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Bit of an Update



Usual readers may have noticed that this blog has been somewhat neglected recently, but my life is gone thorugh an hectic period recently and my gaming activity has been low since late April: additionally I have found few interesting topics worth making you waste your time.

Real life interfered, in some case for good, in other for bad. As for the latter, my wife’s beloved father died in early May, a very sad loss and a relief at the same time as he’d been fighting for 3 years against a very aggressive cancer; personally it’s been hard for the loss itself, but also because it brought me memories of my own father’s passing away now 15 years ago (June 1999) after a similar and cruel fight against the same son of a bitch (sorry for the words). Now all our attention and love is being focused in my mother in law, still recovering from the loss of his partner for over 60 years

The good news (but of little consolation in these circumstances) was that after a year unemployed I was offered as finance director in a newly created energy company. Just when I thought there was little future of a 50 years-old professional, I happen to meet coincidentally with an old boss of mine, who was searching from someone for this vacant post and offered me the position… a rare alignment of planets?

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Bloggers Summit in Madrid


...oh! well, not a crowded one (just two of us) ...but consider the high quality of the meeting attendants!  :-)

Yes, our famous Canadian blogger Curt from Analogue Hobbies stopped by Madrid in his spring European tour visiting the UK, the Netherlands and France and we both have the opportunity to share some locally made beer and tapas (no Rioja this time!).

Curt is an active and very respected blogger and a fellow member of the Lardite brotherhood, also very well known for organising a global annual painting contest (recently concluded in its fourth edition). If you (unlikely) has not visited his blog yet, don't waste your time: a must for any wargaming aficionado and you'll find the quality of both content and photos a source of endless inspiration to your games and painting work.

Although this was the first time we met face to face, it was like if we have known each other from long ago. Actually this has been an unexpected bonus of my blogging activity: the strong bonds emerging from our shared interests the hobby... and the impressive ability of the social media to establish links among people separated by continents and oceans!

It was a similar experience when I visited Salute in 2012 and met the Lard crowd at the Fox’s or when Steve from Norseygamer (another Lardista!)  stopped at Madrid briefly when touring the Iberian Peninsula’s Napoleonic battlefields.  

So if any you blog readers happened to come to Madrid, do not hesitate a minute to contact me and I’ll make my best to share some drinks and tapas in my city and/or organise a game in our local club.
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Final Fantasy XIII-2

Similar to Ni no Kuni, I completed FFXIII-2 months ago, but thought I’d see every nook and cranny and get the platinum trophy before I wrote my impressions. The developers of FFXIII-2 seem to have taken on board the criticisms of the first game – that it felt far too linear, like running down endless corridors – and gone too far in the opposite direction. In this game, the player can hop between multiple timelines, altering future events and choosing non-linear paths through the story. The effect, unfortunately, is disorientation and a rather bland world – with another terrible final dungeon.

On the plus side, moving Serah to the spotlight was a great idea, Noel may be stupidly-named but is a great character to look at and in writing terms is an intriguing concept, and seeing Hope grown up is pretty cute. Like its predecessor, the game is incredibly nice to look at, and I actually found the combat system fairly fun.
You also get to chuck moogles about, which is a stroke of genius.

I must say, while the game held sway over me for a while, I never felt it was moving me emotionally, and I grew tired of the various stages that involved rotating little rooms about. Fighting the enemies never ended up with me feeling powerful, as the best RPGs do, and I didn’t honestly care very much about Noel’s ambitions.
As for the ending, well, it only served to make this game seem like a stopgap – and I haven’t rushed out to buy Lightning Returns, I have to admit. It’s on my to-play list...but fairly low down.


Square’s games look great – that’s more or less a given. But they really have to learn to have characters that an audience can identify with again – that can get you in the heart. Sadly, these aren’t them. But this is another I intend to replay some time in the far future. 
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二ノ国 白き聖灰の女王 / Second Country: Queen of White Sacred Ash / Ni no Kuni: Wrath of the White Witch

I finished Ni no Kuni some time ago now. I had decided to hold off until I got the Platinum trophy before writing a review – but then my Playstation had a hissy-fit and I’ve lost most of my save games, and don’t feel like starting again from the beginning any time soon...so I may as well do my review! I was most of the way through the grind trophies, too...bah!

