Age of Mythology: Heavenly Spear Impressions

After the many faceplants of Age of Mythology: Retold, I wasn’t feeling terribly enthusiastic about the Japanese-themed Heavenly Spear expansion, but I was pleasantly surprised. It’s not perfect, but it’s a definite step up in quality.

Yasuko in the Heavenly Spear DLC for Age of Mythology: Retold.Most notably, the campaign is a much better experience than Immortal Pillars’ disappointing effort. Most every major point of criticism seems to have been at least somewhat addressed.

The campaign is longer, at  twelve missions rather than nine, and only two of those are dungeon crawls, which is still probably one two many, but progress is progress. The rest are mostly very meaty and satisfying macro missions with large maps and multiple objectives. The story is also much better. The voice acting is actually competent, and the characters have discernible personality traits and meaningful arcs.

The villain is pretty forgettable, and the final mission is too quick and easy, but overall it’s a good campaign, and it feels much more like those from the original Age of Mythology. Kind of hokey, a bit campy, but earnest and fun.

My great love of the Chinese civilization was the main saving grace of Immortal Pillars for me, and while the Japanese haven’t impressed me to the same degree, they’re mostly enjoyable. I like the Bushido mechanic, wherein fighting levels up your army and improves certain perks from your major god. It feels like a good way to encourage aggressive play without feeling as feast or famine as the Norse favour mechanic.

Uniquely, I think the Japanese are the first AoM civilization where I enjoy the non-mythological elements more. Their myth units and god powers feel a bit uninspired (with a few notable exceptions, like the asura, shinigami, and the giant sword god power), but I quite enjoy their human army. They have a diverse roster with a lot of fun potential unit compositions.

My preferred playstyle so far is cavalry spam with Tsukoyomi, but you can also go for a slow and tanky infantry army (best done with Amaterasu) that seems crazy strong. They’ve very different feeling builds, but both fun and effective, and it’s great to have so much diversity in one civ.

My one complaint with the Chinese was that their plethora of hero units felt over-complicated to me, and at first I felt like the Japanese were the same way, but in practice their hero system is pretty easy to wrap your head around. They have one hero from each production structure, each of which fills one of the five types of human unit (worker, archer, infantry, cavalry, and siege). Having a mage hero as a siege unit is especially cool.

I like how both the campaign story and the Japanese favour mechanic emphasize Shinto’s connection to the natural world, but it also worries me that it’s cannibalizing design space that could have been used for other naturalistic mythologies, like Celtic. Then again it’s pretty uncertain if we’ll ever get any more civilizations, so that may not matter.

A Japanese town in the Heavenly Spear DLC for Age of Mythology: Retold.I’m still a little burnt out on east Asian aesthetics after two DLCs in a row focused on the region, but otherwise the Japanese feel like a pretty worthy addition to the game, even if they’re probably not going to become my new favourite civ.

This DLC also came with a free update to the much-criticized Arena of the Gods mode. The original static pseudo-campaign is now labelled as “story mode,” with a new “gauntlet” mode offering randomized runs with more meta progression and more diverse challenges.

This is a definite improvement, but it still needs a lot of work. Gauntlet missions constantly cycle through random buffs for you and your opponents, as well as “chaos events” that usually just drop a super nasty god power on everyone’s bases. It’s a tonne to keep track of, and while it beats the static boredom of old Arena missions, it’s also more than a bit exhausting, and I don’t enjoy that most of the mode’s difficulty comes from just being randomly screwed by chaos events.

I’m also quite frustrated by the fact you still can’t save mid-match, as well as the fact it’s still nothing but skirmish maps with no hand-made objective-based missions, and while it’s good we can unlock other legends now, they’re wildly imbalanced, and some legends are clearly far better than others.

A bunch of umibozus take on a titan in a gauntlet match from the Heavenly Spear DLC for Age of Mythology: Retold.I appreciate that there’s some meta-progression now, but outside of a few minor perks, it’s mostly in the form of a giant favour hoard you can tap into mid-game, which is just way too good. You basically don’t have to worry about gathering favour at all. The few hundred you can claim from your stash should be all you need for most matches.

I can see myself putting more time into the gauntlet, which is more than I could have said about Arena of the Gods when it first launched, but it still has a long way to go to live up to its full potential. The developers did call this a “beta” version of gauntlet, so hopefully improvements are on the way.

It does amuse the TSW fan in me that with the addition of the Japanese and Amaterasu, and the Gaia’s Lashing Roots blessing in Arena of the Gods, you can now literally be charged by Amaterasu and blessed by Gaia. With how strong Amaterasu’s Onna-Musha are, it’s even a pretty good strategy.

Don’t make me use my stuff on you, man.

Out of the Comfort Zone: Frieren and Expedition 33

There are two pieces of media I’d like to discuss today. There’s no real connection between them, except that they’re both a bit outside my usual wheelhouse in terms of interests, but that’s a good enough excuse to lump them together in my books.

Clair Obscur: Expedition 33

Lune in Clair Obscur: Expedition 33.Not to get all hipster, but I stumbled across Expedition 33 well before it launched and blew up like crazy (can’t remember how) and thought it looked interesting enough to keep an eye on. Despite that, and the universally rave reviews it received once it actually launched, I spent quite a few months waffling on if I actually wanted to buy it.

The problem is I don’t enjoy turn-based combat in video games, at all. It’s normally an instant dealbreaker for me. I was intrigued by E33’s introduction of real time mechanics to the formula… but it’s mainly precisely timed parries and quick time events, which are by far my least favourite parts of real time combat.

Still, it seemed like such a unique game I decided to give it a shot.

