The GWJ JRPG Club: 13 Sentinels: Aegis Rim (Q4 2023)

I just restarted the game. I played maybe 3 hours of it back in October, but at this point I don't really remember any of it. I need something to keep my mind busy, and I think this will fit the bill. Hopefully I can get this done before leaving for my trip in early January. Considering I will be on furlough starting December 15th, this should give me enough time.

I finished, but also just about disappeared for a few weeks. It was a really gratifying ending - and, how about that bonus scene?!

Spoiler:

Sobering to think of clones of these 13 characters stuck in the same time loop on all those other colony ships …

LastSurprise wrote:

I finished, but also just about disappeared for a few weeks. It was a really gratifying ending - and, how about that bonus scene?!

Spoiler:

Sobering to think of clones of these 13 characters stuck in the same time loop on all those other colony ships …

Loved that scene. The way everything was handled in the end was lovely; every character catered to and their cycle concluded to satisfaction, no loose strings - at least none that I could tell.

I wish more games, if not all, took that amount of attention to how to provide closure.

Yeah, everything did wrap up really nicely. I remember thinking, as I approached the end of the game, how I enjoyed that everything made sense within the world's internal logic, and the wrap-up was quite fulsome, too. It was great.

Spoiler:

Though I did think that the "How are the Deimos summoned, anyway" (a/k/a how does the sim work and how was the code created) stuff worked less well for me than the nature of the virtual world and the colony spaceship. I kind of feel like the D code and the loops could have been a layer or two less complex. Like if the plot was just that Tsukasa Okino (the 2188 version) f***ed up the programming, rather than that Tetsuya Ida took advantage of the shoddy programming to create the D code, the plot would have worked just as well for me.

LastSurprise wrote:

Yeah, everything did wrap up really nicely. I remember thinking, as I approached the end of the game, how I enjoyed that everything made sense within the world's internal logic, and the wrap-up was quite fulsome, too. It was great.

Spoiler:

Though I did think that the "How are the Deimos summoned, anyway" (a/k/a how does the sim work and how was the code created) stuff worked less well for me than the nature of the virtual world and the colony spaceship. I kind of feel like the D code and the loops could have been a layer or two less complex. Like if the plot was just that Tsukasa Okino (the 2188 version) f***ed up the programming, rather than that Tetsuya Ida took advantage of the shoddy programming to create the D code, the plot would have worked just as well for me.

Reply to your spoiler:

Spoiler:

Wasn't the D Code created because Tetsuya Ida took advantage of Ryoko in 2188, this she tried to sabotage the entire project, so she reinitialized the "game" layer of the game Tsukasa built the entire simulation on? That's the origin of the Deimos. Ida took advantage of the Interlociters to break everyone's brain, it didn't think it had anything to do with the Deimos other than it spread through the Sentinel connection, and the only reason there was Sentinels was because of the Deimos.

Finished this two days ago. This game feels weird and disjointed to me. It looks like two completely different games, and the two don't exactly fit together. They are both very different in terms of gameplay and graphical presentation. The adventure portion looks amazing. The RTS portion was way too abstract in comparison, contributing to the 'disjointedness' of the game in my view.

I did not like the RTS stages. I played about half of them on normal but, eventually, when I got to the 'I need to finish this' point, I switched to casual and never looked back.

The adventure portion was my favorite of the two (obviously), but I can't say I liked it very much either. I did at first, but then the whole thing just kept getting more and more convoluted. I'm not sure I care enough to go through the chronological list of events to see if it all makes sense in the end.

So, yeah, sorry to be a downer, but I can't say I liked this one very much.

Well, it took me a solid three months of off-and-on attention, but I’m final done with this game. I really enjoyed the experience but had to take several breaks from this particular gameplay loop to refresh with other stuff (the gory-sweet call of RE4 Remake distracted me BIG-time). Anyway, I think I’m doing this game “Club” thing wrong. I’m sure it’s supposed to be a “play and discuss as you go” thing rather than the “play it all alone and then vomit one post of topics that everyone else has already discussed” thing I’ve been doing. Well, I’ll try to participate more next time. Here are some thoughts for what it’s worth.

What I Liked:

Art design – These visuals are gorgeous across the board, and I particularly loved the style of the overworld views in the strategy sections. Loved how the buildings in an area would grow or shrink based on the camera focus. Very slick.
Story – The narrative was constantly engaging, with juicy nuggets of information well-spaced out to keep the player guessing. Of course, the sprinkling of goofy interactions gave the tone a nice variety.
Sentinel and Deimos designs – Initially felt a bit bland, given the amazing variety on display from games like Armored Core. That being said, the hazy origins and ever-expanding drip-feed of new abilities did a great job of building up their mystique.

What I DISliked:

(Some) Character design – Maybe I’m just old (cough, I am, cough), but I hate over-sexualized character designs like Morimura. It seems like every time she was onscreen in either the skin-tight leather suit with her butt constantly to the camera, or in her school nurse outfit with arms folded to create the “breast shelf”, THAT’S the moment my wife would walk into the living room and snicker at what I’m playing. I’m just sick of that garbage and the really sad thing is that non-gamers like my wife will never take a game seriously when that's their first impression.
Battles became tedious – To be fair, I played on Casual, as I generally stink at strategy games. Even so, when I bumped it up to Normal in some levels and boss fights, the difficulty didn’t really ramp up much. In terms of mechanics, the Terminal EMP ability that you can charge up and use up to 4 times per battle was too much of a get-out-of-jail-free card.
Finicky story progression – I loved the way that the narrative was split into segments for each character, but there were simply too many of them and the repetitive nature of some to figure out exactly what you have to do to progress was maddening. I consulted a guide more times than I care to admit.

All-in-all, one of the most engaging and unique RPGs I’ve ever played. I’m glad we selected it.

Oh, I guess this is the defacto thread now. Just started playing today, but I’m hooked already so tagging in so I can remember to read the thread later.