Monthly Archives: September 2024

SRPG Game 100 – Wachenröder (SAT)

Wachenröder (バッケンローダー), released 8/6/1998, developed by TNS, published by Sega

Game 100! This is the second to last Saturn game I will be playing. It takes place in a steampunk like world, an island that has been cut off from the rest of the world by some kind of mist that keeps people in.

The game begins with a very dark backstory for the main character (Lucian); he’s born in a slum in one of the six districts of the island, where there is a heavy water treatment plant that fills the area with pollution and magnesium. His little sister is one of many who suffer from a wasting disease that prevents them from being able to go out into the light. Eventually he decides to enter some kind of tournament to earn money for her medicine, but while he’s out registering for it, she dies. He vows vengeance on Sword Master Duran, the leader of the area. The game then switches to 4 years later, when he is wandering around aimlessly.

Lucian soon meets Carol, a woman who is also looking for Duran — but Duran is soon overthrown and forced to flee for treason, which brings a bounty hunter into the party as well who is looking to get the money for Duran. The plot proceeds from here, involving the mysterious “forest dwellers” who seem to have unusual technology, the six “sword masters” who rule the areas, and the secret of a disaster that sunk a nearby island.

The story is fairly good, and has voiced dialogue for a good part of it. It’s a bit short and the ending is cursory but overall it’s entertaining. There are a lot of names in the game that are taken from real stuff, like Titus Groan (the hero of the Gormenghast books), Fatboy Slim, and Franky Zappa.

The story is partly narrated by Verbet, a blind woman who also appears as a character in the game, and partly just regular story sequences.

The game is the usual player/enemy turn. Each character begins with 99 action points, that can be used to move, attack, and use special moves. Any AP left over can be converted to “cool down”, which is important for the overall attack system.

It doesn’t look like I got a screenshot of it, but all the weapons are these chainsaw-style motor weapons. You can choose a power between 1-5 for each attack, or use a special attack, or a super-special attack. These all add heat to your weapon, which you have to cool down — weapons will cool down automatically between turns based on the temperature and weather, but you can also redirect leftover AP to cooling down. If your weapon gets too hot, you will overheat and will not be able to act for a few turns.

A lot of stages also have switches that you need to manipulate to raise and lower barriers, open gates, and such.

Some characters have guns or bows that can make ranged attacks, but most are just “sword” attacks.

The system is interesting and fun to play with, but the game is extremely easy — one of the easiest SRPGs I’ve played. You usually only have to take on a few enemies at a time, and you can defeat them with powerful attacks and then cool down before fighting the next ones. There are only a couple of stages that require any thought beyond just basic move-attack, including the final stage which is slightly tricky (but still not that hard.)

You never upgrade your weapons in any way but you can equip three items to each character. The item equip is a bit confusing because you have multiple slots (head/arm/foot/etc) but it’s not always clear why certain items can only go in certain slots. There are shops before some of the stages.

Overall I would say this game is OK. The world is interesting and the atmosphere of the game is appropriately grim and grey, while still offering some interesting things outside of the typical “ruined city” cyberpunk situation. The story is serviceable and has some nice parts, but it’s too short and the ending is rushed (I wonder if they had to accelerate the development because the Saturn was in its waning period). The system has some good ideas but the game is so easy that it feels like you don’t often have to get particularly in-depth — in particular, the potentially interesting question of having to trade off attack power vs. heat often makes no difference because you can use powerful attacks and then just have other characters fight while you cool down. About halfway through the game you start getting the Sword Masters in your party, and they are far more powerful than your other characters.

In a way this is similar to some other late-system games I’ve played (like Energy Breaker) that seem to have been a bit rushed because they wanted to get the game out before the system was no longer viable…although I don’t know if that was the case here.

SRPG 99 – Go-jin Senki (PS1)

Go-jin Senki (鋼仁戦記), released 8/6/1998, developed by Santa Entertainment, published by Tonkin House

After suffering through Light Fantasy I and II, I was not happy to see Tonkin House’s name pop up with this game. While this game is nowhere near as bad as those, it’s still not a particularly good game and I didn’t finish it in the end. However, there is a translation patch so you are free to try it for yourself.