Of course, I was on-board for this game from the start. A console game from Level 5 – of Professor Layton and Inazuma 11 fame – but with design from Ghibli and a very conscious effort to make the game as much like playing a Ghibli film as possible, including music from Joe Hisaishi? Of course I was in.  
The game follows adorable little 13-year-old Oliver from ‘Hotroit’ – a pleasant bit of nostalgic Americana – as he is whisked into another world of fantasy, magic, and Pokémon-esque creature-taming. Through some link with his sadly deceased mother, he becomes intertwined with an evil plot to remake the world and rob the people of their hearts. However, with the help of Sage’s daughter Maru, thief with a hidden past Jairo and the latter’s little brother, noble and handsome Lars, plus the strange little fairy Shizuku, Oliver might just have the magical power to defeat the sinister Jairo and even the White Witch herself.

This pleasantly classic tale takes its characters to strange desert industrial cities and frozen polar landscapes, from resorts that mandate everyone wear beachwear to temples that transform all visitors to frogs – to the belly of the giant mother of all fairies. The game does bittersweet extremely well, with not only Oliver’s memories of his mother and the fact that the whole quest on some level is about seeking closure over her death, but the backgrounds of Pea, Jairo and even the witch herself tugging at the heartstrings. Aesthetically, it is also a triumph, looking utterly gorgeous throughout and ably capturing the look of a Ghibli film, with the collectable creatures in particular nodding back to several of the studio’s bestiary.

As a game...it is just about enough fun to justify its prestige. In many ways, the combat is was Pokémon ought to be – you can control each of the characters in your party, and get them to send out one of three creatures to battle for them, which might emphasise strength, speed, defence or healing. They can be levelled up – usually though feeding them endless chocolate bars or cakes – and a bit more challenge is introduced through the need to quickly respond to calls to defend. Perhaps predictably, the game is a touch too easy, and rather too snowball-y – the few times something became a challenge, one of your allies might die and it becomes absurdly harder to win a battle that might be quite easy to manage as three. I found that using a little creature with high speed and an attack buff made life very, very easy.

Getting the trophies was a grind. Catching some of the creatures was far, far too long-winded, as when killed they may or may not be put into a state where they can be caught. This is the sort of thing that puts me off restarting.


On the other hand, the lovely characters, adorable world and refreshingly old-fashioned values mean that if there’s a remake, I’ll certainly put the effort in, and certainly at some point in a few years, I’ll want to do the whole things again.  
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Birthday Present Finally Arrived


A photo of the book I gave to myself for my (recently passed) birthday, that arrived yesterday sent by Amazon. Lee Hadley of Big Lee's Miniature Adventires blog fame brought my attention into it in a recent post commenting several WW II books. 

This a large-size and 600 page-thick tome featuring the trip of the author, Jean Paul Pollard to the North African battlefields in 2011 (from Tunisa to Egypt). Armed with a camera, he spent several months taking photos of the same locations of the contemporary war-era photos. Really interesting and a real must for anyone interested in this was theater.

Excellent and highly recommendable, just enjoying it tonight sitting in my favourite reading sofa and drinking a truly cold beer (summer already arrived to madrid today!)   
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Assault on Tobruk!! - Introduction to our Afrika CoC Campaign



STOP PRESS: The Afrika CoC campaign is finally in motion!

The final arrangements were agreed during the week and finally last Sunday the opening game took place. The post today wants to be an introduction to the campaign framework and will be followed by more detailed battle reports of the different games as we did with our Stalingrad campaign.

The campaign will be conductedusing the excellent supplement published by TooFatLardies called At the Sharp End that was already reviewedhere on February. As a remainder, the campaign system works around a “ladder” of different scenarios starting in the “no-man’s land” and moving up and down in steps (outposts, main line of defence...) depending who wins each game, until reaching a central objective.  


Our campaign setup is Tobruk and the year is 1941. The Empire troops are garrisoning the city and Rommel’s German panzer elements will have to breach the fortress defences and ultimately conquest the city.

Due to the large number of players involved (eight) we have decided to play in two different areas of the battlefield, with 2 Axis and 2 Empire players in each area respectively. In principle, each side in each area will command 1 infantry platoon (with the supports available in the CoC Armies lists for each type of scenario) and 1 armoured elements troop.



Each side will also have a reserve of men and tanks (1 platoon and 1 tank troop) that will be distributed between the players depending on their individual performance over the games. Wounded and replacements are handled as per the campaign book.

