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.

Capell

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.

The DISSIDIA Saga Final Thoughts and Stats: Too Much of a Good Thing?

DISSIDIA is a good looking game. The PSP’s fantastic screen helps.

In terms of audio, it’s a treat as well. The game features remixes of many of the most famous themes from Final Fantasy games. I kind of partially used the game as an FF jukebox. There is also some good original music, such as “Cosmos”.

However, some of the voice acting was a bit off. JD Cullum, the voice actor for Kuja, addressed this in YouTube comments. The voice direction for the original game was spotty. The voice acting for 012 is generally regarded as superior, but the cutscenes for the original story mode were not redubbed, creating a discrepancy in the overall quality of the voice acting. Continue reading The DISSIDIA Saga Final Thoughts and Stats: Too Much of a Good Thing?

The DISSIDIA Saga Part Eight

April 16th, 2015: Morou has this to say: “If you’re going to play that way… What kind of horror story would you like to hear, kupo? Give me an example, kupo! Yeah! How about you tell me one, kupo? I want you to try to scare me, kupo!”

I’ll show you scary.

I’m actually a ghost.

>>I like to eat moogles.

You don’t really exist.

I thought that answer would get the funniest reaction. Mwahahaha!

The third one seemed the scariest…

Continue reading The DISSIDIA Saga Part Eight

The DISSIDIA Saga Part Seven

 

April 10th, 2015: The Astromog said that my ideal partner is… Galuf?! “His unique meanderings will keep you distracted before you realize you just saved the world!”

This one moogle is weird! It says, “EXECUTING MISSION RECEIVE kp GIVE MERCHANDISE”. It only flies in straight lines.

Zidane: “What? Do I need a reason to help someone?” Continue reading The DISSIDIA Saga Part Seven

The DISSIDIA Saga Part Six

January 13th, 2015: In this game, Tidus sounds younger than he did in Final Fantasy X.

Tidus’ voice actor, James Arnold Taylor, has come a long way since FFX.

March 19th, 2015: Tidus keeps interrupting Firion when he talks and it’s funny. He actually asks Tidus if he enjoys interrupting him.

It’s great to see such contrasting, but still friendly, personalities.

Continue reading The DISSIDIA Saga Part Six

The DISSIDIA Saga Part Five

June 17th, 2011: I’m pleased as punch that there are two new characters to unlock here.

Bartz doesn’t just imitate other characters’ moves, he imitates the way that they call them out.

Prishe is so cute! She has great fashion sense.

Prishe in her default and alternate costumes

Her EX Burst is very complicated. Auto EX Burst, here I come!

Auto EX Burst was an ability that let the computer input EX Burst commands for you.

Continue reading The DISSIDIA Saga Part Five

The DISSIDIA Saga Part Four

April 12th, 2011: Mognarok? WTH? I suggested Ragnarok to the little bugger, and he comes back with Mognarok, which turns a foe into a moogle. I wish!

Yuna can equip guns? Oh wait – yeah.

Characters could equip all sorts of weapons – to boos their stats. The weapons that they actually use in battle are fixed. So you could not, say, equip Lightning with Cloud’s Buster Sword. Continue reading The DISSIDIA Saga Part Four

The DISSIDIA Saga Part Three

DISSIDIA 012 Final Fantasy

System: Sony PlayStation Portable

Developer/Publisher: Square Enix

Released: March 22nd, 2011

The What: An enhanced version of DISSIDIA with new features (such as overworld maps in story mode), characters, and a new prologue scenario that tells the story of the 12th cycle in the war between Cosmos and Chaos. Also, some of the Warriors were on different sides of the conflict in the 12th cycle.

The Who – The Warriors of Cosmos, 12th Cycle

Kain Highwind (Tactical Striker), Tifa Lockhart (Feint Brawler), Laguna Loire (Tactical Gunner), Yuna (Grand Summoner), Vaan (Adroit Attacker), and Claire “Lightning” Farron (Paradigm Commando).

The story of the 12th cycle is that Chaos is winning the war. The manikins modeled after the Warriors of Cosmos and Chaos helped tip the balance in Chaos’ favor. Despite the threat of the manikins, the Warriors of Cosmos still have to seek their crystals.

Continue reading The DISSIDIA Saga Part Three