as long as you’re in no danger of dying until you max out or nearly max out (there are max abilities you can only use when at max), and then just do massive combos.  But this seems a little weird… waiting an entire turn or two consequtively just being human piñatas and then ripping havoc, but it’s mathematically more effecient (as you get 40 instead of 30 and you’re burning the same amount of force now or later).  Also combat is rather ’small’ (a few enemies over a tiny space – 1 turn to close in) but drawn out – it never seems to get ‘harder’ as the level raises, just more drawn out.  But I haven’t found a lot of the cool magic and such yet – right now I only have 2 meatheads and a healer / useless archer.

fire-emblem-new-dark-dragon-and-the-sword-of-light-20080818024511607_640wLight and Shadow

It’s making a great contrast to the other game I’ve started playing on the DS – Fire Emblem: Shadow Dragon, which kills most characters irrevocably in a hit or two and requires you to choose someone to permenantly sacrifice on like the third prologue level or something just to prove to the game that you’re hardcore enough to play it – or you just instantly lose.  It’s not a pretty anime world who speak lots of Osakan dialect and say lots of things like they’re a comedy troupe.  Instead, in every level just about – someone is left behind to die and the party mourns them and continues on – not being so kind as even to leave their fate up to imagination.

I see both as labors of love in a way, but the cute anime character way of the Shining series is far less laborious – for certain.

Conclusion

So in ending, bravo to Sega for bringing one of my favorite gaming memories into the present day.  Judging from the Japanese site, Sega is becoming an amazing RPG powerhouse (7 Dragon, Phantasy Star Zero, Blazer Drive, for DS alone – let’s not forget the recent Valkyria Chronicles and the salivating Phantasy Star Portable).

February 28, 2009

Tatha – 12 Knowledge Archetypes

Of the 22 Archetypes, the first 12 are The Knowledges.  They represent the accumulation of worldly knowledge and aptitude.  Each of these Archetypes has 5 ranks (as have all Archetypes and Abilities).  Each rank bestows a +1 to any skill checks pertaining to the realm of the ‘Skill keywords’.  This allows a loose interpretation of skills to fit the situation.  The GM will explain which Archetypes to add to the roll (possibly multiple).  If the player has any ranks in the types listed, he/she adds up all ranks in all the listed types for the bonus.

Many Abilities list a Knowledge Archetype as a prerequisite.

Lastly, there are the 3 Formations formed by adding each of the 4 domain Archetypes up:

  • Soul = Artist + Philosopher + Trickster + Shadow
  • Mind = Architect + Summoner + Scientist + Warrior
  • Body = Knight + Priest + Musician + Assassin

These are common rolls to resist attacks and harmful affects, test against highly generic conditions, apply contests, etc.  In as such, Knowledge Archetypes can be thought of as a combination of

Karma - Soul – Void – Anicca – Mutable

  • Artist - (Temperance, Sagittarius, Fire) – middle way, calm, beauty
    Skill keywords: visual arts, creation, imagination, painting, arts and crafts, and art appreciation, fashion
  • Philosopher - (Hermit, Virgo, Earth) – solitude, mercy, research
    Skill keywords: investigation, languages, philosophy, writing, research, programming (language)
  • Trickster - (Lovers, Gemini, Air) – harmonious opposites, desire, bonding
    Skill keywords: glib, bluff, acting, diversion, distract, seduce, drama, street smarts
  • Shadow -(Moon, Pisces, Water) – secrets, hidden, anxiety, doubt, fear, illusion
    Skill keywords: hide, move silently, palm, sneak, disguise, acrobatics, tracking, trailing

Energy - Mind – Chaos – Anatta – Cardinal

  • Architect - (Emporer, Aries, Fire) – responsibility, long term thinking, strategy
    Skill keywords: strategy, tactics, military, structure, formation, architecture, communication, communication systems, programming
  • Summoner - (Devil, Capricorn, Earth) – domination, power, uncontrolled energy
    Skill keywords: demonolgy, business, finances, legal systems, haggling, merchantile
  • Scientist - (Justice, Libra, Air) – intellect, reason, balance
    Skill keywords: scientific method, physical sciences, scientific equipment, medicine, biological sciences, technology
  • Warrior - (Chariot, Cancer, Water) – victory, bravery, pride
    Skill keywords: melee weapons, melee weapon crafting, physical skills, climbing, running, swimming, lifting, morale, intimidation

Coherence - Body – Form – Dukkha – Fixed

  • Knight - (Strength, Leo, Fire) – inner strength, compassion, perseverance
    Skill keywords: armour, armour crafting, defense systems, security systems, piloting, vehicles, navigation, drive systems, power systems
  • Priest - (Hierophant, Taurus, Earth) – belief, knowledge, group coherence
    Skill keywords: social sciences, history, culture, etiquette, sociology, taxonomy, factions, occult, religion, memetics
  • Musician - (Star, Aquarius, Air) – tranquility, calmness, harmony, trust, inspiration
    Skill keywords: music, musical instruments, oration, empathy, animal training, riding, psychology, interrogation
  • Assassin - (Death, Scorpio, Water) – regeneration, change, conclusion, loss, inescapable
    Skill keywords: ranged weapons, ranged weapon crafting, ranged weapon identification, forensics, demolitions, poisons, traps, weapons systems

Stay tuned – next up is the 6 Sense Archetypes

February 27, 2009

Tatha – Jumping

jŭmp·ing – to leap with the soul and land where the body cannot follow.

