Eden Eternal Rule #4868: Don't forget to look cute while gathering your racial crafting materials!

Eden Eternal: A Basic Guide On Racial Crafting

by Sarah

In my last post about Eden Eternal, I covered all of the cash shop goodies and the various ways for you to throw money at the game. Today, I’m going to start talking about how to manage in the EE world without spending any real-life money at all! I’m planning [...]

This is probably misrepresenting Venetica. Oh well.

Venetica and ERPGs

by Mento

So hey, I haven’t written much lately. My bad. I’ve been super busy (at least in terms of internet blogging about games, which isn’t perhaps busy by any traditional sense of the word) writing about cutting down my Steam backlog in a daily series of blogs on Giant Bomb throughout [...]

Well, it's just concept art, but it sure is pretty~

Next Tales Of Game Teased In Jump Magazine

by Sarah

Well, it’s not much to go off of, but the world has gotten our first tiny sneak peek at what the next game in Namco Bandai’s “Tales Of” franchise may look like: So yeah, nothing too specific, just some pretty concept art. The main image does look like some sort [...]

Nocturne's Demi-Fiend has come to the Shin Megami Tensei MMO to kick your character's ass all the way across Tokyo. Probably.

The Demi-Fiend Descends Upon the Shin Megami Tensei MMO

by Sarah

Okay, first things first, let’s get the inevitable “wait, there’s a Shin Megami Tensei MMO?!” out of the way – because yes, there is, and it’s been running on both a Japanese and English/International server for years yet still seems to be widely unknown. If you’re curious, you can play [...]

An adorable eldritch horror. I wanna hug it. Fearfully.

To Strafe, Perchance To Doom

by Mento

A plasma blast from the past, Doom is an evergreen FPS from once-giants Id Software. It’s about some guy on Mars who shoots all the bad guys. It’s perhaps not a game that requires much of an introduction, though that is not to say that there isn’t a lot going [...]

Eden Eternal: A Basic Guide On Racial Crafting

Categories: MMO Trip Reports
Comments: No Comments
Published on: May 17, 2012
No Gravatar

In my last post about Eden Eternal, I covered all of the cash shop goodies and the various ways for you to throw money at the game. Today, I’m going to start talking about how to manage in the EE world without spending any real-life money at all! I’m planning on going a bit more in-depth about this, so expect multiple posts as I figure things out.

As I’d mentioned awhile ago, I rolled a new character on the new Diamond server in order to get a feel for both how the lower levels had changed since I’d first played (since my first character did her level 1-30 grind back when the game was brand spanking new to English servers – there was only one race to choose from, only like 1-2 guilds had actually built up enough fame to have towns, and huge amounts of the game hadn’t been implemented fully yet) as well as to try out one of the shiny new (to me, at least) races – but also to have a character that I could run COMPLETELY without the “taint” of any cash shop spending (yup, my other char benefited from a random AP rebate that I got, so she’s already spoiled), so that I could more honestly experience how the game plays if you choose to truly embrace the whole “free to play” aspect of Eden Eternal.

So many people selling delicious AP items... so many delicious AP items that I can't yet afford D=

My adorable fuschia-haired Halfkin has been on her grind over the past week, trying to get her to level 30 – since that’s when the whole world really opens up. Prior to 30, you don’t have access to the auction house, mail, or racial crafting – just to name a few – so as you can imagine, it’s hard to get any real feel for the economy and how to make money long-term when you pretty much have to rely on the horrible prices NPC shops give you for your loot.

My char is at level 34 now, and is taking a break from killing monsters with the power of rock (she’s a Bard, with the long-term goal of specializing in the Blade Dancer class) to get started on the racial crafting aspect of the game. So right now, let’s look at that in a bit more detail!

FIRST STEP: GATHERING MATERIALS
I can already tell you that gathering materials is pretty tedious – you basically have to buy the necessary items (once you hit 30, you can purchase a pickaxe, gardening gloves, or crystal ball from vendors in Aven – each item is 2g, and you’ll be able to recoup that and more after selling the produced items, so it’s worth it), lead your character to the correct spot (mine, garden, or energy pool in any guild town, respectively), right click the gathering item, and then… probably minimize the game and go do something else! You can’t move or really activate any other functions without interrupting your material farming, so unless you’ve got a really chatty guild or friend online to distract you, you’ll probably need to find something else to do here. On the bright side, this means that all of you MMO addicts will have a window of time where you absolutely have to back away from the game and go do something else – it’s like a forced break, unless you have some strange ability to NOT be bored out of your mind by staring at the same “gathering” animation for an hour or more!

