Infinite Undiscovery Part Three/Final Thoughts and Stats

June 21, 2010: I’ve found a way to make decent cash in this game. In the Dais Cave, one of those enemies disguised as treasure chests hangs out close to the entrance. You see, you can just ext and re-enter to respawn the chest. Kill it and you rake in 8,000-plus Fol.

IIRC, Fol is the currency used in other tri-ACE games as well.

On the flip side, it gives zip for experience points. Well, 20, specifically.

It was monotonous hell, but I enjoyed by spending spree. Equipment for all!

Continue reading Infinite Undiscovery Part Three/Final Thoughts and Stats

Infinite Undiscovery Part Two

March 18, 2010: Halgita was turned into a smoking ruin. I think it’s because people’s lunaglyphs turned on them.

Genma, one of Sigmund’s servants, rescued Faina and her younger brother, Leif. Faina is a girl that Capell met earlier on. They like each other! She has great style.

When the Liberation Force arrived, Genma said that the Dreadknight was already inside the palace with Empress Svala.

How do you defeat a man who can conjure chains out of nowhere? And can shrug off arrows at point-blank range? And has terrible voice acting?

Continue reading Infinite Undiscovery Part Two

You Spoony Bard: Infinite Undiscovery Part One: Mixed Blessings

Infinite Undiscovery

Developer: tri-ACE

Publisher: Square Enix

System: Xbox 360

Released (NA): September 2, 2008

Released (AU): September 4, 2008

Released (EU): September 5, 2008

Released (JP): September 11, 2008

There were three kinds of people in this world: people blessed with “Lunaglyphs” that let them use magic, and “unblesseds”, who could not. Some of those blessed with lunaglyphs were high-ranking members of society known as “Aristos”. They protected the average folk known as “meages”. Unblesseds were usually killed or abandoned at birth.

As a result of being born during a lunar eclipse, the game’s protagonist, Capell, was an unblessed and was abandoned as a baby. Despite this, he was taken in and raised in a troupe of bards. He knew how to play the flute.


One day, he was thrown into a prison without knowing why. He was rescued by a mysterious girl named Aya, a member of the Liberation Force. The Liberation Force fought against the Order of Chains. The Order of Chains managed to set up several chains between the Moon and the planet, causing natural disasters and monsters to emerge from the nearby area.

Capell could sever the chains, presumably due to his lack of a Lunaglyph. And so it went that Capell joined the Liberation Force, alongside their leader, Sigmund the Liberator…

…who looked just like him.

It is eventually revealed that Sigmund could no longer cut the chains because he had his Lunaglyph removed when his son was born because he was an unblessed. This also reversed Sigmund’ aging several years, so that he looked as young as the 17-year-old Capell, who was his son. He died protecting him.

March 13, 2010: In the wake of severing the moon-chain on the Zolan Coast, Capell had to talk to the grumpy Edward, who thought he was merely an imposter of their old leader, Sigmund. It didn’t go well.

Now, we leave for Kolton by boat.

There were some strange items littering Zola that weren’t there before we severed the chain.

Invisible enemies attacked Kolton, but Capell could reveal them with his Percipere song. Strangely, only he could even see the monster at first.

Then, the lunar rain began to fall, and Edward fell ill after acting more aggressive than usual. A little boy named Vic, who was being attacked by the invisible monster, led us to Halgita to find a healer for Edward, and Vic joined the party. I figured right off that he was special.

I’ve only played this game for 18 hours according to the in-game clock, but it’s strangely memorable in a happy way throughout.

We took a teleporter to the Cobasna Timberlands. It could only be activated by playing Percipere.

Halgita was Sigmund’s hometown. Another town already? We barely had any fights in the Timberlands. 😦

Vic learned that someone who can heal Edward lived deep in the Timberlands.

March 14, 2010: The Timberlands remind me of the forest from Dark Cloud 2.

Which I still haven’t beaten. 😦

I loved DC2 and other recent Level-5 games.

March 17, 2010: Unlocked High Enchanter! Yay!

I’m annoyed by the Timberlands. There are some stupid barriers cutting off parts of the jungle, and I can’t find any new paths. I have to go through the barriers.

When we first traipsed through the Timberlands, Vic said something about how trying to go past the barriers could get you into a world of hurt or trouble or something. Who cares! I’m desperate now.

Ah-HA! The barriers just take you to different parts of the jungle. But they don’t seem to lead anywhere.

