What are you playing?

Unicorn Overlord: A furry S&M dating sim? A cozy farming game set in thee Fae realms? No. It is neither of those. It is an Atlus strategy RPG that we should like.

And there are several things about it that I like, but it is also (so far) about as strategic as lawn darts. I’ll start with thee goode, kind sers. Well, actually, I’ll start with that–the dialogue is mostly terrible and very uneven. Some of it is overly regal and olden-dayes (and often unnaturally so) and some of it reads like it was spoken by a high schooler. Pick one or the other, and I’m on board, but both at random is jarring.

I know in these games, we often read/write that “the plot is standard fare,” and that has never been more true than for UO. And it’s easy to forgive that, especially if the gameplay is stellar (spoiler: it isn’t), but UO starts off with a plot we’ve seen many times before that is handled in a monumentally nonsensical way (“So the prince can escape, but his mom can’t? Or won’t? Because she’d rather die? Um, what?”) that reminds me of Star Wars: the Last Jedi (I was going to write “and not in a good way”, but is there a “good way” to be reminded of that movie?). Prince Alain then grows up and goes back to defeat the oppressors, drafting new allies along the way.

Gameplay is a jumble of things that are familiar but (for me, at least) are mixed together in a way that is new and periodically interesting. You have several small units of allies, at first just 2 allies per unit, then upgraded to 3, then 4, etc. thanks to the use of valor points that are earned mostly via battling. You deploy your units from an HQ at the beginning of a mission and move them around the map to take on units from the enemy boss for that mission. Below is the acceptance of a noble mission to Remove thee Olde Hammer Dude from thee City.

Once you accept the mission, the enemy boss disperses his units and the map changes to give you more detail of the battle areas. When your unit meets up with an enemy unit, they auto-battle in a JRPG-like setup. You don’t control anything during the battles, but you can do things before they begin to help your side, and the combinations of allies in each unit can be arranged to maximize effectiveness and create useful combinations.

I have just described the extent of the strategic elements in play here. That’s really it. There’s a lot of other stuff to do, but as far as the actual strategy, it’s finding the best allies to group together in units, and then moving the units (in real time, natch) to battle against the enemy units that they are best suited to clobber. You can even skip watching the battles if you want, which I often do because–I am not exaggerating–you are shown the outcome of any battle before you engage it. Not the odds or likelihood, but the outcome.

So if I decide to engage in the above battle, my unit will lose a total combined HP of 12, and the enemy unit will lose 16. If I don’t like that outcome, before I press “Aye, let us throwdown!”, I can use expendables to buff my unit (which at my age is normal–no judgement please) and improve the outcome. Other nearby allied units might also have a positive effect on the outcome.

Again, this is the extent of the strategy. It’s pretty lite for an rpg that costs $60 from Atlus. In some ways, if you can twist your brain enough to see this, the battles and unit movement sort of play out like Fire Emblem games. And also like FE, you build relationships between your troops if they stay in the same unit and do a lot of fighting together. I’m in the early game, so I have no idea if this evolves into romance.

Other things to know:

–Completing missions often leads to you having liberated cities and towns. You can then provide some found goods to these towns in the form of “deliveries” that level up the towns and allow you to do more things there. The towns also have shops you can resupply from.

–There is a fair bit of lady-character fan service (see below) which I personally have no issue with, but some might think the apparel is over the top at times. The group below is tame, actually.

–Saves are very easy and readily available, so you should never lose progress if you make a mistake. I don’t think there’s any real way to grind or need to, but I’m early into the game. You cannot change characters’ classes; when they advance a level, you do not get to choose which stats go up for them, it’s random (also like FE). Which I find very limiting. I have no sense of how long the game will be from playing it, but online reviews put it at 60 hours. So that works out to a dollar an hour for the price, which is not bad, actually. I don’t know how much replay value is here, as it seems pretty on-rails so far.

In all, I resent myself for continuing to play this game. The strategy bar is low, the plot is not exactly riveting, and the characters are mostly flat stereotypes. Playing the game on a harder difficulty level (there are 3) doesn’t really make the strategy more interesting, honestly, it just seems to add more enemy units with higher HPs. So it doesn’t make it trickier, it just makes the wall of obstacles thicker. For some people, that might be appealing, but for me, it is not.

The art is beautiful, though, and the gameplay seems to have been refined to walk that line between being casual and requiring enough thought to feel rewarding when you win. There is a strong sense of progression, both in terms of opening up more of the world to explore and in terms of increasing your roster and making more capable units. And so I keep playing this darn thing. There is a (long) demo, so you can easily try it yourself. Also, I genuinely have no idea why it is titled Unicorn Overlord.

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If unit buffing lasts more than six hours, please consult a physician.

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I was switching back and forth between 3 games this weekend.

Backpack Battles has progressed beyond Demo and is now in EA and added the next two classes. That game is really fun and the new classes are really different.

Last Epoch. I have two characters in the 80s and working on a third right now, just messing around with different builds. While I still prefer PoE that is a lot of work and I tend to get burned out about a month into each season. D4 just bores me. This is a nice ARPG fix between POE seasons for me.

Soulstone Survivors - my favorite of the Vampire Survivor type games. I have like 75 hours in the game and still so much to unlock.

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I finished Fell Seal. Just a hair under 100 hours (literally, it was like 99:50). Still really liked it.

Doing the Mario RPG remake with the girls and finally taking a second trip through Rapture after all these years. Trying to decide if I want that Battlefront collection or not at launch. Online play is tempting. But I really want a physical release and heard it may not be available at launch. Plus, waiting would likely mean a good sale as early as 5/4.