Battle Dog, you are not being a very good team player. Can't you see that the pickaxe is bigger than my Halfkin? Offer to help her already!

SECOND STEP: LEARNING RECIPES
I’m just showing screenshots of the Halfkin crafting system, but the general idea is that there are various levels of crafting (for example, Halfkins make trophy enchants, so there are level 30 trophy enchants, level 35 ones, level 40, etc and so on), but you can only have one active recipe per level at any given time. The recipe that you unlock is random as well, so if you didn’t learn the one that you wanted, you have to “forget” it and then feed materials back into your crafting interface to learn another random recipe. It might be easier just to see it in action, so here we go…

First, you sacrifice certain crafting materials to create your race's basic crafting material. For the Halfkins, this means some sort of thread.
Once you fill up the thread's meter, you are given the opportunity to learn a new recipe.
A recipe will appear, and you can see the benefits of the produced item as well as the crafting materials necessary for its creation.

See? Not particularly challenging at all. And as long as you’re willing to put in the effort of gathering the materials, it’s not a terrible way to pad your in-game bank account…

FINAL STEP: PRODUCTION & SELLING YOUR CRAFTED ITEMS
On Diamond server, where prices tend to be lower because it’s a new server without any oldbies with massive savings to inflate prices, I was able to sell each Level 30 Trophy Enchant for between 8-10 gold each, and Level 35 enchants for 12-15 gold. I’ve noticed that the higher level enchants jump in price SIGNIFICANTLY.

On the Diamond server, we've got a Level 6 Trophy Enchant going for 140g - a nice payday for the creator!

So there you have it. An incredibly basic how-to on the racial crafting system. While I focused on the Halfkin skill, all the other races follow the same basic premise – gather, learn, produce, sell. If you have the time to dedicate to gathering, racial crafting can definitely be a decent way to make an income without spending real-life money. I’ll begin investigating some of the other ways to generate gold in EE and report back on that later, so until then…

See you later~

Venetica and ERPGs

Categories: Game Reviews
Tags: ,
Comments: No Comments
Published on: May 17, 2012
No Gravatar

So hey, I haven’t written much lately. My bad. I’ve been super busy (at least in terms of internet blogging about games, which isn’t perhaps busy by any traditional sense of the word) writing about cutting down my Steam backlog in a daily series of blogs on Giant Bomb throughout this month. But whatever, that’s like half the internet away. Today I’m here to talk about the Deck13 Interactive-developed, dtp entertainment-produced German ERPG Venetica.

In a nutshell, Venetica follows the adventures of Scarlett – the estranged daughter of the Grim Reaper (or at least the democratically elected spectre of death; they do things a little different in this world it seems) – as she avenges the death of her beloved Benedict and saves the world from the machinations of a tricky antagonist that has defied the laws of God and nature to become immortal. This all takes place in a fictional version of Venice, if you’re wondering where that title comes from.

The actual gameplay is runs along the similar vein of other prolific German RPGs like Gothic or Risen (the sequel to which has recently come out) with third-person real-time combat and the usual XP-funded character development that requires you find skill trainers to procure new abilities rather than picking them off a menu after hitting a new level. The combat starts off rather button-mashy, but you soon get a tutorial on maximizing your damage output with careful timing as well as evasion, blocking and using your uniquely macabre powers to your advantage. Nothing ground-breaking, but it’s an adequately enjoyable system to carry you through the game.

Poker? I hardly know 'er.

The game is broken up into a traditional “hunt down the henchman boss of the week” format, with each new chapter opening up a new region of the city (and primary setting) of Venice. With each new area, there’s a smattering of new side-quests, explorable regions that often have some connection to same and a higher calibre of treasure. There’s not a huge emphasis on equipment in this game, with each new set of armor (which, cleverly, requires some altering before it’ll fit our svelte and distinctly unmasculine heroine) incrementally doled out or well-hidden beyond the leather set you find towards the start of the game that will more or less suffice for the remainder. Weapons are a bit more varied, giving you a choice between your default scythe “Moonblade” – necessary for some of the more supernatural foes you’ll face – and player-preference mainstays like the quick swords, the safe spears and the slow and powerful hammers and axes. Spells can be useful against crowds, with mana recharging slowly or instantaneously with items.

