.the ramblings of a radman.

Tag: Square-Enix

Today in iOS: Wit, rhythm, and fantasy

Three things:

One, The Bard’s Tale for iOS is free for a limited time. It’s a birds-eye view dungeon crawler similar in style to the Baldur’s Gate: Dark Alliance, X-Men Legends, Champions of Norrath, and Marvel: Ultimate Alliance. While the original The Bard’s Tale series was a western-RPG in the vein of Might & Magic and Eye of the Beholder, the 2004 release for consoles and PC had nothing in common with its namesake due to licensing rights. However, the iOS version was released as a sort of “collector’s edition” and comes with the ability to download the original Interplay classics for free inside the app. Plus, it includes 60beat support if you feel like you simply must play this game with a controller.

Two, Square-Enix released Theatrhythm Final Fantasy for iOS late last night. It’s a rhythm game that was originally released for the Nintendo DS. However, it seems that Squeenix’s recent-ish release of Symphonica, another rhythm game with a rather verbose story and beautiful hand-drawn anime artwork. Theatrhythm Final Fantasy is a free download, but that will only get you two songs and a handful of characters with which to play the game. In order to unlock more content, you’ll have to pay for it. Unsurprisingly, unlocking all of the content that the game has to offer will set you back $88.11 plus taxes. But, if you just can’t live without your Final Fantasy fix, or you’ve got $100 burning a hole in your pocket, check it out.

Lastly, Google Maps for iOS is now available, if you’re the type of person that cares. Personally, I’ve never had any issues with Apple’s Maps that were more serious than the issues I had with Google’s, so I won’t be using it. Especially because I had forgotten how ugly Google’s map tiles were. However, if you need transit directions on your iPhone, Google’s app is the way to go.

The Opera House at the End of the Universe

I’ve been a fan of Japanese roleplaying games since I was a young child, when I first played Dragon Warrior (originally, Dragon Quest, in Japan) and Final Fantasy on the NES. That love did not fade throughout the years, and I still love to play a good, old-fashioned melodrama now and then. The Final Fantasy series is probably the most famous RPG in the Americas, so it’s no surprise that they hold an extra special place in my heart.

About a year-and-a-half ago, I finished playing Chaos Rings (also for iPad), the first in a new RPG series published by Square-Enix but developed by Media.Vision exclusively for the iPhone and iPod touch. Soon, it was released for the iPad and even recently was made available for Android. I loved the game and had many glowing praises to sing of it to friends and family. Unfortunately, despite how much fun it was, it still didn’t feel as epic or robust as many other RPGs available for consoles. There was a definite level of polish to the graphics and animation, sound effects and music, and combat system that was missing from other RPGs available for iOS, but it certainly wasn’t up to the same level as a Final Fantasy title.

When I finished Chaos Rings, I took a break from the series for a while. Even though I had Chaos Rings Ω (also for iPad) already installed on my iPhone, the game felt more like an expansion than a new game. It used the same tile sets, enemy models, skills, and even music of the first game. The story was the biggest change, however. The game follows the lives of two characters from the original Chaos Rings. As a prequel, it dealt with how those two characters won the previous Ark Arena combat. What really made the story stand out was how instead of simply playing through the same game concept as before, several serious issues occurred that completely derailed the traditional Ark Arena tournament. Unfortunately, after having spent hours and hours grinding my characters in the original Chaos Rings to max level, I couldn’t bring myself to play Omega right away.

Thankfully, after taking some time off, playing Omega started to feel more like a whole new game. I recently finished it and felt that it was a better game than the original and that the story was a lot better, as well. I still feel that the overall plot of the original is a much better tale, but the storytelling in that game is not as good as in Omega. That may have something to do with the original being 4 different stories, each told by a different protagonist couple. The best feature of the original Chaos Rings was the quantum nature of the story. Each time you played as a different couple, various elements of the story were significantly different. This was most notable when playing as Olgar and Ayuta. In fact, Ayuta’s story was my favorite of them all, because it reveals so much about the Ark and how it came to be. Olgar’s story is also better than the others because of the way the Ayuta in his timeline has become twisted and evil.