Vic said that his brother died of the same affliction affecting Edward.

When Vic overreacted to Capell grabbing him to keep him from falling into the river, I grew suspicious that Vic may actually be… Victoria!

Little did they know… that a kunoichi was watching them. She and Capell met in Halgita’s palace, where they were still maintaining that Sigmund was still alive and that Capell was Sigmund. Apparently, Lord Tohma gave the kunoichi an order to protect “Sigmund the Liberatior”…

I only found my way through the Timberlands by making a map and tracing the paths of the barriers. What the hell is this, Phantasy Star? Foreshadowing!

We finally found a shack out in the wilds. A grumpy guy named Kiriya waited inside. But Savio, our elven aristo friend, knew him and he begrudgingly let us inside of his house.

The kunoichi watched them all the way.

Kiriya said that the thing afflicting Edward was glyph sickness. A side-effect of his lunaglyph blessing. Kiriya gave us a beautiful crystal called a Lunytol, and said that it should suppress the lunaglyph. Edward’s not gonna be happy about that.

It’s all because the lunar rain increased the power of his glyph. He can’t handle it because he’s “merely” a human, not an aristo.

If Edward’s lunaglyph is not restricted, he will either die, or, more likely, turn into a monster through a process called “vermification”. The Liberation Force resolved to bring the Lunyton to Edward before either conclusion could come to pass.

Then Savio asked Kiriya to join us on behalf of “our Queen Svala”, and he did!

By the time we returned to Kolton, people were fleeing in droves. A panicked Michelle said that Edward’s lunaglyph burst and he went on a rampage. When we found him, the vermification had already started, but Kiriya assured us that we could still use the Lunyton on him.

I’m not exactly sure how, but we earned a Situation Bonus for stopping Edward within three minutes. Er… go team?

This might hurt,” warned Capell as he plunged the Lunyton into Edward’s body.

Somehow, Capell saw images from Edward’s past. He grew up happy, but it all changed when his father or father figure died. Edward left his home and was menaced by an ogre…

Sigmund was the one who saved him. By then, Sigmund already had Balbagan and Eugene serving under him in the Liberation Force. Edward begged Sigmund to let him join.

Edward has not coped with Sigmund’s fate. Capell has to save him from his internal darkness, before his lunaglyph goes back to normal…

The wall between him and Capell shrunk.

After Capell saved Edward, he claimed that it was time for him to leave the Force because his glyph could be a liability. Capell was offended because he did not have a glyph and he was still willing to fight.

Or rather, he did not have a choice…

No one else knew. I’m not surprised. He never said otherwise.

Later, Aya asked (OK, demanded) that Capell be more honest to her. Then, Edward apologized and said “it would be an honor to fight alongside you”.

Hey, leader,” said Edward. “Tell us where to go.”

First, to Halgita”, replied Capell.

Now, we have to worry about the lunar rain turning characters into monsters unless they’re aristos or not in possession of a glyph.

Tales of Symphonia: Dawn of the New World Final Thoughts

Trying to play through Dawn of the New World was kind of a roller coaster. It has some great and fun moments, but also some repulsive moments, like the Temple of Lightning and some of the puzzles (though I don’t remember those anymore, unlike the ToL; apparently the puzzle near the very end of the game caused my last, year-long retirement from the game, leading me to criticize the game as “horrific” overall in some mostly unrelated ramblings). Overall, the game does have a faint feeling of boredom about it, and I think that’s mainly due to a few things: making a sequel to a game as legendary as Tales of Symphonia in the first place; having the game be a slight retread of the first; featuring the heroes from the first game, but without the ability to level them up or customize their equipment and titles; and, most of all, replacing traditional party members with a mediocre mons system.

This mons system is not very good. You can’t nickname monsters, and they’re fairly generic overall, removing the personalization that Pokemon has. You can’t crossbreed or fuse monsters like in Pokemon or Shin Megami Tensei, nor can you selectively breed them for new skills and attributes of your choosing. Continue reading Tales of Symphonia: Dawn of the New World Final Thoughts

Tales of Symphonia: Dawn of the New World Part Six

July 28th, 2013: The Day Before

Tenebrae said that he was glad to have known Lord Ratatosk as Emil. Aww.

Marta obtained the title Pact of the Heart


Marta and Emil admitted they loved each other and kissed. Emil said that she would always be in his heart even if she found someone else to love. But she said that he would always be the one for her.