In Venetica, death is but a door and time is but a window, as losing all your health will drop you into a Soul Reaver-esque ghost world which, besides costing a considerable portion of a tertiary status bar (“Twilight Energy”), isn’t going to inconvenience you too much. This, of course, directly ties into Scarlett’s uncommon heritage and the concept with which this game attempts to set itself apart from its contemporaries. Scarlett’s other twilight powers don’t lend themselves quite as frequently to combat (unless you really want to keep replenishing mana constantly), but do feature heavily in solving the puzzles behind many story and side-quests, such as eventually being able to talk to the dead and dissolve magical barriers.

A neat little inclusion I wanted to point out, worth as much as the customary “game complete” achievement, is another achievement that asks you to beat the game without using any curative items. The game is extremely easy if you’re popping potions constantly, since it’s not like the game’s “death is a slap on the wrist” and “save anywhere” policies make it a Herculean task to begin with, so I’d actually recommend you follow this unusual requisite if you want a little more enjoyment out of the game. It’s a good example of an achievement actually improving a playthrough, rather than being the sort of inconsequential/incidental bonuses given at various checkpoints in the story or the grind-fests that usually inundate any given game’s achievement list.

I’ve mentioned “ERPGs” a few times, which is something I’m tentatively introducing as a separate subgenre from the Japanese and Western RPGs. ERPGs (the E is for European) frequently take a classic PC RPG model and try and build on it without diminishing the level of strategy or depth that the North American RPGs are frequently scaling back to broach a wider audience. This isn’t to add my voice to the unfairly reductive criticisms of “shallow” BioWare RPGs like Dragon Age 2 or the Mass Effects, but rather to simply observe that their model of the classic RPG is evolving to be more widely approachable thereby leaving an enterprising and burgeoning game development community to pick up the slack. Thus, what we have now is the once cottage industry of European developers creating deliberately old-fashioned CRPG experiences for PC and consoles becoming more widespread and visible.

German RPGs aren't lacking for oddball characters.

The grand-daddy of this format is probably Piranha Bytes’ Gothic games, which have been around since the 90s and show no signs of slowing down, even if the most recent entry (2010′s Arcania: Gothic IV) didn’t exactly set the world alight with dragonfire. A better example would be the highly acclaimed Witcher games, from Polish studio CDProjektRED (who also owns GOG.com – the best source for the CRPG classics of yesteryear). There’s the Divine Divinity series from Belgians Larian Studios, Two Worlds from Polish Reality Pump Studios and the Sacred series of Diablo-clones from German team Ascaron.

If there’s anything to link these games beyond geography and their predilection for a well-aged style of RPG, it’s that they are generally less well-funded than American studios. It sounds dismissive, but this actually gives them space to experiment with the format some. They don’t have the fervent, expectant fanbase of, say, Blizzard or BioWare to contend with, so the games they produce – while varying in quality – tend to be breezy, fun, “let’s see what works” ventures that the developers can then learn from and use to create vastly improved sequels; sequels which might feasibly challenge the Blizzards, BioWares and Bethesdas of the RPG market.

And this is pretty much where I stand with Venetica. It has some janky design decisions, which can only be expected from a fledgling studio, but there’s also a lot of heart and soul, some goofy Teutonic humor you’re unlikely to experience elsewhere and a 30-hour+ RPG experience that didn’t feel like a slog or a waste of time. I’m damning it with faint praise, perhaps, but Venetica’s not bad at all.

It's not terrible-looking either.

Next Tales Of Game Teased In Jump Magazine

Categories: Future Games
Comments: No Comments
Published on: May 12, 2012
No Gravatar

Well, it’s not much to go off of, but the world has gotten our first tiny sneak peek at what the next game in Namco Bandai’s “Tales Of” franchise may look like:

Click this thumbnail for a slightly higher-resolution version~

So yeah, nothing too specific, just some pretty concept art. The main image does look like some sort of large city, with (I think) some sort of rail system and skyscrapers in the background. To be honest, I’m totally fine with the vagueness of these sorts of info releases – I tend to avoid as much information as is possible about games I’m interested in until I can play them, to preserve some of their mystery and shininess. With Tales games specifically, I’ll watch the OP and check out all the playable character’s designs, names, and fighting styles once they’re revealed, but that’s about as much information as I like to know at first!

According to my favorite Tales fansite, Abyssal Chronicles, some speculation has been birthed regarding the similarity in both design style and font choice (particularly the “X” in “Next”) being extremely similar to the last mothership release, Tales of Xillia. So it’s plausible (though purely conjecture) that this could be a Xillia sequel, but we’ll just have to wait and see.

