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1  Media / Game Journals / Re: FFXI Journal: Can You Beat My Ninja Technique on: February 04, 2016, 09:27:49 AM
A Ninja's Story: The Legacy

Kaede wants to use a katana like her big sister, the Mythril Musketeer Ayame. Her father, Ensetsu, is against the idea. Kaede explains to Rapifafa that her father had trained Ayame, but for some reason he does not do the same for her. She knows that her father has recently been visiting Kagetora, who works for the Black Market of Vana'Diel, the Tenshodo. She pleads that Rapifafa help her solve this mystery so that she can become strong like her father and big sister.

Kagetora usually isn’t one to divulge secrets, but he doesn’t seem to care much for Ensetsu, so he reveals that the man has been having some money troubles lately. He also laughs when Rapifafa asks about Ensetsu's combat abilities, saying Ensetsu's about the farthest thing from a warrior there is.

With the cat out of the bag, Ensetsu figures it wouldn’t hurt to ask an adventurer for some help. He wishes to buy back something he sold to the Tenshodo, but since he had no money, he promised a special coral from the Korroloka Tunnel. His claims echo Kagetora's, that he isn’t much of a warrior himself, so he asks Rapifafa to obtain it for him if possible.

Rapifafa agrees and travels down the Korraloka Tunnel, where some leeches stand between Rapifafa and the coral. A few pokes with her sharp stick is enough to send them down.

Ensetsu is thankful for Rapifafa’s help, but asks her for one more favor- to take the coral to Norg and exchange it for his lost item.

Apparently Kagetora wasn’t the only one of the Tenshodo who had a problem with Ensetsu, since Ryoma of Norg decides to spend some time bad mouthing the man before finishing the transaction. With that finished, he asks Rapifafa to help him smack Ensetsu upside the head a few times for him.

The item is a strange one- it’s clearly a eastern styled Tanto, but its blade is stuck inside its sheathe and cannot be removed. Rapifafa brings it back to Ensetsu, who was greatly thankful for her help. He explains he had once sold the sword to support his family, but now realized that his daughter needed it more.

Kaede jumps out from behind the wall, angered that his father bought yet another sword for Ayame. Ensetsu tells his daughter that he had never bought any swords for Ayame, in a tone that suggests that he has gone through this speech multiple times with her. Since he can no longer hide the sword, Ensetsu decides that perhaps now Kaede is old enough to know the truth.

Ensetsu's claim was true- he is no warrior. It was Ayame and Kaede’s mother who was a ninja, and the sealed tanto belonged to her. Ensetsu had always only been a lowly crew member on a pirate ship, but his wife Yomi was a master of ninjutsu. When Yomi discovered she was carrying Ayame, she traveled to Bastok to live a simple life with Ensetsu. Even then, she knew she was not long for this world, and after ten years of a quiet life she gave her life when bringing Kaede into the world.

Ensetsu didn’t want either of his daughters to take up a katana, for fear that they would meet the same end. He reluctantly agreed when Ayame left to learn the way of the Samurai, if only because it meant she would not be a Ninja. Kaede, however, resembled her mother more and more with each day that passed, and Ensetsu felt he needed to protect her. However, he now passes Yomi blade onto Kaede, and tells her that she will decide on her own future.

Ensetsu thanks Rapifafa by presenting her with a scroll of ninja arts left over by Yomi. If Kaede chooses to walk the same path, she will travel to Norg, and will not need the scroll.

With the scroll in hand, Rapifafa begins to learn the ninja arts herself, learning some skills from the few Ninjas in Norg. Soon enough, Rapifafa is asked to test her skills by assisting in the deciphering of an old scroll.

Almost 20 years ago, Yomi had used the scroll on her last job for Norg. She didn’t share her secrets before she left, however, so now the Tenshodo were stuck trying to decipher it on their own. Kagetora suggests that Rapifafa go and rough up Ensetsu a little to learn more about the scroll.

Ensetsu doesn’t have much useful to add. He had taken a glimpse of the deciphered scroll many years ago, and it said to seek out an area where rations were stacked upon another in the desert. Since Yomi had already visited the area however, it was unlikely Rapifafa would find anything there now.

Rapifafa is ambushed by a couple spiders upon reaching the area, and manages to fend them off. Stranger however, was that there was a trick box there- exactly what Ensetsu claimed Yomi had brought back after her final mission. It appears relatively new, however, so perhaps something more was going on. Rapifafa takes it back to Norg to learn more.

Some study of the box tells them that the box looks very similar to the work of Mitsunari the Poisonclaw, one of the greatest pirate inventors who ever lived. The man left Norg over 20 years ago, and was probably dead by now, so the relatively new condition of the trick box made little sense. Once again, the Tenshodo had to go ask the Ensetsu they so loathed.