When they blush, it’s so cute. Continue reading Tales of Symphonia: Dawn of the New World Part Six

Tales of Symphonia: Dawn of the New World Part Five

July 20th, 2012: The Witching Hour

I found a secret Katz village on the map. There isn’t anything mind-blowing there, but there is this Katz pun: “My wife ate a ball of wool and gave birth to a litter of mittens, meow! Get it?”

…ew. Continue reading Tales of Symphonia: Dawn of the New World Part Five

Tales of Symphonia: Dawn of the New World Part Four: Tales of the Nadir of Dungeon Design

July 5th, 2012: I love the animations of the Katz Guild member.

The parts where you have to navigate dark stairways with lightning trying to zap you is annoying.

Why does Regal still wear clothes that look like his prison gear?

I missed the part where Regal put his old prison clothes back on in an attempt to snap “Lloyd” out of his madness when we briefly saw him in Flanoir. But it wouldn’t have worked anyway because that was not the real Lloyd.

Continue reading Tales of Symphonia: Dawn of the New World Part Four: Tales of the Nadir of Dungeon Design

Tales of Symponia: Dawn of the New World Part Three: Off the Richter Scale

March 27th, 2012: To Bait a Light-Fish


Boss: Nazdrovie | Element: Light

Kind of an annoying fight. Nazdrovie can use Seafood Gels to restore over 4,000 HP. Try using juggles to keep it from using the Gels.

Rewards: 3,500 XP, 10K Gald

My lv. one monster gained 10 levels from this battle!

Why did I have a lv. one monster in my party for a boss fight?

Nazdrovie was the one that truly started the fire in Izoold. It tried to frame my man, Regal! :[ Continue reading Tales of Symponia: Dawn of the New World Part Three: Off the Richter Scale

Tales of Symphonia: Dawn of the New World Part Two: Regal Didn’t Start the Fire

January 22nd, 2010: I’ve determined that monsters need to be level 14 to evolve.

Why do Ogres look just like Blanka from Street Fighter?

Chimeras are so cute in this game. They’re more like chimera… puppies?

I don’t know why you can’t name your monsters. The names that the game picks for them mean less than nothing to me.

Naming things in games can also help you remember what they are, like a mnemonic device.

Not being able to name your monsters is just one of the problems with the “mons” aspect of this game. The others are waiting in the Final Thoughts. Continue reading Tales of Symphonia: Dawn of the New World Part Two: Regal Didn’t Start the Fire

Tales of Symphonia: Dawn of the New World Part One: Introduction

Tales of Symphonia: Dawn of the New World

Developer: Namco Tales Studio

Publisher: Namco Bandai

System: Nintendo Wii

Released: November 11th, 2008

What Came Before

Once, there was a world called Sylvarant. Its mana was in decline, threatening all life and magic in the world. It was time to begin the Journey of World Regeneration. To that end, the goddess Martel selected a Chosen one: Colette Brunel, a sweet and compassionate young lady.

The cast of ToS. Left to right: Genis, Lloyd, Colette, Presea, Raine, Zelos, Regal, and Sheena

Her friends Lloyd Irving (a slightly ditzy but well-meaning swordsman raised by a dwarf) and Genis Sage (a child prodigy and half-elf) as well as their teacher, Raine Sage (Genis’ older sister) joined Colette on her quest.

The quest required the Chosen to release the seals on the Summon Spirits. With each seal broken, the Chosen became less and less human and more like an angel. The final seal required the Chosen to give up their heart, the memories of their human life, and their life itself.

The party eventually learned that Sylvarant had a parasitic relationship with the mana of another world: Tethe’alla. If Sylvarant’s mana was in decline, then Tethe’alla flourished, and vice-versa. The party sought a way to sever the connection between both worlds by forming pacts with the Summon Spirits of each.

In the end, the party survived a lot of tragedy to stop Mithos Yggdrasil, a half-elf and the embittered brother of Martel, from destroying both worlds to create a new one just for himself and Martel to live in. He said that he had no regrets and would do it all over again before he was killed by Lloyd.

The heroes fused both worlds into one. Lloyd and Colette revived the Great Seed of the World Tree with the Eternal Sword (gained by forming a pact with the Summon Spirit named Origin), which provided endless mana to the fused world.

Continue reading Tales of Symphonia: Dawn of the New World Part One: Introduction