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My son decided he wanted Mario Party from the Mar10 sale. It’s pretty odd. Basically a digital boardgame with periodic minigames, which thoroughly disregards much of what I feel like we’ve collectively learned about boardgame design over the past 30 years. Roll-and-move, output randomness with no mitigation, complete indifference to loss aversion, very little ability to strategize about much of anything—the design of this game SUCKS.

I kind of hate that it’s been a very loud, highly engaging good time both times we’ve played it so far.

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It is one of the few games that my wife will play with my daughter and me. Yes, it has problems as a boardgame, but as a good time for the family, it is great!

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I know! It makes me feel like all my knowledge of games is just trash. I have Unmatched: Tales to Amaze and Freelancers sitting on our dining room table, and yet this crap is what we’re playing? And it’s a blast? What the hell?!

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Has anyone tried Paragon Pioneers? It is on iOS, not sure what else. The sequel just came out, which I presume it better. From what I read it is a premium puzzle/city builder with some depth but I’d love to hear some impressions if anyone has tried it.

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I bounced in it personally, though there seems to be more to discover about the game than I may have given it a chance to show me. The play felt a little too rote for me. But I don’t think I devoted a lot of time to it.

As a side note, the guy who developed it and the sequel has a reddit thread where he answers questions, deals with bugs, and appears to be a pretty decent guy. https://www.reddit.com/r/paragonpioneers/ Seeing this and knowing it was just one person creating this is what made me buy it. If it’s not too pricey, I may buy the sequel just to support him anyway–perhaps I’ll like it better.

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I am still working my way slowly through FF16. I am enjoying it well enough; the visuals are great, the acting is good, the music is fantastic, and the story is typical FF fare with warring kingdoms “secretly” being manipulated by higher powers. I am still unsure about the overall tone as the game doesn’t really have any of the goofiness or humor present in any other FF game and the mature content is very uncharacteristic for the series. I am about halfway through at this point and I have come to realize that every single complaint levied against previous FF titles is taken to the extreme on this game and I find it curious that it has gotten the praise that it has, especially from a community that can be vocal about what they expect in their games.

Even though the game is looked upon more kindly now, I remember quite a lot of negativity towards FF12 regarding how you don’t directly control your party in combat; instead, as they level you unlock what is essentially AI programming so you can make them do what you want based on plenty of conditionals. You could, however, choose which character to play as in combat and outside of combat you had full control over their equipment and abilities. FF15 had similar complaints about the lack of control over party members but there you could issue commands to you party and, again, control their equipment and abilities outside of combat. In 16 you have zero control of any kind over your party. You can’t equip them, set abilities, use items on them, or anything. They are just along for the ride.

FF13 has a great combat system but was trashed for being too linear. I remember it being called a hallway simulator. The story is very much on rails until the end where you get a larger open area to explore. So far 16 has been the exact same. Every area I’ve been to has been more or less linear even if they try to disguise it with little branches off the main path. The game is essentially a series of hallways and when those hallways open you know there is going to be a fight. And if the opening looks bigger? It’s going to be a bigger fight. Even the small branches are predictable. If you look at your map and see an area that branches off, you 100% know you’re going to find a large monster and a treasure chest.

Speaking of treasure chests, if you love crafting materials, you’ll love the treasure chests in this game. I’ve opened every chest up to this point and a single one contained a weapon. Other than that, you’re opening chests and finding things like “3 vials of blood” or “2 sharp fangs” or some other such nonsense. It makes treasure chests unbelievably anticlimactic. As far as the crafting materials, the system is very rudimentary with the ability to craft a handful of weapons and then reinforce them to a +1, +2. Well, only standard weapons, that is. Unique weapons can’t be upgraded as far as I know. This game’s item and equipment system is very underwhelming. On top of that, it hardly feels like it makes a difference. You do gain levels and stats, and your equipment does get better, but enemies scale so every fight has felt the exact same. I never feel stronger. The game would feel exactly the same if there were no levels, stats, equipment, or enemy scaling.

And then there’s the combat. FF15 was criticized for its action-heavy combat, which was a pretty stark departure from the more traditional turn based combat of most final fantasies. When it was announced that the FF7 remake was going to have an action-based combat, many FF fans melted down. FF16 takes this to a whole new level - the game is 100% an action game. You mash buttons. Constantly. I’ve hear the game compared to Devil May Cry but I don’t get that comparison. FF16 can have flashy combat if you want to play around, but you can also play it one-handed while sipping your coffee. Seriously. I put on the ring that gives me an auto dodge and I can beat any enemy, bosses included, with one hand while mashing square.

It might sound like I’m trashing the game, but I’m not. I’m enjoying it. I’m still struggling to see how Final Fantasy turned into this, though.

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Does anyone know of any premium CCG-style games on iOS that doesn’t use IAP, but just in-game methods for growing your collection? I’ve already played Lost Portal but am looking for a similar experience. I think Thronebreaker is one and I was looking briefly at Spellsword Cards: Demontide, but I don’t know much about those games. I’m open to suggestions.

Note that I’m not looking at a roguelike game but a game that is more like a CCG where you are building your decks outside of combat.

Thanks!

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https://www.gog.com/en/game/alpha_protocol - one of the best RPGs ever made just returned. It’s my birthday in two days. This is a sign.

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Happy 70th!

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Hi all, going on a work trip and only taking my iPad for games…

Reccomendations with no internet? Trying to pick between

  • Wildfrost
  • Railroads
  • Is there an srpg or something?

I am mostly playing Slice and Dice on my current trip. Wildfrost looks interesting, I have not seen that before.

Forgot about slice and dice - will add to my iPad :slight_smile:

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I think Wildfrost is great and it’s free to try until you beat the first boss, so …

Wildfrost has been fun so far.

Railroads is a classic, though, so can’t go wrong there, either.

So much of this goddamn game lately. Love it. Although I am kind of with whoever mehhed about pixel graphics.

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