Two final house rules to govern the campaign:

·         In the first two games it is supposed that both sides are undertaking mainly recon efforts, so no heavy armour will be allowed to be chosen as support   

·         The difference in terms of “ladder steps” between two areas in the same side will not be larger than 2 steps; if higher, the troops in the most advanced position will have to yield at least one step to avoid being flanked and surrounded

The first game of the campign was played last Sunday resulting in one Empire victory and one Axis victory. A battle report will follow soon, so stay tunned.
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Bravely Default

On the face of it, Bravely Default looks like it will be just my sort of thing. A Squeenix J-RPG with classic turn-based combat, a fantasy epic storyline and cute adolescent characters. It was highly lauded when it came out, with many saying how it felt like a nostalgic return to the kind of game they used to play a decade ago. Perhaps this was my problem - for me, this wasn't a return to something half-forgotten. I only recently finished Tales of the Abyss and not so long before that I was was playing Final Fantasy XII: Revenant Wings, which while based on the Tactics side of the franchise felt far more classic and refreshingly old-fashioned than this. I play J-RPGs all the time, including old-fashioned ones, and beside the best of them, Bravely Default really isn't one of the better iterations. 

As has been widely reported, Bravely Default is in essence part of the Final Fantasy Crystal Chronicles, having begun there conceptually before diverging, but retaining much of the crystal lore as well as the familiar job classes. Rather than Ivalice, Bravely Default takes place in the world of 'Luxendarc'. If that name makes you cringe, be prepared for a whole lot of similar awful names for characters and places. Good guys are called 'Goodman', characters who live to accompany others get names like Vincent S. Court, and of course there's Airy the Fairy. One character's name is a painful anagram of 'Magic Knight', and some names had to be changed from the Japanese because a guy who looks like a rat called 'Ratz' was apparently too far...and, well, it sounds to me like they've totally changed the name of conniving desert country monarch Khamer VIII because his original name was a bit too uncomfortably close to 'Mohammad'. 

The only thing I unreservedly liked about Bravely Default was its music, which was consistently brilliant and often had me nodding along during dungeon runs. Revo is amazing and this is up there with his Attack on Titan intros, and if Linked Horizon toured Europe with their concert I’d definitely go, especially if Marty Friedman from Megadeth was there to reprise his little bit as he did in the Japanlive. I only looked the soundtrack up after I saw his name on the credits – and I totally adore the live version, orchestra, choirs and pop singers included! Other than that - well, I have to say that it was a bust. 

The story is not good. The makers learned nothing from the second season of Suzumiya Haruhi I suppose: doing the same thing over and over and over is not even remotely fun. From Pan's Labyrinth to Bioshock, I have loved stories that play with free will and make you stop to question why the impressionable good guys go along with what they're told to do, but this one does it incredibly awkwardly and the ways it contrives to have the heroes not find out what their enemies are really trying to do really stretch credibility (especially over repeated meetings with the same people), and it becomes ridiculous when the game has made it incredibly obvious who the antagonist actually is - long before it starts spelling it out on the goddamn title screen - yet tries to have us believe our characters carry on their path. I’m only grateful that in only concerning a limited, if large, number of worlds, it avoids infinite world paradoxes – though presumably only one Lester of the many on the myriad different worlds had to show up, so there are plenty of others still left. 

The main characters don't appeal to me the way the best RPG characters do. I quite liked Agnes, with her 'Unacceptable!' catchphrase and utter lack of worldly guile, but she was extremely bland. Edea's character was totally ruined by the way they had to keep forcing her into battles before she actually stopped to talk to her former allies. Ringabell was kind of meant to be an annoying bastard, but unlike, say, Luke in Tales of the Abyss, I didn't grow to like him more once the angst got heaped on. He carried on being irritating all the time, and the way the game made it far too obvious who his alter-ego is (they even have him conspicuously leave the scene at just the right time, even though that's not necessary plot-wise, only a massive signpost to the 'twist') even without the hilarious original name 'Anazelle', which for most of the game I heard as 'Annabelle'. 

Then there was Tiz. Ah, Tiz, exactly the kind of character I usually totally fall for. Young, naive, good-hearted Tiz, made to suffer such terrible losses, awkward around his more knowing peers and diffident in matters of the heart, he ought to be adorable. But I really, really cannot get over his scumbag behaviour over his brother. He loses his brother in the intro, which ought to be incredibly harrowing. He then doesn't even mention it for a good few hours of gameplay. Okay, he's in denial. When he begins to finally open up about it, he fixes upon a surrogate of sorts, a little boy called Egil forced to work in the mines. He develops a bond with Egil because of how much he's reminded of his brother Til. He cares for Egil on their adventure, finds him a new family, goes to check on him often and it helps him deal with the loss of his brother.