Keep your eyes on this domain as well, since it’s where new information and details will eventually be hosted.

More information will almost certainly be released at the 2012 Tales Of Festival, which is slated to be held in June. Which reminds me, any Tales fans out there who have not yet voted in this year’s character popularity polls – get cracking! You only have a little over a week left to get your votes in, people.

The only correct answer for EVERY CATEGORY.

You can find the voting form here, but do remember that if you want to add a write-in vote for anyone (ahem, Walter Delques in every category please), most people think that it’s safest to translate the character name to Japanese characters first, in case the form can’t process English correctly.

Here are the categories:
Favorite Character – this is the big red button, and you only get one character choice.
Favorite Combo – Any pairing of two characters, whether it’s your favorite battle partners or some romantic pairing, can be voted for her. It’s the left orange button.
Favorite Younger Sibling – The middle, pink button. Pretty self-explanatory category.
Favorite Mascot – The right orange button. Your favorite of the Tales ‘mascot’ characters, like Mieu, Repede, or (correct choice) Legendia’s Oresoren.

Voting is up until May 21st, 2012, so make your decisions and get your votes (for Walter Delques, ofc) in soon!

The Demi-Fiend Descends Upon the Shin Megami Tensei MMO

No Gravatar

Okay, first things first, let’s get the inevitable “wait, there’s a Shin Megami Tensei MMO?!” out of the way – because yes, there is, and it’s been running on both a Japanese and English/International server for years yet still seems to be widely unknown. If you’re curious, you can play either at the Japanese server hosted by CAVE or on the the English/International server over at Atlus Online.

Anyhow, the big fuss here is that for the Japanese server’s 5th anniversary event, they’ve released an as-yet unprecedented event: players get to take on the Demi-Fiend (or Hitoshura, whichever term you prefer), also known as the main character from series favorite Shin Megami Tensei III: Nocturne.

That spiky-haired silhouette in the middle looks just sliiiightly familiar, hmm?

The Shin Megami Tensei MMO references the rest of the series’ games constantly in the form of gear for your character to wear (including the Nocturne outfits of Isamu, Chiaki and the Demi-Fiend – which are actually highly prized as they all give really good skills to the player as long as you’re wearing their costume), hairstyles (you too can have the luscious locks of Louis Cyphre or Persona 2′s Lisa) and in some rare cases, even weapons (the DMC electric guitar weapon is a reference to Devil May Cry’s Dante, who had a decently-sized role in the aforementioned Nocturne). So the MMO definitely doesn’t skimp on the MegaTen fan service as it is, making this sort of cameo battle, perhaps, an inevitable progression.

Case in point: these delicious Yuzu and MC costumes from the first Devil Survivor game!

Now, He of the Glowing Tattoos has shown up as a cameo battle in other console SMT games, but thus far, the MMO had yet to actually pull characters from other games into its world. Seasonal or special boss fights tended to be just new or rare demons – such as getting to fight a ghostly Alice on Halloween or a gigantic, buffed-up version of King Frost for Christmas.

Don't underestimate cute little ghost girls, especially not Alice. Just a tip there, buddy-bud.

Unfortunately, I am a gigantic lazybutt who doesn’t read or speak Japanese, so I am having to rely on information given by those in the MegaTen community who do, but here’s the basics of the event as I understand it:

The Demi-Fiend is currently NOT a contractable demon partner (sad, as many of the enemies in these sorts of fight do have a chance to drop their Summon PG, which allows you to form a contract with them and use them whenever you want as your partner), but given how things have worked out in the past, it’s really not completely impossible for him to be implemented as a functional partner demon in the future – though if he is, I can almost guarantee that they’ll make you jump through some sort of crazy-ass hoops in order to get him! For now, he’s just a fun boss fight with interesting mobs (anyone who has played Nocturne will understand why he’s summoning murderous Pixies, for example). I’m not clear on what, if any, items he may drop after his defeat, though.

He might just look sad and not give you anything for your troubles. He is part demon, after all.

Also worth noting is the fact that Jeanne D’Arc and Michael are also involved in this event, and to my knowledge, they are both new additions to MegaTen’s demonic roster. They’ve both been tucked away in the client files for awhile now, but I think that this is the first time we’ve gotten to see them in action. It’s my understanding that Jeanne D’Arc does NOT drop her Summon PG (she and the Demi-Fiend are just jerks, apparently), but Michael does have a chance of giving the player his as loot. Shiva, Vishnu, and the fly form of Beelzebub are also involved but not new enemies, and I know that at least Shiva and Vishnu’s plugins (an achievement that allows you to fuse them whenever you want, provided you have the required demonic materials) were already implemented – though incredibly hard to get – on the Japanese server. Not quite sure about fly-form Beelz, though.