Omega, instead of having multiple scenarios to play through, has an Extra mode that can be entered after finishing the primary story. In this mode, there is an entirely new story that is a parody of the series as a whole. Everyone lives and is happy, despite the original storyline. Plus, it marks the return of two characters that get killed at the beginning of Chaos Rings (in every scenario you get to watch them die before they even have personalities). They’re actually quite charming in that cluelessly insane way that so many foils are in Japanese RPGs.

Now that I’ve finished Omega, I’ve begun to play Chaos Rings II (also for iPad). Simply put, the game is beautiful. I purchased this one on the iPad because I wanted to see what kind of difference it made. The visuals are incredible, despite the fact that they aren’t Retina-display quality. This is a true sequel, in every sense of the word. New characters, new conflicts, an entirely new story to unfold. One of the biggest changes to the game is the skill system. In Chaos Rings and Omega characters unlocked Gene Plates that they could equip to use new skills. These Plates would fill up with new skills as they fought enemies, eventually giving them a whole bevy of skills to use that would heavily influence combat. In Chaos Rings II, characters can now equip Sopia (or souls) of the monsters that they defeat. They fill up in the same way as before, except once a specific Sopia is equipped on a character, it must be removed before being equipped by another. Further, the protagonist of the story can equip the Sopia of fallen comrades to get their unique skills and summon them into battle, similar to the Eidolons of Final Fantasy IV and the Espers of Final Fantasy VI.

Every character also starts combat with a specific element already attached to them, making them strong or weak against specific elemental attacks. This results in a lot more strategy to the combat, as it can sometimes be impossible to damage an enemy at all without Pairing attacks (both party members attack—and take hits—together) or changing your element. As Sopia skills are unlocked, characters can equip Sopia to change their starting element. This can be a life saver if you are traveling through an area filled with Blaze (fire) monsters and you start every fight with the Gale (wind) element.

The story certainly has a similar tone to the rest of the series. There’s a very fatalistic feeling to every Chaos Rings game. The world is at an end and your characters must kill innocent people to prevent a more tragic event. However, Chaos Rings II provides you with some incredible characters to lead you through this story. I will definitely play the game more than once to make different choices to see how the story plays out.

Another significant change to the game is the way you are no longer tied to a single party throughout the game. While Omega did have you switching between two supporting characters throughout the story, it was scripted and your primary hero always remained in the party. In Chaos Rings II, you can often leave different characters behind to go grind some monsters with whichever characters you choose (so long as they’re still alive, of course). While I haven’t finished the game yet, I am greatly impressed by the improvements and consider it to be a console quality combat system and storyline. I look forward to seeing the series continue for many years, as I think it’s a solid hit for Square-Enix and Media.Vision.

Diary of a Light Warrior – Final Fantasy for iPhone

More than a year ago, I began playing the original Final Fantasy for iPhone and during the course of the game, I made a series of posts to GetGlue as I accomplished various milestones. I had always intended to flesh them out into a journal of sorts from the point of view of the Light Warriors, but I could never quite get the right inspiration. So, instead, I’ll just leave them here. Enjoy!

March 28, 2011 – 20:32Z
The music for this game just gets better and better with age.

March 29, 2011 – 14:37Z
Knocked down Garland. Pilfered the pirate ship. Now searching for the Dark Elf.

March 29, 2011 – 23:07Z
Dark Elf slain. Revived the Elf Prince. Restored Matoya’s sight. Helped a crazy dwarf explode a small part of the continent. Exploring the far side of the world.

March 30, 2011 – 18:35Z
Dusted a vampire. Met Sadda the Sage. Buried Lich, the Earth Fiend. Entered the Earthgift Shrine.

March 30, 2011 – 19:43Z
Reached the bottom of the Earthgift Shrine. Decimated by Two-Headed Dragon. Seeking easier prey.

March 31, 2011 – 15:38Z
Found the circle of Sages at Crescent Lake. Extinguished Marilith, the Fiend of Fire. Found a Levistone in the Cavern of Ice. Checking want ads for used airship.

March 31, 2011 – 20:43Z
Stole an ancient airship. Quested for a rather disgusting token of courage. Blessed by the Dragon King. Ran a number of errands. Going mermaid fishing—I mean, hunti… err, HELPing.

April 4, 2011 – 19:15Z
Fileted Kraken, the Fiend of Water. Bought Level 8 magic spells. Leveled everything. Cleared the Earthgift Shrine of a Two-Headed Dragon, Ahriman, Cerberus, and Echidna. Found an ancient tower in the desert. Checking it out.