Ensetsu seems concerned Rapifafa was attacked by poisonous spiders at the location he gave her, as that is exactly what happened to Yomi. Regardless, he has little information left- Yomi received the assistance of Mitsunari’s grandson to decipher the scroll 20 years ago, and he was somewhere in the Altepa Desert.

Rapifafa searched the desert, and finds Mitsunari’s grandson in the village of Rabao.

Leodarion has spent many years trying to master the same skills as his grandfather. He had read through his grandfather’s journal, and discovered that he left behind a trap even stronger than the one that eventually took Yomi’s life- one which could call a spirit of the dead. He helps Rapifafa construct a staff to call forth the spirit, and tells her the trap should be sprung if she travels west on the Bastore Sea.

It’s a long road, but Rapifafa travels back east towards her home, and eventually arrives in Mhaura to take the boat westward towards Selbina. Just as Leodarion decribed, a ghost soon appeared and attacked Rapifafa.

Rapifafa defeats the ghost, but she finds no treasure like Leodarion implied there would be.

Leodarion is already waiting for Rapifafa at the Selbina docks as she arrived. He, too, is confused at the lack of anything left behind by the ghost, but Kagetora and Ensetsu soon arrive with their own explanation.

The Tenshodo had searched the area after Rapifafa defeated the spirit, finding a piece of paper within the leftover rags. In it was Mitsunari’s final message to his grandson.

Mitsunari’s final message makes little sense to Leodarion, but Ensetsu knew exactly what it meant, as the old man had once given the same message to his late wife, Yomi.

Only a few years after that conversation would Yomi meet Ensetsu, soon after which she would give up her way of life to raise her children.

Kagetora’s ready to retch at all the schmaltzy stories flying around, and he assumes Rapifafa’s feels the same way, so he rewards her with something far more practical for all her troubles.

Even so, the search for Mitsunari’s treasure continues.

Ryoma soon has information- some of the Tenshodo’s men had found one of Poisonclaw’s old trick boxes, but they were attacked by Sahagin and had it stolen. It’s unlikely they left Elshimo Island, so Ryoma advises Rapifafa to search the jungle.

Rapifafa soon spots her target, and moves in for the kill.

She takes the old trick box back to Ryoma, but knowing what they do now about Mitsunari’s boxes, they figure its best they take it to the expert to open for them.

Leodarion has no trouble opening the box, but there is nothing to be found within. As he marvels at the box, Leodarion explains that while it was easy to open, its craftsmanship is likely far beyond anything he could accomplish. Ryoma himself is not too amused with the treasure just being some dirty old box, and accuses Leodarion of trying to pull a fast one on him.

Ayame has been following Ryoma for some time now- Bastok keeps a close eye on the activities of its "allies". The family reunion is not a particularly pleasant one, and Ryoma soon storms off.

Since there was no treasure in this box, Leodarion thanks Rapifafa by helping her locate another one of Mitsunari’s boxes, and allows her to take what he finds within.

Gameplay Comments

Most people who played XI would end up choosing one job to focus on mastering- for me, that was Ninja. Rather than bore you with gory details of a metagame you'll probably never play though, I'll instead talk about the more interesting part of Ninjas in XI, which is that it's the prime example of how players of XI could sometimes end up influencing how the designers of the game acted.

Ninja was first designed as another hybrid class in the long list of hybrid classes in XI. In Ninja's case, it was designed to be able to do multiple damage types (slashing damage in melee with dual wield to beef it up, ranged throwing attacks and magic damage from ninjutsu) and debuff enemies. Besides all that, they had shadow copy spells and high evasion- that along with a movement speed bonus on their Job-specific boots built up Ninja to be a great scout/puller.

Of course, that's not how players ended up using the class. Their Shadow Copy spell, Utsusemi, was soon found by players to be ridiculously broken against most enemies, and combining that with their high evasion allowed them to main tank in many parties and almost never take damage (as long as the Ninja knew what he was doing). Instead of relying on self-curing to hold aggro like Paladins did, Ninjas could simply do it by doing moderately high damage through a combination of their damage types as mentioned above. This same strategy was used by Ninjas to solo things in a game where soloing was generally discouraged.

Of course, Ninjas had a weakness- area attacks like -ga spells will just destroy all their shadows at once. Square-Enix probably always intended Ninjas to do some tanking on the side, but they didn't intend for them to be main tanks in parties, so for it while few adjustments were made to help Ninjas. In fact, some were made to make them harder to tank with (along with giving numerous buffs to Paladin), though apparently they didn't find it enough of a problem to just nerf Utsusemi itself or something. Anyway, the players persisted in their behavior, so at some point SE probably just gave up and decided that the players were right, and started creating more tank-centric equipment for Ninjas and designing fights specifically targeted towards Ninja tanks. Instead of the hybrid damage/debuffer role it was formerly, it became more a tank/damage hybrid role.