Oh, Jeanne D'Arc... that bowl cut...

You can currently take on the Demi-Fiend now on the Japanese server – though you’d probably have to grind a bit in order to be strong enough to not instantly die – or you can wait until the content is localized for the English/International server, which has no ETA but will almost certainly come our way eventually.

To Strafe, Perchance To Doom

Categories: Game Reviews
Tags: ,
Comments: No Comments
Published on: May 2, 2012
No Gravatar

A plasma blast from the past, Doom is an evergreen FPS from once-giants Id Software. It’s about some guy on Mars who shoots all the bad guys. It’s perhaps not a game that requires much of an introduction, though that is not to say that there isn’t a lot going on here.
Like any child of the 90s, Doom was a huge deal among those who only occasionally had access to their parents’ Windows 3.1 PC. It was crazy, it was intense and it was super-violent. This was around the same time I was discovering the VHS copies my parents had of RoboCop and Terminator as well, so it all coalesces into a bloody mist of wonderful, premature grown-up entertainment that I could only occasionally (and surreptitiously) have access to.

Pfft, four imps and a shotgun zombie? Puh-leeze.

I have to say, though, that most of my time spent in the UAC laboratories on the twin moons of Mars were on the SNES version, in many ways perhaps the hardest of the iterations. For one, you could barely see shit, due to the considerably lower visual fidelity that Mode 7 and Nintendo’s other graphical wizardry could provide in lieu of cutting edge PC technology. For another, the SNES Doom did not let you make intervening saves during missions, which meant I never had the courage nor patience to play on anything harder than “Hurt Me Plenty” (Doom’s colorful analogue for medium difficulty). It also doesn’t have cheats, at least not any I was cognizant of. No IDKFA or IDCLIP to rely on for difficult situations. It was more than nerve-wracking, let’s just say.

Oh, that's not good...

Now that I finally have the XBLA copy, deciding I had very little else to spend 400 points on, I’ve been rocking Ultra-Violence (the game’s Hard mode) and having a blast. The game’s changes are ever so subtle on this mode: The mechanics behind the game won’t change, so you don’t take more damage, get less bullets per ammo pick-up or have any other unjustifiable impediments. Instead, there’s just more monsters. Way more monsters. Tougher monsters, too. The game then becomes more focused on skill than exploration, though the latter is still important if you want to have something more than a few pistol clips to kick the next roomful of demonic butts. It’s a classic example of a difficulty mode making a considerable gameplay difference, beyond simply “you will die more and get frustrated a lot”. It’s really the difference between “Alien” and “Aliens”: Some of the atmosphere of dread and trepidation is gone with having so many of the monsters in your face with every new door you open and corner you turn – but it’s no less tense, especially when your ammo conservation skills are failing you.

Needless to say, it’s gotten me a lot closer to figuring out why Doom was such a hit back in the day. Buy some points below and get Doom II as well! It’s the same, but with even more antagonistic map design and a demon that resurrects other demons!

Subscribe Via RSS!

Sarah’s Now Playing
Mento’s Now Playing
Mento's Tweets
  • Yeah! Jesus fuck, Ben, is this a game to you? ,
  • It might be the rageahol talking, but Trials Evolution's cartoonishly floaty moon physics can often be too arbitrary for their own good. ,
  • Looks like BadLipReading is answering the call for 2012 Summer Jams. 2 tracks this month already! ,
  • They're twisting the knife by saying Traffic was a good movie and UB needs to be more like Baby's Day Out. ,
  • Undercover Blues. Smirky superspy Dennis Quaid takes on Stanley Tucci's oblivious mugger. One of my childhood favorites. ,
Sarah's Tweets
  • I finally finished my basic Eden Eternal racial crafting guide - ,
  • Before I looked further down your timeline and saw the doppelganger, I thought this tweet meant that you'd found 4chan. ,
  • In promo photos, Bieber always has a face like he thinks he just swallowed a bug but is trying to be polite and focus on the photographer ,
  • Random Adam Brody post at ONTD makes me remember how much I miss The OC D= ,
Welcome , today is Sunday, May 20, 2012