April 2, 2011 – 21:20Z
Stilled Tiamat, the Fiend of Air. Did the “I Restore Light to the Crystals” dance. Checked out the Chaos Shrine. Decided to let the world suffer a bit longer. Journeyed to the bottom of Lifespring Grotto. Died. Going back to saving the world.

April 3, 2011 – 16:06Z
Knocked down Chaos. Saved the world. Restored the Light. Loading old game to finish bonus dungeons.

April 6, 2011 – 22:54Z
Delving deeper and deeper into Whisperwind Cove. Death Manticores flee from battle. Twenty floors to go.

April 7, 2011 – 15:46Z
Served Orthros up as sushi. Ten more floors to go.

April 7, 2011 – 18:08Z
Reached the bottom of Whisperwind Cove. Finally. Found the Ultima weapon. Accidentally broke it pulling it from the chest. Returning to Lifespring Grotto, grumbling all the way.

April 7, 2011 – 20:09Z
Returned to Lifespring Grotto. Again. Pulled the power core from Omega. Back to the surface. Shinryu is next.

Happy Chaos Rings II Day! — Also, The Ides of March

It’s the Ides of March, and you know what that means! It’s time to open our Ides of March presents! Hey, wait… why did you get me a sharp, stabby thing? Ow! That really hurts!

Wait, I get it. You’re trying to draw a parallel to the most important Ides of March gift of all: SQUARE-ENIX releasing CHAOS RINGS II ($17.99 for iPhone/$19.99 for iPad)!

CHAOS RINGS is a series of JRPGs (that’s a role-playing game in the Japanese–rather than Western–style, such as FINAL FANTASY or CHRONO TRIGGER) exclusively available on iOS. While the original was not as robust as most traditional SQUARE-ENIX RPGs, it had an engaging story, beautiful graphics, incredible music, and a rather intelligent combat system the focuses on pairs of heroes taking on monsters individually or as a duo, inflicting (and receiving) damage based on if they were paired up or not. It is actually a very fun system that requires players to decide if they wish to do one action on their turn with significant performance gains (at the risk of taking more damage, as attacks will hit both characters), or take two separate, but weaker, actions and potentially split the attacks between the two characters.

Since CHAOS RINGS was initially released, SQUARE-ENIX has followed it up with a prequel that delivered much of the same gameplay as the original, but with (mostly) new characters and a larger campaign that was added to over time via regular updates. CHAOS RINGS Î© ($11.99 for iPhone/$14.99 for iPad) was an excellent little taster to hold over fans of the series while they waited for a true sequel. Well, that time has arrived. Late last night, CHAOS RINGS II was released into the App Store. I haven’t had a chance to play it yet, but considering how excellent the first two games in the series were, I’m expecting great things. I highly recommend fans of the series scoop this up quickly.

Also, to celebrate the death of Julius Caesar (and probably the release of CHAOS RINGS II), SQUARE-ENIX has also put the original CHAOS RINGS on sale for the day. Pick it up for the iPhone for $3.99 and the iPad for $4.99.

UPDATE (3/16/12): CHAOS RINGS Î© is now also on sale. You can grab it for $4.99 on the iPhone and $5.99 on the iPad.

Chaos Rings Playthrough Diary

A fantastic iOS JRPG from the creators of the Final Fantasy series. Perhaps the best part of this game is the rather unique combat system. Utilizing a sort of rock-paper-scissors elemental strong vs. weak system and a skill and attack system that centers around choosing to fight as two solo entities or pairing up for increased damage (but higher risk, as attacks against one of you now hit both of you), it feels a little reminiscent of Chrono Cross.

From the beginning, you can choose to play through the game as two different teams, but there are four total scenarios to play, each with multiple endings and a New Game+ option. If you wish to do everything, it’s quite possible to turn this into a 60-80 hour game (I hit 43 hours after playing through all 4 scenarios and leveling all characters to 100). If you have an iOS device and are looking for a unique and only mildly complicated RPG, then this is the game for you.

It’s currently on sale for $3.99 to celebrate the release of Chaos Rings Ω (which I will be picking up as soon as I get paid again).

Enjoy my playthrough diary below.