The setting is Kunagami, a world that is basically medieval Japan but with mechs called Goujin that are controlled by human spirits. The story begins with the king of Himuka, Raioura, attacking the Kuchina tribe’s village and slaughtering most of the inhabitants. One of them, Isamaru, is taken to a prison but is freed by Lakan, one of Raioura’s underlings who has defected to stop Raioura from his plan to take over the world. The story ends up involving not only Raioura, but evil demons and another member of the Kuchina tribe.

The story is told through a combination of VN-style narration and normal speech text boxes. The story is the best part of the game — while it’s not a masterpiece of RPG narrative, it’s interesting enough that I had some interest in how the plot would turn out in the end.

The game flow is a series of fixed battles with no alternate paths. You can retreat from most battles (keeping your XP and money), and you can do practice battles on any battlefield you’ve cleared so far, if you need to grind. The party limit is six, and you get a lot more characters than that. At first I was trying to use all of them but eventually I just focused on a small party.

The graphics in the battle are weird — they are polygon 3D figures on a normal 2D map. It doesn’t look that good and it slows everything down a lot.

Each character has a certain number of AP. Abilities take AP — in theory the attacks that take more AP are more powerful, but the system seemed poorly implemented because you can have a 16 AP attack that only does 10% more damage than a 4 AP attack (sometimes there are extra effects also, but the effects aren’t always good, like knocking a character back).

Characters recover AP between turns, but not very much — 1 at the start, but as you level you can recover a bit more.

A huge problem with the system is an inability to take back your movement after you do it. In general, the UI is plagued with issues — for instance, you often can’t check what abilities do, and you can’t see characters’ statuses in the screen where you are choosing who to send to battle.

Characters come in three types. “Generals” have two equip slots, one for a weapon and one for a magatama that gives a magic attack (or heal). Then there are fighters and spellcasters, that just have one slot. In general I found that the fighters were nearly worthless; I used all my generals and then spellcasters (one attack, one heal), and then filled the sixth slot with a fighter.

That leaves the Go-jin. You start with one, and get two more as you progress. A lot of effort was put into this part of the system — each mech has five equipment slots, and you can buy and equip a variety of weapons. Characters have specific skills that let them get extra effects out of the weapons (such as being able to attack everyone adjacent, or firing multiple shots). However, there are two aspects of the system that completely hamstring the gojin and make them essentially unusable in many stages.

Choosing a weak vs. moderate heal

The first issue is that people in Gojin don’t gain experience. Instead, any experience gained by the gojin is distributed equally to other characters. This means you have to constantly be switching around your characters (and the weapons).

But the much bigger problem is the “berserk” issue. Each map has a certain “power density” that adds each turn to your gojin’s counter. When that counter reaches 100, the gojin goes berserk and can no longer be controlled. I saw the enemies use things that (slightly) lowered their gojin’s counter but I never saw this. The main issue here is that so many of the battles are very long, with tons of reinforcements, that any gojin you send out are guaranteed to go berserk. I just stopped using them because of this, and I noticed that someone who did a complete playthrough on youtube did the same thing.

Another big issue with the game is that you can’t save during battle, and it’s pretty easy for the enemies to overwhelm you (they take a lot of hits to bring down and nobody can tank). I used save states, but even then I found the game tedious.

Eventually I got to a point about 70% of the way through the game where I was saddled with an NPC operating on bugged AI (she would only move next to the enemies and not take any actions), which took up a slot and left me with only 5 guys. I hit yet another stage with waves upon waves of reinforcements, and I finally decided that I was no longer interested in struggling through the slow battles and flawed system to see how things turned out. I probably should have given up a lot earlier but I tried to stick it out.

Next up is game #100! It’s Wachenroder, the second-to-last Saturn game for me to play.

Atelier A2 – Atelier Elie (Bad endings)

I need more time on Go-Jin Senki, so I decided to spend a day getting the five(!) bad endings in Elie.

