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Vagrant Story/YMMV: Difference between revisions

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* [[Goddamned Bats]]: Aside from actual bats (which are easy to dispatch), the Imp and Gargoyle enemies are horrendously difficult to hit with anything but crossbows, wield high-level magic, and are tiny and fast.
* [[Ho Yay]]: Pick a pairing. ''Pick a pairing''. The evidence is there for it.
** Guildenstern refers to Rosencrantz as a 'harlot', which - of all the insults he could have chosen, why that one? {{spoiler|Unless Romeo's aware that Jan's a quintuple agent of some sort, which is unlikely,}}, you have to wonder.
*** There is an archaic meaning of "harlot", however, which might apply: a low-born, churlish man. Even so....
** Just for the record, Ashley goes through the entire game in [[Stripperiffic|high-cut briefs and assless chaps.]]
** The [[Ho Yay]] is so omnipresent in this game that some fans [[Wild Mass Guessing|theorize]] Callo was only included to make it seem less homoerotic.
* [[Magnificent Bastard]]: Sydney {{spoiler|although he could not prevent Guildenstern from taking the power of Lea Monde at the end.}}.
* [[Rescued from the Scrappy Heap|Rescued From The]] [[Scrappy Mechanic]] [[Rescued from the Scrappy Heap|Heap]]: Much of the game's atmosphere and mechanics originated in the RPG segment of ''[[Ehrgeiz]]'', which was truly terrible. ''[[Vagrant Story]]'' makes something ''gorgeous'' out of them.
* [[Scrappy Level]]: Did ''anyone'' enjoy the Snowfly Forest?
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** On the plus side, you also recover more health with healing abilities/items when you have a higher Risk.
** On the plusser side, a risk of 100 can set off a chain in which each consecutive chain attack does damage according to the ''number'' of chains you're, er, chaining. If you hit 20 times in a row with 100 risk, you do 20 damage, then 21, then 22, then 23... in a game where doing even 5 damage to a boss is an achievement, this comes in ''really'' handy at times.
** The entire game is about managing risks. Take the RISK to lower your accuracy, but heal faster and crit bigger? Take the risk to cast from HP and use Break Arts to exploit an enemy's elemental weakness better? If it's a [[Scrappy Mechanic]] to some players, that's probably because they're taking bigger risks than they're comfortable with.
*** It lends a certain poetry to the name "Riskbreaker", doesn't it? Running around with high Risk, or regularly chaining enough to get to Risk 100, will get you titles like "Berserker" and "Daredevil", often to the exclusion of all others. In many cases, it's worth it to ''start'' an attack with 100 Risk, because you'll actually do more damage with the chain attacks (Raging Ache and Crimson Pain in particular) than you would have if the initial strike had hit in the first place... of course, that does leave Ashley extremely vulnerable, and it's not to everyone's taste.
** And... let's just say you'd better hope you enjoy block puzzles. Fortunately, you can set it in options that you only have to complete each puzzle once; otherwise, you will have to redo them to a timer each time you enter the room from the same door.
** The freaking item management system. Not so much how it works (even if it's based a bit too much on luck), but how it ''has its own save file''. Workshops are an utter pain in the ass to utilize due to how much saving and loading the game has to do.
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