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April 28, 2011 – 19:47Z
This game has been taking up 274 MB on my iPhone for several months now, but I haven’t played it until now. It’s a gorgeous game, considering that it is being played on a “mobile phone” (though who can really refer to the iPhone as anything less than an ultra-portable computer that happens to make phone calls).

I’m loving it so far. It’s simple enough to be perfect for “pick-up and play” gaming, but complex enough to keep RPG fans interested. I highly recommend it, if you don’t already own it.

I see no reason to spring for the iPad version over the iPhone version unless you just really love gaming on your iPad.

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April 29, 2011 – 20:05Z
The “Gene” system in this game reminds me heavily of Chrono Cross, where each time you use a specific elemental ability you become strong against it and weak to its antecedent. I love that.

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May 1, 2011 – 23:43Z
Seriously. Every time I fire up this game, I like it more than the last time. iOS is quickly becoming the dominant mobile platform for RPGs. I can’t wait to try Final Fantasy III on here.

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May 2, 2011 – 17:53Z
Finished the Escher scenario. That’s a pretty sweet ending, and not at all what I was expecting. Kudos to Square for creating a compelling and unique short story in RPG form. I’ll be interested to see how the story differs in the other scenarios.

Now I’m even more excited for the sequel and prequel.

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May 2, 2011 – 19:22Z
Okay, so apparently I finished the “First Door” ending for the Escher scenario. Went back and played through the “Final Door” ending. Also not what I was expecting, so kudos again, Square. In fact, both endings are rock solid in terms of making the player feel like they accomplished something, though the “Final Door” ending ties up the personal relationship between Escher and Musieia a lot better. Seriously, if you’re a Square-Enix fan, you may want to pick up an iOS device just for this game and its pending sequel/prequel.

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May 3, 2011 – 20:01Z
Eluca’s scenario is significantly tougher than I remember Escher’s being in the early levels. It could just be my desire to push myself to the extremes, however. As easy as the game got in the end of Escher’s scenario, I’m probably just not used to the difficulty of the lower levels. The story barely deviates from Escher’s scenario in the early stages. I’ll be interested to see how it diverges in the final Arena battle.

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May 5, 2011 – 20:45Z
The Ayuta scenario is HARD. I remember that Eluca’s scenario was harder than Escher’s, but I didn’t understand why at the time. While playing through as Escher and Musiea, Mental Wall is a skill that you can use from the beginning. It allows you to take out bosses quite handily, as reflected magical attacks do more damage than those that you initiate yourself. Both Eluca’s and Ayuta’s scenarios don’t allow you to have Mental Wall until after the first Arena combat. While this is not as critical to Eluca, Ayuta and Mana get brutalized by the bosses that focus on magical attacks.

Thankfully, I’ve moved past the first Arena fight and the game has eased up considerably.

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May 9, 2011 – 17:18Z
Ayuta’s scenario is my favorite due to the secrets of his character that are revealed during the course of the game, but Olgar’s has the best story of them all. The twists and turns and the way information is revealed as you play is fantastic. I can’t wait to play the prequel now, knowing what I do about the other contestants in the previous Ark Arena.

The only thing that I’m concerned about for the prequel is that it’ll be repetitive after playing this one. I’ve been through every dungeon at least 8 times and would prefer not to have to do them all over again. But, maybe the parallel timelines theory could allow for the Ark itself to be laid out differently. In this game, each timeline is only slightly different, allowing a different pair to reach the final battle, but if the prequel were to take place in a timeline significantly different from ours, then Square-Enix could justify a new layout for the dungeons.

We shall see.

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May 9, 2011 – 20:32Z
I don’t understand how the greatest warriors of each 10,000 year loop never reach a scientific sophistication capable of creating the Ark, despite having done so originally. Perhaps the Qualia cannot be defeated with science…

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May 11, 2011 – 18:36Z
Finished all 4 scenarios, leveled everyone up to 100, and took out the Qualia. Downside? The final battle was WAY too easy. Even going back into my game after to fight Piu-Piu was too easy. The bosses don’t level up with you, allowing you to walk through the game like a tank once you reach 80+. I wish I had challenged the Qualia back when I was level 50, just to see how difficult it was. But, it’s still satisfying to finish the game.

I look forward to the sequel and prequel, but I certainly hope that they’re both a bit more difficult at higher levels.