Saturday, September 18, 2021

Game 60 - Langrisser III Stages 13-24

Sorry for the brevity of this post. I had longer writeups, but blogger managed to delete my 13-19 sections so I'm going to recreate those in a sentence or two.

Stage 13

We're trying to find and protect the Holy Beast (who then joins the team) -- I made the mistake of not getting up to him fast enough and he died, but then I was able to get healers up there to save him.


 Stage 14

Not too bad; Dios has to be protected but he's pretty hardy.


 

Stage 15

The "find Langrisser" stage. The enemies weren't very hard and I only lost one treasure to escaping thieves.


 

Stage 16

There are a ton of enemies in the stage but I didn't have much trouble with them.


 

Stage 17

I was not able to attack all 4 city gates at once so I just did three of them, and then moved all my guys up to where Freya was.

Stage 18

This has a robot machine but it can only shoot straight down. You do have to be careful because it's hard to get the troops not to be in front of the blast range, but if you take the long way around and go after Boltz first it's not too bad.



Stage 19 

Boltz is slowly fleeing. I was able to surround him by the time he reached the first stairs and then take him out.


 

Stage 20

This was a very hard stage -- the enemies have a sudden level boost. I first tried to split my party up and go across the planks but this didn't work. Then I tried going just on the bottom two, but I was still getting torn apart by the spellcasters. What I ended up having to do was staying on my ship and letting the enemies come to me, defeating them, and then going across mostly on the bottom. I had to kill all the enemies below to allow the healers to come up as well, and then with enough healing I was able surround and take out the boss.

Stage 21

In general it's easier when everyone is in one place; it makes it chaotic and hard to see what's going on, but the heal and damage spells are much more effective (so it's maybe not so good if you're getting hit with a lot of enemy fire). There are a ton of horses in this stage so I changed everyone over to pikemen who could do it. I stayed in my starting location, moving to the center and using the horizontal and vertical formations with the pikemen to deal with all the horses. In about 10 turns everyone was dead, leaving just the two ballista and summoners. For those I just split my team into two and took them out.


 

Stage 22

The GF walkthrough says on turn 8 monsters come out, but I think they come out when you cross the bridge, not after some turns. I stayed at the starting location and waited for the initial force to come. Then I headed north. The monsters appear, and Emerlink and one horse group stay behind to cover the retreat of the other forces. I killed them with a pike group and some support, and blasted the big monster group with spells to soften them up and killed them. This leaves one annoying dragon at the top left who moves about one pixel per turn; I had to take my whole force up there just to deal with him.


 

Stage 23

This map is deceptive. If you try to save all the villagers it seems very difficult and I think you would need some superpowered Luna to do it. If you're content to let most of them die the stage isn't hard, but you do need to be prepared. Most of the monsters (including the reinforcements) will prioritize the civilians over your characters, so you need to be strategic to block them and not move too slowly. I came close to losing but I did manage to protect the villagers in the end.

Stage 24

This stage starts out with you vs. Empire but soon switches to monsters. I hate the golem enemies; I should use Attack+1 more aggressively when I fight them. It took a long time but eventually I was able to kill them.

--

Now I need to decide if I want to continue playing this or not. I feel like I'm not really enjoying it that much and I want to finish it as fast as I can, but it's so difficult that I'm struggling with every stage which means that it will take another week or two to finish. I think that if this game did not have the Langrisser name on it I would have already given up and moved on, so maybe that's a sign I should stop playing.

My biggest complaint about the game is that it's just too chaotic. There are so many enemies on the map that you can never quite tell where your armies are going to end up. Sometimes you move and you'll find that one of your guys randomly gets pushed out to the far left of the group and now you're suddenly in range of the tough enemy who can attack your entire force. 

The magic spells are also devastating; I get locked in a cycle of fast enemies casting huge area effect spells that lower the effectiveness of my guys, I can't beat anyone, then they heal, and finally my attacks come late in the phase (and the heals) so I basically make no progress in the turn.

Thursday, September 9, 2021

Game 60 - Langrisser III (Saturn) - Stages 1-12

Langrisser III (ラングリッサーIII)
Released 10/19/1996, developed by Masaya

We're back to the Langrisser franchise as the series moves to the Saturn, where the last three games in the series game out. Rather than continue to refine the gameplay of L1 and 2, Masaya chose to complete reinvent the gameplay. I think the result was not well received because for L4 and 5 they returned to the gameplay of the first two.

The graphics seem to be based on Der Langrisser FX, and like DFX, there's a fair amount of voiced dialogue and some anime scenes. However, they returned to the L1 and 2 single-path storyline rather than the branching paths of Der (although there are some secret stages, and a "true ending" with 2 extra stages).

Parts of the gameplay are similar to the previous ones. You still hire troops, and the basic unit compatibilities are the same. The classes are similar, although this time you don't choose a class path, you unlock additional classes that you can switch between (and they will get better); this makes things more flexible so that you can hire more of a certain type of unit depending on the stage.