Sure enough, I didn’t love the combat. Conceptually I think needing to defend yourself in real time is a brilliant way to improve turn-based combat. Usually what kills turn-based for me is the boredom of sitting on my hands and watching the game play itself when it’s not my turn, and the real time avoidance completely eliminates that.

But I don’t enjoy the extreme precision that E33 requires. Bluntly, I’m really bad at it. My reflexes just aren’t that fast. I’ve always been a fan of needing to actively avoid enemy attacks in games, but I’m growing increasingly frustrated with the current trend towards requiring super precise timing for such things. I’m used to just running out of the way or keeping my shield up being good enough. The fact a dodge or block doesn’t count in a lot of recent games unless you do it at the last possible second is irritating.

Verso in Clair Obscur: Expedition 33.I struggled to find a comfortable difficulty setting, as the dodge windows on normal were too unforgiving for my sluggish brain, but story mode was so completely bereft of threat that it became boring. I ended up downloading a mod that let me have easier dodge and parry windows without otherwise altering the difficulty (as well as a mini-map mod as the lack of such was frustrating me).

I don’t think I would have finished the game without mods, but with them, I managed to find a decent balance where the combat felt mostly tolerable, and even actually fun sometimes. One upside to this kind of JRPG style combat is the attack animations are truly spectacular (Crystal Crush, my beloved).

I settled on Sciel, Lune, and Verso as my go-to party, with Sciel largely carrying the team. I got her set up such that she could pump out massive heals, keep the entire party buffed with Shell and Powerful at all times, and still dish out huge damage. To the game’s credit, though, I did get the feeling that pretty much any character could end up broken with the right build.

My other major frustration with the game is that I don’t like how it handled open world exploration. While the instanced zones will warn you if you’re underleveled for them, there doesn’t seem to be any way to find out the intended level of open world mobs, so it’s easy (and common) to stumble your way into fights you don’t have a snowball’s chance in hell of winning. At one point I spent a full hour exploring the map and getting into fights only to get absolutely curbstomped every single time. That was the most mad I’ve been at a game in quite a while.

The monstrous Création in Clair Obscur: Expedition 33.Act 3 is kind of a mess in terms of game structure, too. There’s one story quest, which ends the game, but there will at that point still be tonnes of optional content left undone (some of which you’ll still be underleveled for, even). Up until that point it’s a very tight and well-paced RPG, but then it turns into this janky pseudo sandbox experience where you can either ignore a huge chunk of content, or completely kill the story’s momentum by ignoring the epic conclusion for another dozen hours or more of random exploration.

I ended up skipping most of the optional stuff and just going straight to the end. I am considering going back for the rest at some point, as you can at least continue exploring after the main story ends, but I’m in no rush to do so.

The story was the main draw of the game for me, and I mostly liked it, but it didn’t entirely meet my expectations, which is maybe on me as those expectations were very high.

I think it’s mostly that I never really felt surprised by anything that happened. I’m not going to claim I predicted the exact twists and turns, but the story clearly telegraphs that there’s more going on than seems apparent at first glance, and I’ve played enough Don’t Nod games to know what to expect from the ending of a French game.

For the record, I’m in the camp that views the Maelle ending as the (marginally) lesser evil.

Lune and Sciel in Clair Obscur: Expedition 33. I ship it.I did enjoy the characters a lot. They feel very well realized, and Verso and Sciel in particular feel like some of the more authentic depictions of mental illness I’ve seen in media.

To put it more clearly, I enjoyed the combat a lot more than I expected to, but still not that much, and I enjoyed the story a little less than I expected to, but still pretty well. I think it’s fair to say I’m not as awestruck by Expedition 33 as most people seem to be, but it’s still a very good game, and I’m glad I took a chance on it despite it being so far outside my comfort zone. I’d give it about an 8/10.

Frieren: Beyond Journey’s End

With a few minor exceptions, I’ve never been much for anime, but given my obsession with Elves, people kept recommending me Frieren: Beyond Journey’s End, and I decided to finally bow to the peer pressure.

Having finished the season, I’m honestly still not sure if I like it or not.

On the one hand, I definitely love the premise. A deep dive on the psychology of an immortal Elf as she struggles to come to terms with the mortality of her companions and the changing world around her is tailor-made for someone like me, and I think the writing mostly does a good job of illustrating Frieren’s alien perspective and genuine struggles to fit in among humans. I would really like to see more sci-fi/fantasy stories that centre non-human perspectives like this.

A shot from the anime Frieren: Beyond Journey's End.On the other hand, it’s an incredibly slow series. I think a lot of Western TV these days is too rushed, and I don’t mind a slow burn, but this is so slow I’m not sure it’s burning at all. Most of the time it feels like they’re going out of their way to avoid anything even close to dramatic tension.

I think they also waste the show’s premise a bit by not employing more time skips. The first half dozen episodes or so take place over the course of around eighty years, but after that everything takes place within a year or two. I think it would have been a more interesting series if it was constantly skipping through the years, showing how the world changes even as Frieren stays the same. They could have done a Doctor Who kind of thing and had her get a new set of companions every season, every season a new generation that teaches Frieren something new about the human experience.

Finally, I did find the attempts at humour quite grating. It feels like it has to have been a mandate from some studio executive to include X jokes in Y style, because it’s always totally out of the blue and wildly mismatched with the tone of the show. “This is a thoughtful, introspective series about processing grief and learning to be grateful in the here and now, but also here’s a random gag about how some dude has a tiny dick.”

I’d consider watching the second season when it shows up, but I wouldn’t be in any hurry about it.