Let the Villains Join the Party

Tales of Xillia is a bad Tales of game. Outside of the partner system making combat respectable, the rest of the game feels rushed, with an overall story that feels like fifteen hours were excised and the world is copy-pasted gorges. Worst of all, especially for a Tales of game, the characters are not engaging (Milla cannot carry the entire game on her bare shoulders) and half of them are not given anything to do. Tales of Xillia 2, however, fixes this last issue, and in personally the best way possible, by making the first game’s last-minute villains, King Gaius and goddess Muzét, into playable party members.

Villains joining the heroes to fight an even bigger antagonist is one of my favorite literary devices. When the bad guys join, it not only amps up the stakes, but has the potential for conflict-solving with a person whose moral compass does not exactly match the heroes.’ Contextless spoilers for a twenty-year-old TV show, but what pushed me through three-and-a-half seasons of Farscape was the promise that series villain Scorpius, the half “human” half lizard alien commander that had been hunting protagonist John Crichton for answers to how to make wormholes, would join John’s crew. Scorpius is now tasked with keeping the heroes alive to fight an evil worse than himself. A fitting example is an episode where everyone eats space oysters that link each other’s pain receptors when two people share a single massive oyster and will poison them to death in a few hours. At the last minute, Scorpius ritually fills his mouth with everyone’s space oysters, giving them more time for a cure, but at the expense of Scorpius, both a victim and perpetrator of torture, to feel all their intense pain. The episode ends with Scorpius screaming into the air to no one, as pieces of green and yellow space oyster escape his mouth. What if Scorpius learned kaboom at level forty-three and was the only party member that could use shadow magic?

Why Town Simulators in Non-Town Simulator Games Are Better, Actually

Township

Harvest Moon, or the modern equivalents My Time At Portia and Gleaner Heights, ask a lot of my time. The average Harvest Moon like is close to forty-to-sixty hours long, and because video games have that pacing problem where things start to plateau after the first ten hours with nothing drastic or new happening till the very end, I have a particular itch I can’t scratch. There exists distinct merit in the limited village-building aspects of all these games that I value over the farming simulation and villager-gifting player-loop. The Rune Factory games and the mining parts of Stardew Valley are a middle ground, but that’s not enough. The key is for the village aspect to be almost separate to the core of the game, like how it’s probably worth it to do the real estate campaign in Yakuza 0, but it’s not necessary. Wait, Breath of Fire II has a town sim?

The last Breath of Fire on the SNES, Breath of Fire II, centers on rebuilding an old dilapidated cottage into the player’s home base, called Township. After being accused of stealing from a wealthy man in the town of Hometown (a lot of BF2’s translations are goofy like this), sad dog Bow goes with protagonist Ryu into hiding. While Ryu goes off in search of the real thief to prove Bow’s innocence, Bow is joined by other characters to rebuild Township. This becomes a cool subplot for Ryu, where party members, like the tough but bored armadillo man Rand, will recommend leaving them behind to help expand Township. Ryu eventually goes to the town of Capitan, the carpenter center of their world, and can  hand pick a preferred village design. Opinions include boring 12th century high fantasy brick house, treetop cabins like Fortree City from Pokémon Ruby and Sapphire, and the actually cool Mughal style.

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Is the party scared or embarrassed, cause they are all looking away from me? Exhibit 1.

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