Then when he goes to what seems like an alternate world, he doesn't even think about or mention Egil once. There is no forced child labour in this world's mines, and Tiz doesn't think 'Hmm, so where has poor Egil who had nobody until we arrived ended up?' He doesn't mention him once - and nor does the game, right up until the secret credits, in which we discover that what we thought was Tiz was just screwing with the kid anyway and has done things that will really mess with him. But mostly he’s just not even brought up. It's bizarre. And then when another world that offers everything the main characters want comes along and Til is alive, Tiz doesn't actually seem particularly bothered and never raises the possibility of fulfilling the quest as he sees it and then going back to Til, or taking this Til along, or any of the other myriad possibilities to stay with his brother. This bond that's supposed to form the core of the character is just completely unconvincing and underdeveloped, and it destroys the character for me entirely – which isn’t even mentioning the unforeseen twist at the very end which was clearly only thought of once Bravely Second was in development and means effectively we know nothing about the real Tiz at all.

Then there is the lauded combat. I can say without hesitation that it is the worst combat system of any RPG I have ever played, though possibly less annoying than the underwater speeds of the first Wild ARMs thanks to the fast-forward mode. The set-up is a conventional four-person turn-based RPG set-up...and then the add-ons to make it unique totally break it. It's not a bad idea - you can 'Default' to defend but also save up turns, up to a maximum of four at once that can be unleashed if you defended enough, or you can 'brave', spending those turns early but then being unable to move until you have repaid your debt. Good concept, right? 

Except that the vast majority of the game - on hard mode, mind - all I did against the very limited varieties of baddies was have everyone brave and then attack. Sixteen attacks in the first turn killed virtually everything I faced, especially once you start getting powerful abilities like the monk's natural talent or the ranger's precision/hawkeye combo. The times you can get problems with this are with enemies that auto-counter physical attacks, but there are various measures to get past that - rampart or utsusemi skills - before you even start thinking about using MP. 

Of course, to counter this bosses get absurdly tough, and the way the designers tackle that is to make some skills completely, utterly broken. The vast majority of enemies can be destroyed without a single chance to hit you back, including most of the optional 'Nemesis' baddies (most of them awesome in design terms, by the way), just by having four fast characters constantly doing the high jump skill with Hasten World ensuring they can do it without interruption. This even works on the hidden boss, apparently, though it being single-target meant it would take forever so I went for the similarly broken combo of a spiritmaster nullifying all damage while a dark knight deals out ridiculous damage and also heals with every dark nebula - a performer meanwhile topping up everyone's brave points. There was no strategy to this game, no reward to beating its toughest bosses - only broken combinations and hoping the semi-random approach to agility stats didn't screw you over or a lapse in concentration make you input the wrong thing and die. The Valkyrie trick also works on the final boss, which at least means you don’t have to look at the game at all, and see the bizarre image of your chin projected onto the sky of the multiverse. Please, Squeenix, let’s leave the front-facing camera out of our serious games.  

On the plus side, the voice acting is pretty solid. I was dumb and didn't see the Japanese-language option (because it's not in the sound menu, which I feel is silly), so was a good couple of hours in before making the switch, and felt the English performers were strong. The enemies were a bit hammy, but that was also true of the Japanese version, and if anything, I prefer the English Ringabel, who doesn't sound like he's way too old for his model and differentiates between his two roles better - even if that means putting on a really, really smug voice for his primary reading. Though I prefer the more ingenuous performances of the three others in the original, the English actors do good jobs, and the Airy in both versions is the right balance of cute and annoying, and fun to hear begging desperately for aid. 


I gave a pretty hefty amount of time to this game, seeing both endings, beating all optional bosses including the full council battle and the amusing surprise boss at the end of Dimension's Hasp, even when consecutive worlds had them doing exactly the same thing. There are parts I will certainly remember fondly, mostly little things like Edea's gluttony and how in one world, Victoriachairs a silly but adorable girl-power group. But I will certainly never replay the game, and much as I liked the ‘secret movie’ and its excellent use of the internal gyro, I will approach the sequel with caution. 
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