The main triggers for these endings involve the “extensions” you can get if you fail to make high-level items by the end of year 4. There is something with the contests as well, as I mentioned in the last post — the ending conditions seem to be based on a combination of items you made and your school ranking.

To get the 1 year extension, make a level 3 item but don’t 4 item, or have a class rank between 200-249.

To get the 5 year extension, you have to not make a level 3 item, or have a class rank lower than 250. Getting either extension locks you out of any of endings above 8.

  • Ending 12: Get the 5 year extension, and then do not make a level 4 item by the end of the 5 year extension.
  • Ending 11: Refuse the offer of an extension (leave school)
  • Ending 10: Get the 5 year extension, and then make a level 4 item.
  • Ending 9: Get the 1 year extension, and then make a level 4 item.
  • Ending 8: Fulfill the Ending 9 or 10 requirements, and have a popularity of -50 or below, and a reputation of 700 or above.
The worst ending

If you want to get all of these on a file that you’ll actually use for other things, the best thing to do is play normally until you are ready to make a level 4 item — you should be able to do this early enough that you can still lower your class rank by skipping all the tests.

So I started a new file, and played as well as I could for the first year. I wanted this file to be usable later for some of the other endings, so I made sure to do the Marie points correctly, and also I used save states to make sure than any level up Elie gets, she gets at least a point in either STR or DEF.

His expression shows you might lose popularity if you turn in that item

One thing I was able to do more efficiently in this game is the alchemy level and requests. I didn’t understand the way the “rich people” requests worked at the beginning. They get you a lot of money, and some of them can be completed with fairly easy to acquire ingredients — you can look at the guy’s facial expression to see if you are turning in good items or not. If you turn in basic items you will still get the money, but it may lower your popularity. I am not entirely sure what level of popularity you need to try for — there don’t seem to be any endings that require a specific high level of popularity, but it’s possible that if it gets too low you will miss out on important events. In any case, I don’t find that doing some “bad” requests will affect things too much.

In the first academy contest, I did as well as I could (I got 7th place, which is fine). By the first month of the second year I had learned the recipe for Megacraft, a level 4 item that is pretty easy to make (you just need 4 crafts, the ingredients can be found in the nearby forest).

At this point it is easy to get endings 12 through 9:

  • 12: Rest until year 4 8/30. Take the 1 year extension. Rest a year, take the additional 4 years, and rest all 4 of them.
  • 11: Rest until year 4 8/30, and quit school.
  • 10: Rest until year 4 8/30. Take the 1 year extension. Rest a year, take the additional 4 years, make a megacraft, and then rest the remaining 4 years.
  • 9: Rest until year 4 8/30. Take the 1 year extension. Make a megacraft, then rest the remaining year.

Ending 8 takes a bit more effort. It’s easy enough to get your popularity down below -50, just by repeatedly taking jobs and either cancelling them or letting the time limit run out. However, to maintain your 700 reputation, you can’t just rest for years because your reputation will drop. You have to rest for a few months, then take some more jobs (even if you cancel or fail them, your reputation will still go up), and repeat. It’s not particularly hard but it requires some attention. Also make a megacraft. In this ending, Ingrid is very cold to Elie, telling her that she graduated but to immediately leave her office because she’s busy. Elie goes back to her home town, realizing that she’s too unpopular to keep going in Salburg.

Finally, I wanted to see if I could get the cheesecake ending since it’s the last ending I had that didn’t have a movie associated with it. It seemed easy enough, you just have to use Blend Alchemy to make a high ranking cheesecake. I could never get it to work with the recipes I found online, but I finally saw that your alchemy level needs to be high as well. So I reloaded one of my late saves from before, and was able to successfully make the cheesecake. I rested, refused the Maister Rank extension, and Elie opened a cheesecake shop (they should have at least had a picture for this ending.)

I’ve now gotten 8 of the 13 endings. The remaining 5 all have movies and are good endings. I don’t know if I will get all of them, but I’m at least going to get ending 0 (what might be considered the “best” ending). We’ll be back to this at the end of 1998.