Funny enough, despite SE's insistence that they still try to make it one, these days Ninja's not a very popular tank due to a combination of factors. They did, however, make some adjustments so that they're more like what Ninjas are usually like in the FF series- specifically, they throw shuriken a lot now. You're not allowed to be called a ninja in fiction unless you're dressed in black 24/7 and throwing kunai and ninja stars, of course.
2  Media / Game Journals / Re: FFXI Journal: I Put Ruins Under Your Ruins So You Can Explore While You Explore on: January 31, 2016, 03:57:22 PM
Rise of the Zilart Part 4: The Chamber of Oracles

As Rapifafa suspected, the final headstone was in Altepa Desert as well, and she comes across it while traveling through the Lost Galkan Capital.

With the 8 fragments in hand, Rapifafa now had to the Chamber of Oracles as Grav’iton had directed. As she had mentioned, the chamber was found beneath the Galkan city. It was clearly built of the same cermet material as the other Zilart and Kuluu structures, but with how many Antica crawled in the desert above, it seems this place was no exception.

Music: Battle in the Dungeon #3

With the Antica out of the way, Rapifafa finds herself in a strange shrine of some kind.

It was immediately clear to her what she needed to do.

Zeid arrives as well, with his usual impeccable timing.

Images of strange women soon appear on each receptacle of the shrine. They introduce themselves as the Dawnmaidens, servants of the Goddess Altana. Addressing Zeid and Rapifafa as children of the crystals, they explain that much like how the people of Vana’Diel were born from the force of the crystals beneath the surface of Vana'Diel, so too were the Crystal Warriors created by the Zilart to guard their five arks. The five races of Vana’Diel, however, were only exposed to a fraction of the power of the crystals, which had was relased when the Zilart caused the crags to meltdown 10000 years ago. The Crystal Warriors, on the other hand, had far greater exposure to the crystal- in some ways, the purest form of the five races that now walked the world.

At Delkfutt’s Tower, the elder of two Zilart princes made some kind of connection with the crystal. With his powers, he broadcasted a vision of the gods and eternal paradise to the Zilart race.

The vision showed that people had once been cast out of Paradise, but if they harnessed the light of the crystals, they could return to this Paradise.

By joining the lights of the five crystals as one, the Gate of the Gods would open.

The Kuluu of the Northlands and the Dawnmaidens opposed the idea, but the Zilart were already obsessed with it and ignored these pleas.

The Zilart continued their plan, constructing a floating island above one of their temples- this would become their Gate of the Gods.

The Zilart were now putting their plan into motion once again, and if the Gate of the Gods opened, it may mean Vana’diel will be lost forever.

The Dawnmaidens now leave the task of stopping the Zilart Princes to Rapifafa and Zeid. With a burst of light, the Dawnmaidens leave behind a strange prismatic crystal.

Zeid and Rapifafa both take a shard of the crystal, figuring the Dawnmaidens must have left it for a reason. (Also because it's real purty)

They now had to find the Zilart brothers, but they had no idea where to start. Rapifafa figured at this point the only choice is to wait for news from Lion and Aldo, as their resources could find information much faster than either of them could on their own.

Gameplay Comments

Not much to say here either, so here’s some more ranting about jerbs.

For all the different kinds of melee damage jobs in the game, there’s only ever really been one good one for ranged damage- naturally, it’s Ranger. The most notable thing about the job is that for a while, it was easily the most broken damage class in the game, gaining TP incredibly quickly and firing off very powerful weapon skills, at the cost of breaking your bank from all the arrows high level you’d fire off. Then SquareEnix decided to nerf Rangers so hard they became one of the weakest jobs in the game instead. Nowadays Ranger’s a lot better off, but it’s still generally a job you only take along if you really don’t want to get close to something.

Paladin is the premier tanking job in FFXI, and a somewhat different one than I’ve seen some other MMOs do. Naturally, they use a sword and shield, but the most interesting part of playing Paladin was how aggro worked in FFXI- many times simply using the game’s provided taunt moves weren’t enough to hold anything on you, and many times Paladins had a hard time hitting anything, so to compensate Paladins would self-cure a lot of the damage they received instead of relying on whatever mages were in the party. Because of this, Paladins loved having a Red Mage around…or a Bard, but I’ll save that for next time. Gonna stop here before I write a novel for you folks. =P
3  Media / Game Journals / Re: FFXI Journal: Thou Musteth Gather The Ancient Power Crystals on: January 31, 2016, 03:55:05 PM
Alright, figured out the gif thing- might not be using them too often for a while though- already wrote a couple of these out. Though I don't think there's been too many instances so far where things would've been improved much from me using gifs (would've made getting a couple of the screenshots way easier though).