The biggest change is that the battle system is now done in a semi-realtime. You choose how you want to move your guys, and then all the commanders move at the same time. Then each unit can attack someone they're close to. The individual army members no longer act like units, instead they're just extensions of the commander -- they affect the range of the attack and also the damage (more troops is good). However, this time even if troops die, they can be brought back by heal spells or the Heal command. This is annoying when powerful enemies are just healing over and over again; you really need to gang up on the bosses with 3-4 squads.

The effect is rather chaotic; units are often packed into small spaces almost stacked on top of each other, and it's not always easy to tell who is going to be attacking who. You can switch formations (which I don't really understand the purpose of) and switch between move/defend/normal which lets you speed up (at the cost of defense) or defend (at the cost of not making an attack). You can also view attack sequences but they're so slow I can't imagine doing that for the whole game.

There are 5 equipment slots now.

Stage 1

This is similar to the previous Langrisser stages; our guys start out on the left (just me and Tiaris). Story stuff happens on the right side and basically this is just so you can fool around with the battle system a bit before the story stuff plays out. I just moved Dihalt and Tiaris around and fought the Pegasus units. Even Tiaris and her guardsmen had no real trouble with them, although I cast a Heal 1 once. 

 

Stage 2

This is another typical early Langrisser stage; all you do is escape down to the bottom of the map. Maybe you can try killing some of the top enemies (if you save all the villagers you get a bonus item) but I just escaped.


 

Stage 3

The first real stage, against undead. I almost lost. Initially I sent everyone north but I noticed some undead groups were evading me and heading down to where the villagers were, so I had to sent Dihalt and Gilbert back down to the bottom. They actually had a surprising amount of trouble dealing with the undead, maybe because I don't fully understand the battle system yet. Grop keeps summoning undead which I was fighting off, but Grop was too difficult for just Ruin and Tiaris to beat, so I had to send Gilbert up to the top. He got stuck fighting some undead and Dihalt had difficulty dealing with the bottom on his own. I just barely squeaked out the win; I think one more turn I would have lost all the villagers but Gilbert managed to make it up to the top (with a Move mode) and then I had to move Tiaris out of the way so I could get Gilbert in there with his horsemen. 


 

Stage 4

I just moved everyone west and ordered the NPCs to go right. Once the enemies caught up to the villagers I had the new NPC forces attack; the enemies are outclassed so this isn't too hard.



Stage 5

I moved everyone along the road, and then when I neared the castle, I had Gilbert in Move mode go up around the side of the castle while everyone else stayed there to fight the enemies. Once Gilbert reaches the castle the stage is over.

I'm starting to get some of the class changes; it's interesting that you change your class to have different units rather than simply hiring different guys (at least at the moment).



Stage 6

This is a really short stage -- the goal is to get two opposing forces to fight each other and then retreat. I thought you would actually have to move around so that the two sides had a battle, but all you have to do is move close to the enemies until there's dialogue, and then run away. You only need one or two units. 

Jessica shows up after this. I guess she's used the "youth" magic again.

Stage 7

This is a tough stage. I actually had to restart because I didn't have the right troops. One thing I'm discovering is that it's very difficult to do a 1 on 1 fight; because you can use the Heal to even bring back your troops, I often need 2-3 units to take down a strong enemy even if the compatibility is good.

I went with Soldiers for Dihalt and made Rifanny a hunter so I could use bowmen (this ended up not mattering so much).

The basic strategy was to proceed slowly at first, saving Tiaris' heal spells for the last part of the stage. I took down the initial pikemen with Dihalt and Ruin, and then took everyone forward into the fortress. I used my hours units and Runa to take down the soldiers, then moved Ruin up (with his pikemen) to deal with the horsemen and flying units (along with Rifanny). I used one Heal from Tiaris during this time.

Now the tough part starts. I used Attack+ on Dihalt and had him and Ruin take out the pikemen (with help from a Thunder spell). Then I healed and moved forward, doing the same thing with the next group of pikemen. Meanwhile you have to deal with attacks from bowmen above; I see no good way to take them out.

Last up is Freya. To enable the best ending you have to get Dihalt near Freya so they have a conversation, then let Freya attack Dihalt (do not attack Freya with Dihalt) then defeat Freya with someone other than Dihalt. Initially I had too few units in there and so I had to reload a save from a few turns ago and move both my horsemen and Luna in there. Rifanny stood back to draw the fire from the archers. There are mages that cast spells as well, but with a Protection from Dihalt and my last Heal from Tiaris, I was able to finish the stage -- just barely.

I hope this is one of the harder stages!



Stage 8

They reused the "burning field" stage from Langrisser 2. This one moves a lot more slowly so you have time to move. I initially tried splitting my force but that turned out to be a mistake, so I just went in kind of an upside down V direction. Rifanny was surprisingly effective against the pikemen and archers with direct attacks. 



