Games /r/Games Daily Discussion - Drakengard (Series)


/r/Games Daily Discussion - Drakengard (Series)

Posted: 20 Feb 2018 09:38 AM PST

Drakengard (Series)


Drakengard, known as Drag-On Dragoon in Japan, is a series of action role-playing video games. The eponymous first game in the series was released in 2003 on the PlayStation 2, and has since been followed by a sequel, a prequel and a spin-off. It was conceived by Takamasa Shiba and Takuya Iwasaki as a gameplay hybrid between Ace Combat and Dynasty Warriors 2. The story was created by Shiba, Iwasaki, Yoko Taro and Sawako Natori, who were influenced by European folklore and popular anime series and movies of the day. Shiba, Yoko and Sawako have had involvement in every entry of the series since its debut.

The setting of the main series is a Northern European-style dark fantasy world where humans and creatures from myth and legends live side by side, while the spin-off game is set in an alternative reality leading from one of the first game's possible endings. The stories generally focus on the fortunes and personalities of a small group of protagonists either directly or indirectly connected to and affected by the events of the story. Dark or mature plot and character themes and multiple endings have become a staple of the series. Their popularity in Japan has resulted in multiple adaptions and additional media in the form of novelizations and manga.

  • Did you play any of the Drakengard games? If so, did you like them? Why or why not?

  • How do you feel about the dark, violent themes in Drakengard 1? Were they presented well, or were they overdone?

  • Alternatively, how do you think Drakengard 3 handled those themes?

  • Do you like the soundtracks in the games? What stands out to you about them?

  • Have you seen this cute and candid video where Yoko Taro discusses these topics via hand puppet? Do you think his ideas carry across into the Drakengard games, or are they mostly lost through the repetitive gameplay?

  • What do you think of the way Drakengard 1 and Drakengard 3 handled their multiple endings and final bosses? Remember to use spoiler tags when going into specifics!

  • Has anyone heard of Drakengard 2? Because I sure haven't.

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Thoughts on Celeste having now beaten the entirety of the main game.

Posted: 20 Feb 2018 04:47 PM PST

I'm a pretty big fan of precision platformers but they're are a dime a dozen and exceptional entries in the genre for the most part are pretty rare. I play a lot of these types of games and generally bounce off of them when they fail to grab me. Dustforce many years ago lost me due to what I thought were poor controls and recently The End is Nigh sort of lost me with what I thought was some pretty weak level design and challenges that felt like they were designed to be more sadistic than fun to play.

The balance needs to be just the right mix of excellent controls and level design that's hard but not so overbearingly hard that it's unfun. I believe Celeste executes on this concept almost flawlessly.

Celeste controls well and feels good to play. When you've adjusted to the movement and dashing you'll never feel like you've lost control of your character. Every mechanic has a purpose and your set of tools is fully utilized. The game even introduced one last movement mechanic at the very end that speedrunners have been using to trivialize many of the jumping challenges early in the game. It was smart of them to leave it at the end where most players won't discover it until they reach that point.

The levels are varied and introduce new mechanics at a good pace before mixing it up and challenging you even further with them. This extends well into the game's harder stages (unlocked via collectibles) all the way until it's finale. The ramp-up in difficult is so gradual I never once felt like an impossible challenge was laid out before me, even in the game's notorious B-Side and C-Side stages. There are even optional challenges in the form of strawberries the player can collect in the games various side rooms or alternate paths that exist solely for bragging purposes.

The story is simple with a couple of really intriguing and fun characters. The main character is a flawed individual learning to face her fears including her own personal demons, sometimes literally. The story is far more prevalent than one would expect from a game like this but it's not intrusive (cutscenes can be skipped) and it's well told and concludes satisfyingly.

The game has a pleasant visual art style with nicely drawn and animated 2D sprites. Each level has it's own style (though you'll see a ton of spikes) and it's good to see a retro looking game not leaning too heavily on it's style just for the sake of nostalgia. What's there is just enough to get the job done.

The music is phenomenal. Lena Raine and the various remix artists have done a terrific job with Celeste's OST. I highly suggest checking it out even if the game isn't to your liking. There is a good blend of upbeat chip tune beats mixed with vocals and real instruments and some dark sounding atmospheric tracks that punctuate some of the game's more intense moments that much more. I purchased both albums (The standard OST and the remix album) on Bandcamp and I couldn't be happier with that decision.

The only places I can think of where Celeste fumbles ever so slightly is in it's method of unlocking it's most difficult endgame challenges. There is an element of puzzle solving required in 2 instances I can think of that in my opinion have no place in a precision platformer where everything you've done up until that point was just platforming. They weren't difficult to solve but I can see most people hitting up a guide on youtube just to get them outta the way so they can carry on platforming. It's a tiny mostly inoffensive blemish on what I think is an almost perfect game.

Celeste has dethroned Super Meat Boy for me as my #1 platformer of all time because by comparison, SMB's most critical flaw's are a huge detriment to the flow of the game and I'm of course talking about that game's poorly designed boss fights. Those plus a couple mechanics that felt more like you were at the mercy of pure chance. I mention this because these issues are the parts of SMB that I dread returning to. By comparison, no such moments exist in Celeste that I can recall. Celeste even includes a boss fight that is well designed, consistent thematically, and consists of the player doing everything they had been doing up until that point. Doing a good boss fight in a platformer is nothing new so it's good that Celeste tried and succeeded.

After 27 hours I completed all the main content the game has to offer so the standard stages and the associated B & C-Side stages. I enjoyed every moment of my time with Celeste and I can easily recommend it to anyone who's a fan of 2D precision platformers. The game even includes an optional assist mode that trivializes the challenge for less skilled players who just wanna experience it on some level. The inclusion of this mode is optional and has no negative on players like me who are in it for the challenge.

This game is terrific and you should buy it. I don't know what else to say so here's a clip of me completing one of the game's most difficult endgame challenges: https://www.youtube.com/watch?v=-thgFDibT6g

Thanks for reading!

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