Happy New Year’s Eve, everyone!

This was the best clip art that I could find under the circumstances given that there seems to be a dearth of New Year’s Eve clip art and an abundance of New Year’s Day clip art. But it was cute, so it will make do. Our family will do what we do best, attempt to sleep through various fireworks and festivities, and wake up the next day in the new year. Hopefully the surrounding neighbors don’t get too excited with the fireworks and cause the kids not to be able to go to sleep or wake them up, though. Or scare the dog. That would be bad…

Why did Gravity have to do this?

One of the biggest appeals of the alchemist class in Gravity’s MMO Ragnarok Online was the homunculus, genetically altered pets of varying types that assisted you in battle. Through AI that Gravity allowed you to use, you could set the homunculus up to attack on its own without you having to manually tell it to attack whenever you wanted it to attack. This essentially gave alchemists a leveling partner, and at that, one that they could choose from — if they didn’t like the homunculus that came forth from their embryo, they could easily make another one. Until, of course, Gravity essentially nerfed the entire homunculus system by making it so that homunculus could no longer automatically attack on their own with AI, forcing those who still wanted to use homunculus to attack to manually make their homunculus attack on their own (or use skills on their own, for the purpose of this blog post being noted as “attacking on their own”) every single time. Returning to Ragnarok Online with Bub having been a proficient alchemist player in my own right, I find this problematic for no shortage of reasons. Not only does it weaken the alchemist class by far, effectively reducing them to “a swordsman without the skills” — as this has actually been said, and I believe it — but this handicaps disabled gamers who then have to input considerably more keystrokes if they wish to continue using their alchemist’s homunculus. Gravity’s alleged rationale behind this was that “too many alchemists” (which I don’t believe) were “using their alchemist’s homunculus to level while not actually being at the computer,” something that a lot of players will call AFKmisting… which can and will get you banned.

Anyone foolish enough to try to level up long-term AFKmisting needs to cop a well-deserved ban for that, quite frankly. First of all, prior to this (as when Gravity made it to where your homunculus could not auto-attack, they could not do this), homunculus needed to be fed at regular intervals. If they starved, they ran away. So anyone foolish enough to “set up camp”, even on a faraway map where they thought they could not (or “would not”) get caught, might run the risk of their homunculus starving to the point where they ran away, rendering this entire “bright idea” of theirs both pointless and fruitless. And secondly, homunculus only net their alchemist base experience, not job experience, which is generally more coveted. Thirdly… the whole ban thing. If you are well and truly caught AFKmisting, you will get banned. No questions there. It’s pointless.

For Gravity to stand up on a soapbox about this one thing and take away something that made having an alchemist character particularly great, I find perplexing if not mind-boggling. Not only is it not smart, but it will get you banned. Why handicap the alchemist character to such great severity? I still don’t understand it.

Lumo

If you’re looking for a really cute puzzle platformer, you don’t need to look any further than Lumo. It pays homage to the nineties when these games were being manufactured a lot more, and it shows in how isometric each of the levels (as well as the main character himself, a child who got sucked into the video game and now has to solve fourteen floors of puzzles to get out and find his way back home) are. The main character looks a bit like a black mage depending on what angle you’re looking at him from, and I suppose that might have been what piqued Bub’s interest playing alongside me — after all, he did look a bit like Vivi.

I found the game challenging, but not enough to want to make me put it down. And there are two different modes of difficulty, one giving you unlimited lives, removing the timer, and allowing you to save much more frequently for those of you who may want a substantially easier time gaming through it… that was the one that I chose, just to make gaming with Bub that much easier, as well as to make it easier on myself since I had never played the game before. It was just motivating enough of a puzzle platformer to keep me going, and keep me wanting to solve it, without being so difficult that it made me want to give up and stop playing.

And it was one that I did consult a walkthrough on for brevity’s sake. That really helped out a lot, too.

All in all, though, it was a really enjoyable game, and I would recommend that people play this one.

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