Omega Quintet: Progress Log #5

[Click here to start from the first progress log]

I have no idea what the ideal difficulty setting is for this game. Normal is the easiest one available, and I typically stick with that when the option is provided because normal tends to be synonymous with “the difficulty this was specifically designed to be played on.” There are exceptions to this, of course, but nine times out of ten it’s ideal for getting the reviewer-useful “ordinary player” experience. Omega Quintet is proving to be pretty easy on normal, though, and it’s difficult to tell if this is because the combat mechanics are designed to be delightfully exploitable, or because this is one of those situations where normal is actually an easy mode in disguise. I can’t imagine that it’d be any fun on higher difficulties that likely require a great deal of repetitive grinding/farming to get through sidequests, honestly, but the free DLC included in the PC release has further muddied the waters by proving incredibly convenient and providing a ton of money stuff that saves a boatload of hassle. Read more →

Dragon of Legends (Early Access): Progress Log #1

One of the unexpected benefits of doing these progress logs leading up to reviews is that it’s possible to cover Early Access/In Development titles that were previously off-limits; it would have been irresponsible to review a game that’s not technically finished (not that this has stopped some reviewers), so it’s nice being able to talk about a game like Dragon of Legends that’s currently in an alpha state without having to analyze it and play while in “reviewer mode.” As for the game, it’s a Viking-inspired action RPG sporting pixel art that has lots of personality. Beyond that, your created character begins the game post-shipwreck and can subsequently wander around and pester strangers while wearing nothing but lime green underwear. Read more →

Omega Quintet: Progress Log #4

[Click here to start from the first progress log]

All of my worry that I missed a small number of skill-level-increasing quests turns out to have been for nothing, as #4 and #5 ended up showing up after #6 for some inexplicable reason. That’s not how numbers work, Omega Quintet. Having said that, the “Misty Plateau” sidequest that was annoying me in the last progress log turned out to be luck-based if you’re not following a guide. Basically, the thing you need to fight is part of a rare mob in a location that hasn’t been named yet (you have no way of knowing which area is the Misty Plateau because the save there isn’t one you can warp to, and that’s the only way of seeing area names that I’ve found), and it doesn’t show up visually on the map like you’d expect. If you don’t randomly stumble across a different enemy on one of the few occasions where the rare enemy is present, you’re not likely to figure this quest out on your own. I ran by or fought this thing at least five times before this point and the rare encounter never appeared. The only reason I know about this bit of game weirdness is that I looked it up online in a fit of frustration, and that officially confirms it: the true ending is designed in such a way that you’re required to follow a guide to get it. Really, for how great the combat is, the quest design here is absolutely abysmal; at one point an enemy required to complete a sidequest didn’t even show up for some random reason until I completed different sidequests despite there being no connection between them. Not okay. Read more →

Omega Quintet: Progress Log #3

[Click here to start from the first progress log]

All right, the combat mechanics in general are definitely a bright spot. The sidequests, on the other hand, are soul-crushingly tedious fetch quests, and trying to do them all isn’t only difficult because of the weird way they update (sometimes you get new ones after finishing a different sidequest, sometimes you only get new ones once the main story moves forward, and sometimes it’s nearly impossible to know if you missed the small window to take and complete certain ones which often requires ignoring the main story mid-peril), but also because of how large the areas you have to search are. I’m liking this game much more than expected, especially now that I have a proper quintet capable of producing a dizzying chain of attacks, but the mandatory-for-good-ending sidequests are threatening to ruin the entire experience. Read more →

Omega Quintet: Progress Log #2

[Click here to start from the first progress log]

It’s revealing that I’ve played Omega Quintet for around 7 hours now and still don’t know exactly how all of its systems work. Not only that, but its merciless barrage of tutorials hasn’t let up; I’d estimate that I’ve seen between 30-50 tutorial screens (individual ones—each tutorial consists of several screens, so we’re not talking about quite that many tutorials), and there’s still a menu option in combat that remains grayed out, suggesting that at least one more awaits further in. Despite all of that, however, I’m still enjoying my time with it. The music is fun and playful, the characters are affably dumb (for now), and the combat is starting to open up and become more complex. Even if I don’t really understand how it all works yet. Read more →

Soul Calibur 2: Progress Log #2

[Click here to start from the first progress log]

There’s this deeply OCD side of me that doesn’t like leaving things unfinished, so I’ve been working my way through Soul Calibur 2’s weapon master mode on the side after getting into it awhile back. I wouldn’t say that I’m hooked, because that implies a certain amount of fun that the gimmicks tend to ruin for me, but it’s enjoyable enough that I continued playing even after unlocking my go-to character. Read more →

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