Bastok Part 3: The Chains That Bind Us

An official investigation into the Galkan homeland has finally begun, and Rapifafa is asked to assist in searching the Quicksand Caves. First, she is asked to speak with Iron Eater.

Captain Volker is there as well, and the two Mythril Musketeers reveal why they have chosen now to start an investigation- Iron Eater received an anonymous letter saying that it was time to “unlock the past and step forth into the future”. He might’ve thrown it away if Volker had not recognized the handwriting of the missing Musketeer Zeid. Zeid had asked for Rapifafa by name- Volker would love to tag along as well, but Volker knows Zeid would be a no-show if he goes. Rapifafa makes her preparations and once again travels underground to reach Zepwell Island.

The letter told Rapifafa to find the statue of the Talekeeper, but the Quicksand Caves are a maze of collapsed hallways and one-way falls, so it takes Rapifafa hours to find the elusive statue.

Rapifafa waits for Zeid to arrive, and he soon makes his entry much like he did last time- by skulking up behind Rapifafa and scaring the crap out of her.

Zeid spends some time musing about the Talekeeper’s status among the Galka and the burden of his race’s memory. Zeid wishes for Rapifafa to better understand this burden, so he asks her to meet him again in a mural within the ruins. Thankfully, Zeid gives Rapifafa directions of where to go this time instead of just asking her to wander the hallways aimlessly. Getting there was still a pain though- Rapifafa could not activate the weight-sensitive switches on her own like Zeid could.

The good news was that the murals are hard to miss.

Music: Hidden Truths

Zeid begins to explain the murals that line the wall- they are the history of Altepa, and he explains that while the derelict status of the ruins may lead adventurers to think otherwise, they are not actually ancient. The Galkan city was still in use as recent as three generations ago, but by then the Galka were already fighting a losing battle against the Antica.

The Galka could overpower their foes, but the Antica simply outnumbered them with their amazing reproductive ability.

The next part is the most well-known piece of Galkan folklore- when a Galka sense his death is soon to come, he will embark for a mountain where he awaits his final moments, and will soon be given new life in a burst of magnificent light. Strangely enough, even though it is so well known, the actual event has never been witnessed. All that has ever been seen is a Galka disappearing from a camp, only to be replaced by another child soon after. For all intents and purposes the child is a new individual- except, of course, for the Talekeeper.

Galkan tradition dictates that this individual will be the leader of the Galka, a heavy burden- not a single Talekeeper has ever safely made it to his journey of rebirth. One Talekeeper was completely consumed by his fear that he would lose his memories someday. Another simply could not handle the responsibility and disappeared, never to be seen again. One allowed the rage within the memories to twist his heart until he was reborn as the Shadow Lord.

Zeid asks Rapifafa to send a message to Iron Eater, that the Galka do not need to be chained to this endless cycle. Iron Eater needs to take care of the new Talekeeper, who will soon come forth. When that time comes, the Galka must face their problems with the Humes head-on, and Zeid must face his old comrade, Volker.

Before Rapifafa delivered this message however, there was something more important she needed to take care of.

Gameplay Comments

Once again not much to say on this part, aside from the Quicksand Caves being a real pain in the ass to travel through if you're not playing as a Galka.

Guess I'll talk a little bit about the jobs again- should probably talk a bit about Red Mage since that's what Rapifafa is and all. I've mentioned this before, but Red Mage started off as a mediocre job in XI, being an in-between of White Mage and Black Mage along with some mid-level swordplay, following in the footsteps of its FF1 incarnation. Red Mages also had shorter cast times than other mages to emulate its DoubleCast ability in other games. Over time, Red Mages were given unique spells and its position was solidified- Red Mage kept its flexibility, but also gained the ability to act as an MP battery for other mages and excelled at debuffing.