Stage 9   

I thought this was a fairly tough stage also. You first have tribesmen to deal with, then Emarinc's troops. Emarinc will kill some of the enemies but probably won't get very far (I wonder if the best way to deal with this stage is to go to the NW at the beginning and let Emarinc and the tribesmen fight it out.

I had this mess:


 

It seemed like I was not doing all that well and I was completely out of spell points by the time I had the battle under control, but at least I was destroying one troop or so per turn.

I think the Heal command is too powerful in this game, although maybe that benefits my team a lot as well.

Stage 10

You have a 19 turn limit here. I think on my first try I tried to move too quickly and got killed by the Shamans and bosses. It's not necessary to go that fast. I got bogged down by the initial pikemen and was worried about my turn count but once I got past them, the stage opened up a bit. Eventually I was able to reach the boss without killing all of the intervening enemies, which turned out to be a good thing. Other enemies come in afterwards, and the shika tribe will help you fight them. The shamans are especially useful -- their fireballs suck when they're coming at your party, but they help a lot directed at the enemies.



Stage 11

This stage is a nice breather; there are a lot of enemies but they aren't very hard and they come at you in small batches. The priests can get some EXP by killing the ghouls and other monsters. The boss can hit hard (I lost Luna) but when she's by herself it's not that bad. Although it was hard to tell what kind of units she had.

So Bozel is back, of course, he and Jessica seem to be two constants in the games. 

Stage 12  

This is the "save the bridge" stage from Langrisser 2. I was worried at first because I didn't see how I was going to beat all enemies in 14 turns, but actually you only have to defeat the infantry group on the right side of the bridge, then the turn limit goes away. From there I didn't have too much trouble; I summoned some Dark Elves to help against the flyers. Ruin was able to hold off all the horsemen with his pikes, and the archers helped pick up the slack.


On the story, this game does a better job than previous Langrissers (and other SRPGs) of showing what's happening on a large-scale war -- too many of these games make it seem like it's just your own force against the entire enemy army, and you don't really understand why the army isn't doing anything while you're fighting one battle in one area. But here they have a map between stages that shows the territory of each army and where important characters are. So even when we're doing something like trying to secure a Gate to prevent demons from coming through, other wars are still going on.  

It is odd that the plot started up with the wars between the countries but then almost immediately we go off to defend the Gates while the war keeps going. 

There are 36 stages so I'm 1/3 through.  

Wednesday, September 1, 2021

Game 59 - Arliel Crystal Legend (Game Gear)

Arliel: Crystal Legend (アーリエル クリスタル伝説)
Released 12/13/1991, published by Sega
 
Why do some of my retroarch screenshots include that note at the top?
 
 
I skipped this game on my first pass through, because it looked like it did not have a developing story. I think this basically a correct judgment although it might technically qualify. It's notable as a very early SRPG example -- it would have been game 5 if I had played it on my first pass. It was released in English as Crystal Warriors. As usual, the box design was replaced by Western-style art -- the Japanese art was done by the same artist that did the Monster Maker series. I recognize the huge eyes.
 

It's the forerunner of Royal Stone, which I did play. You can see the connection between the two games; Royal Stone is better in almost every way, but for a handheld game in 1991 this one's not terrible. I played about half the game, which was enough.

The story is that Queen Ellis of Arliel Kingdom has to fight against the magician Gram who wants four crystals. This is the whole story. There are no story sequences between fights; the only text comes from townspeople you can talk to between stages (who mostly just talk about what to expect in the next fight). The entire dialogue of the game is given in the GameFAQs walkthrough and barely fits one screen.

 

The battles have the same element triangle as Royal Stone: Wind->Water->Fire->Wind, with Earth neutral to all of them. Each character has an element. You start with a party of 6 and can hire more people at the Inn before certain stages. Between stages you can also buy equipment, items, and spells.

The classes are roughly the same as in Royal Stone; you have magic users, healers, and a few types of fighter.

The battles themselves are simple; they take place on small maps. Each map has some set enemies -- as in Royal Stone they appear first as question marks until you use the Scan magic or fight with them once, then you can see what they are. In addition there will be some monsters on the map.


 

Fights work similar to Royal Stone. When there is an attack, each side gets 2 turns; they can defend, attack, use a spell, or retreat (which may fail).

In Royal Stone you could capture monsters, something I didn't realize even after beating the game. Here the system is more integrated. Whenever anyone (other than a mage or healer) kills a monster, they will acquire that monster. In a fight, rather than using your turn you can send out a monster instead. This makes it easier to exploit the elemental weaknesses of the enemies and is a nice feature that I wish they had retained in Royal Stone.


 

There is a limited equipment system (there seem to be only a few items each character can equip, and they only have one slot).

I played to about stage 6 and then got a game over because I moved Ellis poorly. I thought that was enough; this is not a particularly good game. Royal Stone improves upon it in almost every way and I would definitely recommend that over Crystal Warriors. But I can see that this was probably not a bad game at all for a handheld system in 1991.