Specifically the ability to imprint harmonic encodings that represent all ones thoughts, memories and experiences on one’s ālayavijñāna, and then rebuilding this bodymind after reincarnating into a new form.  The skill of jumping means to be able to influence the form that is created (often pre-conceiving the form through observation beforehand).  There are two primary types of jumping: Near Jumping and Far Jumping.  Near is categorized as within the mindsphere (the locations that the bodymind can observe at the given moment) – generally < 100 meters, and within a few seconds either way.  Far Jumping is far more complicated as involves taking an incarnation in a location outside of the mindsphere – this cannot easily be done without assistance (umbillicum or other gear, soul link assistance, etc) – as the location must first be observed.

However, Jumping is more of an art than a science – the science long being taken care of.

An example Near Jump in story:

“Rivari smirked as the spear pierced his chest – his almond eyes drifting off into meditation behind the thick spectacles.  The Asura looked around nervously, attempting to pull his spronged spear from Rivari’s flesh – but it was too slow.  An older man in a tweed suit leaned out from the alley and chanted a short mantra.  The last thing the Asura saw were a pair of similar thick glasses on the old man – one of many traits that were reminiscient beyond circumstance -  before it was engulfed in flames”

and in play:

GM: “Rivari is stabbed by the Asura’s spear causing 8 form damage.  You have 2 coherence left and are fading fast.”

Ted (Rivari’s player): “I spend the turn preparing a jump, distance 3: in the alley behind the Asura, dukkha: 2, form: 1 – I keep the glasses and my pocketwatch, spending my remaining coherence and as much energy as required to pay for that.  And I go out with a smirk.”

GM: “You are Frank Peddleton, who was taking a shortcut through the alley on his way home – a scrawny man in his early 60s with wiry short grey hair and a college professor stubble.  You have a tweed suit, with a familiar pocketwatch and glasses with a bent rim and an index of well over 1.6.”

Ted: “I’m so through with this guy… I peek out from the alley to orient myself and spend the entire turn chanting  my Flame of the Heavens mantra – power 4 on the blue skinned bastard.  I really liked playing that Greek.”

February 24, 2009

Tatha – goals, archetypes, ranks

Cross posted from a comment response on my LJ:

Character goals are largely factional – there are a few common goals however (often shared in a faction):

1) Spread of a given philosophy or worldview (believing makes it so) – to craft a specific utopia (i.e. gather of comrades, so hence group/view Coherence).

2) Gathering of coherence through adversity view (basically terrorism… the more people see/fear them, the more they are confirmed)

3) Gathering of energy/resources to achieve group or personal goals. Often energy or resources are in other planes/times – bringing it back is the trick, but artifacts of power are great ways of storing energy in something that’s easy to believe in / observe across shifts.

4) Gathering for collection purposes (either vanity or to power 1,2,or 3) – for example collecting the souls of the 100 Asura (demons) from the plane of Sumeru

5) Worldcrafting – basically you can never affect your own timeline – anything that happens in a time causes another probability fork/split in the tree (actually doesn’t cause it, just sort of strengthens the observation of it) – including these future beings shifting in. However, if one were to go back in time on a timeline, strengthen the path where something happened, then all branches of this ‘new’ tree are now strengthened, making them easier to shift to. Then go to one of the new branches, making another new branch and make something else happen. Rinse, repeat, until you have what you want (either a nice summer getaway location, or some meticulously crafted artifact or technology or world to harvest). Generally this works best with larger groups, as if a single person does it, the coherence of the new branch isn’t very strong (what if they forget/die?).

6) Pure destruction

7) Pure hedonism

8) Personal Growth through varied experience

February 23, 2009

Tatha

Driving home tonight I came up with an idea for a game/world for either pen and paper RPG or video games.  It’s a little bit off the wall but very similar to a lot of previous ideas I’ve had (Bathos, Gemini, Quipu, Bit Depth, Ubiquity, Refuge).  If you have no idea what any of this is or this post confuses you, like always with the internet, you’re welcomed to skip it.  That or ask me questsions.

The basic idea:

Quantum + Buddhism + Cyberpunk + “Any sufficiently advanced technology is indistinguishable from magic.”

February 23, 2009

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EHLO world

February 9, 2009