Thieves have the highest evasion and can backstab enemies, as per rule of fantasy games. They were generally okay for dealing damage, but it was their Treasure Hunter ability that guaranteed them in a spot in almost every event in the game. Having a class exist for the sole purpose of making items drop more often probably wouldn't cross the mind of any sane MMO designer nowadays, but the XI designers were just a bit crazy, I'd guess. Thieves could also pick locked chest and doors, but this was sadly underutilized by the developers.
4  Media / Game Journals / Re: FFXI Journal: Thou Musteth Gather The Ancient Power Crystals on: January 28, 2016, 01:58:31 PM
Funny you bring that up- I've actually been thinking about doing gifs for this, but first I have to figure out how to actually make them. If I'm getting this right I'd have to record gameplay to get the "raw footage" or whatever, but FFXI is unlike any other PC game (in other words, it has terrible optimization) so I'll have to see if I can do that without my computer exploding. =P
5  Media / General Games / Re: Misc. Gaming News Topic on: January 28, 2016, 01:52:14 PM
FFTA is the most original FF there is. You get to play as the villain!
6  Media / Game Journals / Re: FFXI Journal: Thou Musteth Gather The Ancient Power Crystals on: January 28, 2016, 02:45:20 AM
Rise of the Zilart Part 3: The Headstone Pilgrimage

When Rapifafa was in the Ifrit's Cauldron, she became curious why many parts of the map had been left unexplored. She soon deduced that it was because several parts of the volcano were blocked off by impassable walls of lava. There are rumors that certain items can be used to pass these walls, but Rapifafa had nothing of the sort on her.

Rapifafa had no choice but to find other paths, but when that wasn't feasible she had to wait for the flow of lava to cease. She soon found herself in an unmapped section of the Cauldron, and there was an exit out to the Jungle above.

She could not recognize what part of the jungle she was in, but after exploring the area, she could see a strange monument off in the distance. Here, she was confronted by two aggressive Opo-opo creatures.

Music: Battle Theme #3

With them defeated, however, Rapifafa could take a closer look at the strange monument, and concluded it had to be one of the cermet headstones Grav’iton had asked her to find.

Aside from obtaining the Fire Fragment, she now knew what the headstones looked like. She had some vague recollection seeing other similar monuments in her travels, so she begins chasing these leads. When Rapifafa returned to Jeuno, Rapifafa took a detour from her return to Bastok to Qufim Island. She had recalled seeing a passage on the island which was unmarked on the map much like the one in Ifrit's Cauldron. Following this passage led her to the Behemoth’s Dominion.

Her gut instinct was correct- there was another headstone here, but like the previous one, it was also being guarded by monsters.

She quickly dispatched the Evil Weapons and obtained her prize- the Lightning Fragment.

After Rapifafa returned to Bastok, she was given a task that sent her past the Sanctuary of Zitah. This area also had unmarked, explored regions on its map, and as suspected, there was another headstone here, as well as another monster to guard it.

With the undead creature defeated, Rapifafa collected the fourth fragment- the Light Fragment.

Rapifafa searched her memories for other unmapped areas of Vana’Diel on her adventures, and remembered one such place in her adventures with the thief Nanaa Mihgo, down in the chasms found in the La Thiene Plateau. She travels back to the continent of Quon to return to this area.

There, she finds the headstone holding the Water Fragment, likely undisturbed for centuries- there were not even any monsters guarding it.

Rapifafa also remembers that she once saw a strange structure during her time as a Summoner, when she had gained Shiva’s powers at the Ice Protocrystal deep under the ruins of Fei'Yin. Rapifafa take the long road back to the Northlands, and her recollection rewards her- this headstone, of course, held the Ice Fragment.

Rapifafa now only had two fragments left to collect, but she could not remember seeing any other similar structures. Since she lacked the Wind and Earth Fragments, she decided to try her luck searching Cape Terrigan, where she had once traveled to gain the powers of Garuda.

Here she finds a hidden passageway unmarked on the map, and a shadow awaited her here.

With it out of the way, she finds her seventh fragment- the Wind Fragment.

With only the Earth Fragment left, Rapifafa had confidence she could find it near where Titan slept- the Altepa Desert. Since Zepwell Island can only be reached by passing through Bastok, she decides that she will be taking a rest stop there- running all over the Central Lands the past few days has made her exhausted.

Gameplay Comments

I'm sure I made it obvious above, but this part of the game is a bit harder to appreciate if you've never played the game back when it came out, since some of that feeling of exploration came from discovering something new in an area you had been to dozens of times before. I should clarify that when I say that these areas were unmarked on the map, that is not me trying to fancy up XI's story- the in-game maps actually did not have these areas mapped out, so the only way you would find them without a guide is by stumbling into them. Bonus points for Ifrit's Cauldron since people really didn't like going there due of how dangerous it was, on top of how inconvenient all the lava spouts in the area are (you could trade a certain item to make them disappear or sit there and wait like 15 minutes).

