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Joined 2 years ago
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Cake day: June 13th, 2023

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  • This week, Pokemon ZA released, which meant I had ample time to finish Baten Kaitos Origins! My partner is a big fan of Pokemon and basically locked themselves into a room the minute the game released. Which meant no Monster Hunter this week to distract me, or pretty much anything else.

    Overall, I remain with the opinion, that the battle system just doesn’t work for normal encounters. Once I started to use the convenience settings added in the remaster, I never got back to fighting trash mobs myself. Each fight can be approached in the same way, and I basically never changed my deck. I still fought bosses properly, as those are still fun, although these also can be fought with the same strategy throughout the entire game. Well, there’s one exception. I didn’t actually defeat the final boss. I almost defeated him properly, but the game decided to crash three times in a row towards the end of the fight - a 20+ minutes fight, I might add. At that point, I just wanted to be done with the game and toggled the option back on.

    In short, while trying to remove the kinks from the first game, they threw out everything that made that battle system interesting. It’s sad to say, but now I get why the series ended there.

    On the bright side, I found the story to be interesting - hence why I finished the game. It doesn’t quite align with the first game, despite being a prequel, but the twists and turns had me entertained and changed the context for pretty much everything happening in the first game. That being said, I don’t think the game works as well without having played the other one first.


    I haven’t decided on the next game, but I’ll start with the demo for Towa and the Guardians of the Sacred Tree.








  • There’s so much role playing potential in the ability to create a giant mob of clowns at will by repeatedly opening and closing the bag. You almost don’t need anything else!

    Spawn them as a distraction!

    Use them to hide!

    Plug any entry or hallway at will!

    Build yourself a mountain of clowns to scale any wall!

    Never starve again with their endless supply of pies! (Eaten fresh off your face.)

    Use their weight to bring down any air-/ship!

    Air drop them on your enemies! (Assuming they have a weight and are bound by gravity, they do damage - all you need is a bit of levitation, a tower, airship or a ceiling to hang from.)

    Just crush your entire party by spawning hundreds of them in a closed room!

    The possibilities are truly endless.


  • Still on Baten Kaitos Origins, although I didn’t progress much as it was a busy week.

    Since the game is a prequel, it’s fun to see missing backstories from the original game play out here. I know what needs to happen, but I still don’t know how its gonna play out. There’s even been a massive twist that recontextualizes pretty much the whole story setup for both games.


    Of course more Monster Hunter Generations Ultimate, I’m still on the big grid for deviant armor. For the full set, you need to defeat all 16 difficulty levels about 3 times, meaning 48 fights against the same monster.


  • Generally speaking, Monster Hunter games get easier as times goes on. Therefore, Rise is the easiest one on Switch.

    I haven’t played World, but compared to it Rise added a lot of extra mobility options. Of course you get the Wirebugs to zip around the map and out of pretty much every monster attack. But there’s also a new class of pets you can ride on while healing or sharpening your weapon. It’s also really easy to stack skills on your equipment to help you survive.

    None of that is in Generations Ultimate and the games before that are even less accessible.

    Wilds is seemingly pretty easy too, but I’d wait for a full version to release.


  • More Baten Kaitos Origins. I’m at the halfway point, I think.

    Overall, I think the game is lacking something. There is just no excitement when opening chests or getting card drops - my normal deck mostly contains only generic cards, and I haven’t changed it much since I’ve started the game. Just replacing the one weapon card per character with stronger ones (weapons get equipped for X number of attacks, generic cards are your basic attacks). With fights being somewhat slow, encounters being common in some dungeons and your party getting fully healed anyway after each fight, I found myself using the remaster options to skip battles - I usually never touch these convince functions in re-releases.

    In boss fights, however, the entire thing suddenly works. There’s strategy involved, the deck building is interesting, and I play many character specific cards for longer combos (generic cards are only for chain link 1 to 3, starting with 4 you need to play character specific cards) and healing. I could use the same deck for random encounters, but all that would do is making these fights longer.

    I’ve written some longer comments about dungeons being all about resource management before on lemmy and I think that’s the main problem here. With the full heal after each fight, you can just burst down all enemies with no regard to defence or health - which works for everything short of bosses. I’ve even defeated some bosses that way - since I usually fight them once, die and then hit the re-fight button to equip my boss deck.


    I also couldn’t stay away from Monster Hunter and started a fresh run of Generations Ultimate with my partner. Unlike with Rise, there’s no challenge involved this time, I’m just focusing on the Charge Blade, which I’ve never used, and compared to Rise just playing MHGU is a challenge. We plan on grinding some deviant armour and just got our asses handed to us by a Dreadking Rathalos. Good times.



  • This month seems almost good. I’d like to play Galaxy some day, but I don’t think that price point is gonna work for me.

    I’d also be interested in Pokemon, but I bounced hard off Gen 7 and never tried one since as pretty much every Switch title seemed disappointing. This one is interesting, I think, but at the same time looked quite clunky and I don’t have a Switch 2 yet to play it - I presume it won’t play well on the Switch.



  • Got into Baten Kaitos Origins this week. With no work or other obligations this week, I clocked in about 10 hours - which is about a fourth of the way through the game.

    Overall, I’m unsure about the game. They revamped the whole system from the first game and heavily streamlined it. Too much, I’d say. Let’s start with some generally good things:

    • Battles are much faster
    • Stats actually matter (In the first game, a max level character doing the same thing as a level 1 character does about twice its damage, this time around, your basic attack deals your atk stat.)
    • Quest items are used more often and in better ways (You can trap things around you in cards and use them when needed, same as the first game.)
    • The story is interesting thus far - it actually takes place before the first game

    As for the battle system, this changed:

    • There’s no more crafting system
    • Everyone uses the same deck - basic attack are usable by all, stronger attacks and items are only usable by one of the three characters
    • There are no poker-like combos anymore, instead all cards only have a single number, and you can play any number of them as long as they are in ascending order
    • There are special combos if you play certain cards together, but that mostly amounts to not skipping numbers
    • There’s no defensive turn anymore, you can equip armour to guard for a certain amount of attacks and that’s it
    • I don’t think cards age anymore, I’ve only seen quest items age
    • You can discard a certain amount of cards before using your turn
    • There’s no shuffle mechanic anymore, all cards go straight back into your deck after usage

    In combination, the battles kinda play themselves. It’s optimal to play a small deck with mostly basic attacks and basically only a weapon and 1-2 strong attacks for each character. Then you endlessly chain combos together. Just like in the original, guarding is a waste of deck space since you can only equip a weapon or an armour. For bosses only, you might add healing items.


    After finishing our Monster Hunter Rise challenge run, my partner wanted to play Hello Kitty Island Adventure. There isn’t too much to say about it - it’s cute, simple fun. Doing some light puzzles, mostly collecting items, and befriending villagers. Clearly inspired by Animal Crossing, but outside of quests, the villagers don’t actually interact with you or each others. Works great for goofing around and taking lots of silly photos together - just don’t expect much depth.