that's right yall it's Low Budget JRPG o'Clock
This is a record of a twitter thread, originally posted in 2021
Really curious where this is gonna go. The only other Gust games I've played are the ateliers ryza
Ryza 1 is an INCREDIBLE feat of design, but AFAIK this is a more standard jrpg, so I'm wondering what they do without an all-encompassing System to build around like ryza's alchemy
(here's the ryza thread if you want to read me being incredibly confused for like 30 hours and then suddenly discovering I was actually playing one of the most brilliantly-designed games I have ever seen
)
yo I turned into a magical girl with a bigass sword like ten minutes in. this game does not have time for slow intro chapters
look at this combat ui this rules
excited to see what the last 20 years of advancement in the "making up weird things and calling them the sephirot for some reason" field have brought us
extremely stylish fast-travel menu
how is Gust even a real studio
they released three entire rpgs in 2017
they make a new atelier game every 12 months
like sure their games are low budget and atelier reuses tons of assets but like dude. they're not all THAT low budget. games aren't, like, easy to make
presumably a valid translation but what an absolutely wild word choice lol
magical girls fighting gods casting spells like "30% chance to inflict 【OSTEOPOROSIS】"
this game does the JRPG thing where the normal combat music becomes dramatically more kickass in the third act, except at this point you're also so overpowered that everything dies in one turn
so combat is just *five measures of extremely sick edm beats* *victory fanfare* lol
I haven't played a lot of Gust games but it's interesting to look at their combat design in terms of, like, chronology
like Blue Reflection -> [another atelier I haven't played] -> Ryza -> Ryza 2 feels like a fairly direct sequence of improvements on the same basic ideas
Blue Reflection is pretty much a straightforward ATB system, with a super meter that you can expend to take extra actions
[atelier lulua happened here]
Ryza adds an FFXIII-style stagger gauge, and combines the MP and super meters into a very cool snowball/momentum system
Ryza 2 added this wild chain system where you could swap characters mid attack to reset everyone's gauges and keep a combo building
it was really fun but tbh I've completely forgotten how it worked because that whole game's balance is just kind of busted lol
anyway someone who's played more ateliers could probably make smarter observations here
but like, it's neat to see this studio just absolutely cranking out games every 10 months or less, but finding smart ways of iterating on their designs every time
also the fact that ryza's combat is WAY more elaborate than blue reflection is funny, given that most of ryza's actual gameplay is about this anime girl constructing a nuclear arsenal out of rocks and grass and then using it to nullify the combat system lol
TANGENT: ryza 2 was kind of a mess compared to the first one but I will never stop laughing at this
arguably it was unintended due to a bug with one specific item, but afaik they never acknowledged it or patched it out so: lmao
vast majority of the localization has a pretty flat affect, so I have NO idea what was going on in the japanese script that caused them to switch to like circa-2009 gg fansub mode for one line lmao
WHO COULD POSSIBLY HAVE GUESSED THAT THE FINAL BOSS'S PLOT WOULD BE INSTRUMENTALITY
they put like half the budget of this game into the final boss this rules so hard
- mega spoilers for the final boss of Blue Reflection -
but if you don't intend to play it yourself:
holy shit this is like Metal Gear Rising levels of boss music synced to gameplay. Just unbelievably hype
YouTube
BlueReflectionFinalBoss.mp4
(video is from my playthrough; I just had to put it on youtube bc it's too long for twitter)
It's some wild combo of
- Dynamic music changing with boss form
- Form-change music scored to the animation
- Just me getting really lucky with timing when I was choosing actions I guess
if I want to over-analyze it; I *think* a big part of what works here is that even the non-dynamic loops have huge drops or mood changes every ~20 seconds, so it's statistically likely to line up with player actions
in practice it just felt fucking incredible to play lol
and like that's really the goal of any music system right? you don't want the player thinking about "whoa how does this system work"; you just want them to think the coolest shit they've ever heard is keeping pace with them
*massive dubstep bass drop as I break the final boss's armor* videogames are Good