Most of the area around the headstone were places people didn't really go to because of how inconvenient they were to reach, or because they had little else of interest near them. Well, most of them anyway- the Behemoth's Dominion one had plenty of people running around relatively near it since that was near the place Behemoth appeared. Out of the rest of them though, some of them had people regularly running through them like Cape Terrigan being a common exp area and La Thiene Plateau being an area new players would run through at least once, so it was cool to return to these areas and discover a hidden monument in them.
7  Media / Single-Player RPGs / Re: New 3DS Fire Emblem Fates on: January 27, 2016, 07:27:37 PM
FTR from what I've heard of the gameplay it sounds like it a huge improvement over Awakening, and the size of each game definitely justifies the separate costs- at the very least, way, way more than other franchises that try this same shit.

I'm of the opinion that it'd be better if we first knew what they're changing it to before running to our pitchforks and torches...(especially since the news of the skinship removal is coming from Kotaku of all people).

Good point. Sorry, guess this time it was my turn to take the bait.
8  Media / Single-Player RPGs / Re: New 3DS Fire Emblem Fates on: January 26, 2016, 10:14:00 PM
I like accurate translations, but not literal ones- the latter happens when you get someone who actually isn't familiar with the language, but thinks they are, to translate (which is actually a lot more common than it should be), and it's the worst choice out of anything. A lot of localizations, however, change lines so that they come off completely differently than how they do in Japanese. Thankfully I actually have taken enough Japanese that a lot of the time I can just choose to play the original game if I so choose, but I still prefer playing games in English and in those cases I'd prefer a more faithful translation.

Attack shouting is completely superfluous so generally I don't really care if that's left out, but honorifics are a hard point. Occasionally it's actually really important what honorifics are being used, but there are ways to localize that using things like Mister/Missus/Lord/Master etc. It's just that depending on the setting even that can sound really weird in English so a lot of times they're just excluded altogether to make the script flow better. That I don't mind too much, that's just one of those limitations you'll run into when translating anything from any language. Making things sound more natural is preferred, I just don't care for changing foreign things simply so that the audience feels more comfortable with it (my favorite will always be those "donuts" when I watched the Pokemon anime as a kid) or the translator feels it sounds better this other way, etc.
9  Media / Single-Player RPGs / Re: New 3DS Fire Emblem Fates on: January 26, 2016, 09:01:44 PM
As per usual my feelings are mostly that I understand why they changed these things, but I don't like that they did.

The petting minigame was stupid, but even as someone who doesn't like it, it's more that I don't like it because things like that give an impression of the general philosophy the developers had when creating the game and the characters. The fact that they removed it from the Western release isn't going to magically make everything better, so all it really does is annoy people who do like those things.

As for the support convo, generally speaking I don't like changes to scripts at all, but I'm probably a bit different than most in that I'm a bit of a stickler for accuracy over localization in translations. Sometimes I don't even like it when SquareEnix do their legitimate straight-faced and meme-free localizations because I feel a lot of the original meaning of the writer will be lost. From what it sounds like this is one of those innocent things being interpreted as something negative- if you're a romantic you'd probably like the idea of a character falling in love with someone whose only initial goal was to be helpful (I'm pretty sure that's the plot to like 90% of romantic comedy movies), along with the idea of "I realized I'm in love with you despite x", in this case the character being male. Really I think the fact that you spike her drink without her knowing might be a bigger problem than the whole gay conversion thing, but I'm guessing whoever wrote it was thinking, "they fell in love in the end, so it's all okay".
10  Media / General Games / Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man. on: January 25, 2016, 11:52:25 PM
I'm sure the worst of it can be found on sites like those, but this is one of those weird cases where people wound up believing a lot of half-truths even though in most cases people like that would be largely ignored outside their hugboxes. It's a lot like what happened with basically any Bioware game post Dragon Age II.

Given the thing that kicked off all the shit-flinging over Mighty No. 9, really it can be summed up as Comcept pissed off "those" gamers.
11  Media / General Games / Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man. on: January 25, 2016, 05:54:51 PM
Need to clarify that I wasn't really referring to you with my statement Aeolus- I figured you had gotten aimless hearsay, much like I did at many points during this game's development, and that was kind of my point. Not to say this game's creators don't have their share of problems but as someone who has followed on and off I've noticed that there's been a incredibly loud annoying minority spreading rumors and hearsay about the game since day 1. A lot of games get this, but since with this game hecklers got to have specks of truth in what they said so somehow lots of people started taking every single thing they said seriously, so now I regularly hear people opining about the game with comments that show they never even bothered watching a trailer (Like, I've actually heard some say the game won't even have weapons from bosses even though I'm pretty sure literally every single trailer they've released shows that it does).
12  Media / General Games / Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man. on: January 25, 2016, 02:54:36 PM
Never really cared when games get delayed given that I will always have a massive backlog (though I'll gladly make fun of them for it), but I really do wonder if the network play is really the only problem they're having with the game. And even if it is, was it really worth delaying the game like, half a year or whatever when most people backed it to get a single player jumpy shooty game?

By the way Aeolus, after thinking about it for a bit, I have heavy doubts that the claims Inti-Creates not having much to do with the game is anywhere near true. If you go back and check out some of the videos they made during development, it should've been fairly obvious that wasn't true because if Inti-Creates weren't the ones making the game, why would they need to take the ROMs of the game over to the Comcept offices so Inafune could try them out?

Really, more than anything this whole process has taught me that Megaman fans, like most other video game fans, are unwilling to apply basic common sense or do any research whatsoever, which by itself wouldn't be a big deal if they didn't also like being incredibly loud and obnoxious about it. That SMBC Chart is always a good reference.
13  Media / Game Journals / Re: FFXI Journal: Adults in Children's Bodies Stick Together on: January 23, 2016, 04:04:28 AM
Had a bit of a busy week so didn't update during the weekday this time. And now the continuation!

Bastok Part 2: On My Way

When Rapifafa had spoken to Gilgamesh, he had mentioned wishing to strengthen the working relationship between Bastok and Norg. To this end, he wanted Rapifafa’s help in obtaining a special rock in the Ifrit’s Cauldron none of his men were able to acquire. Upon finishing her expedition into the Temple of Uggalepih, she felt this was as good a time as any to head north of the temple through the Yhoator Jungle to find this stone for Gilgamesh.

Rapifafa finds the spot Gilgamesh had mentioned, where she throws in a chunk of adaman ore as she was instructed to.

She makes quick work of the monsters spawned by the ore and obtains the rock that Gilgamesh asked for. Before she leaves the Cauldron, however, she notices something interesting on her map- she follows her gut instinct, traveling deeper into the Cauldron to finish the task before heading back to Norg. Apparently she hadn't finished her task fast enough, because Ayame had already traveled here as well.

Ayame simply hands Gilgamesh stacks of official papers before blowing off his offer for her to stay- it seems Naji’s concerns were unfounded. Rapifafa had to make it back to Bastok now, so she travels back to Kazham via chocobo. There, she takes an airship back to Jeuno, where she makes a stop to travel to Qufim Island- she had a strange suspicion that she would find something she was seeking here as well. After finishing this task, Rapifafa takes the Jeuno airship back to Bastok.

Rapifafa prepares to go around town learning what had happened with the Galka situation since she was last here, but she's stopped by Cid on her way out of the Metalworks.

Cid wants to know more about the Zilart, so he wishes for Rapifafa to help him find some special reinforced cermet found in the Ro’Meave ruins past the Sanctuary of Zi’Tah. Rapifafa figures any information about the Zilart would be good at this point, so she agrees to the task.

As Rapifafa passed through the Sanctuary of Zi’Tah on the way to the ruins, she once again noticed another strange spot on her map like the one she noticed in Ifrit's Cauldron. After exploring the area, she hurries to Ro’Meave to complete the task Cid gave her.

Rapifafa returns to Bastok to find the Galka in a frenzy- the search for Werei was becoming a larger effort. Rapifafa reports to Cid, where she finds him speaking with the President Karst's daughter, Cornelia.

Cornelia seems to be in a bind of sorts. Like most young people, she is hopelessly idealistic. She’s very much sympathetic to the plight of the Galka in Bastok, but she is unwilling to use her position as a way to help the Galkans gain more power in the Republic, as she thinks it wouldn’t be ethical. When she told Gumbah about this stance, he didn't take it particularly well.

Gumbah apologized for his behavior, but Cornelia continues to be troubled by it. Upon hearing this story, Cid decides to go into full cranky old man mode, telling Cornelia a story of how her father came into power in Bastok.

Cornelia had a lot to think about, but Rapifafa simply shook her head at these ridiculous Hume politics and shoved the cermet Cid asked for into his hands before running off to join the search for Werei.

The guards recognize Rapifafa and direct her back to the Bastok Metalworks, where she meets the Bastokan President, Karst.

Karst briefly explains the situation of the Galka to Rapifafa. Instead of asking her to help directly however, Karst wants Rapifafa to follow rumors that an adventurer had recieved a letter from Werei. To get her search started, Karst takes Rapifafa to ask one of the people closely involved with the Galkan community- his daughter. At first Cornelia is tight-lipped, but some convincing from her father makes her reveal what Rapifafa needs to know- a certain woman named Hilda at the Steaming Sheep Restaurant will know more about the situation. In exchange for this information, Cornelia seeks advice about the conflicting emotions she now feels.

Rapifafa travels to the Restaurant, where she learns that it’s likely that the adventurer she was seeking had traveled to the Palborough Mines.

Rapifafa travels north to the Palborough Mines, and as she enters the upper levels of the mines she hears a scream coming from the Waughroon Shrine.

The Quadav attacking the adventurer are numerous, but aren’t much of a problem for Rapifafa to handle.

Hani thanks Rapifafa for her assistance, but he doesn’t have much to offer at the mention of the name Werei other than a letter he had forgotten to deliver, addressed to Gumbah.

Rapifafa did the only right thing and delivered the letter to its rightful recipient.

Music: Recollection

The letter is enough to let Gumbah know that Werei set out on his journey completely of his own volition, so it’s likely with this letter there could be a convincing reason to call off the search for Werei. Beyond that, however, it seemed Werei knew a lot more about Gumbah than he had suspected.

In his letter, Werei recognizes Gumbah’s autonomy and his decision to avoid responsibility, but simultaneously encourages Gumbah to take up the mantle of the leader of the Galka. It wasn't simply because he had the memories of his people, but also because there were things Gumbah were capable of that others were not. If Gumbah was willing to make this decision, perhaps he could inspire others in the community to take responsibility as well.

Gameplay Comments

Not much to say in terms of the battle as with most of the Nation Mission battles, this one's just a fight against a group of high level Quadav. I'll save talking about the final battles from each Nation when I get to the Bastok one, so I guess I'll pick up where I left off last time, talking about the Skillchains and Magic Bursts.

First, Weapon Skills- when you autoattack in FFXI you gain TP, and you spend TP to use Weapon Skills. So basically, they're kind of like limit breaks, but you use them pretty often so I don't know if that's an appropriate way to describe them. They're also usually not as flashy as a limit break, but don't mistake that to mean they aren't flashy.

If you've ever been in a conversation about XI, it's likely someone at some point will talk/post about a chart that looks like this. Skillchains are probably the most unique thing XI's combat has over other MMOs, though there are similar systems in other games. Contrary to what the chart might suggest, it's actually not that complicated. Skillchains is exactly what it sounds like- most Weapon Skills have an elemental "property" and by chaining properties in a certain order, you would get a special skillchain effect that did extra damage. The damage from the Skillchain is based on the damage done by the person ending the chain, so certain Jobs which had abilities that beefed up their Weapon Skills were way better suited to being closers.

Naturally, since Mages generally weren't using their Weapons, they have a different way to participate in Skillchains. As you probably figured, since skillchains have an elemental property, a magic spell casted at the right time corresponding to the skillchain's element will gain a damage bonus. One nice thing about FFXI is that unlike a lot of MMOs, it kept elemental attributes relevant to gameplay instead of being meaningless fluff stats like many MMOs seem to do now.

Since Weapon Skills take all your TP when used (but the more TP you have, the stronger your WS will be), generally it was difficult to be able to make one on your own, so the Skillchain/Magic Burst system was a nice way to reward party coordination and teamwork. But as is the rule of XI, balance was wonky all throughout its history so there were long stretches of the game where people didn't bother doing it at all. Thankfully that's fixed nowadays- Skillchaining is now key to winning fights quickly (or at all in some cases).

Guess I'll end it there for now, but before I go today, since he appeared again, I feel like talking about FFXI's Cid. Aside from being an important character in much of XI's story, he's notable for being, as far as I know, the only XI model which has really well-defined teeth. I can only assume it's because of Cid that they never really bothered to model teeth in XI characters after him, because his teeth are fucking horrifying.

14  Media / Anime, TV, and Movies / Re: The NEW New Star Wars [s]Trilogy[/s] Thread on: January 22, 2016, 01:13:55 PM
Thing is, with something magical in fiction like The Force, it's not too hard for anyone to come up with some way to reason out of pretty much anything that makes no sense (They don't just fly the ring to Mordor because reasons etc). So generally when I have a problem with it, it's more to do with how it's handled structurally (plot-wise etc), visually, etc.

The same people complaining about all this nonsense would have just as terrible an attitude about about the OT if it was coming out now.

I'll agree that nerds are insatiable and they'll find something to complain about no matter how good the movie is, but that doesn't make what you're saying any less of an exhaustive hand-wave to basically any criticism of the film.

I don't mind that you guys liked the movie more than I did, and I like reading about how you guys reason it out- otherwise I wouldn't post at all.
15  Media / Single-Player RPGs / Re: super robot wars topic on: January 20, 2016, 11:14:13 PM
I look forward to this not getting localized while we get one of the crappy spinoffs in a few years while Atlus wonders why it doesn't sell well.

Also another vote for Granteed + Touya sucks. I pretty much always played J with Bellzelute + Calvina.
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