Tuesday, August 24, 2021

The Girl: tactics: Chapter .5 - Tutorial!

Or, what it's actually called, La Pucelle: Tactics, is a game I only bought because of how much I liked Disgaea. LP was Nippon Ichi's next game, and I wanted to play it. I don't think it's as good, but I enjoyed it, nonetheless. It had fun characters, a wildly different storyline, and the battle system had similar basics, but it was different enough to keep me engrossed. I never beat it, though. I don't remember how many times I've tried, but it's at least once. I remember reaching the final dungeon, being underleveled, and trudging my way through the item world like area. It wasn't fun, and I didn't have the strength to beat the final boss. I don't even remember who the final boss is! So this means I'm replaying a game from high school AND getting a new game experience at the same time. Call me excited!

The camera descends from the spire of a large church and onto three people. A red haired girl is upset because she has to fight zombies. They might dirty her clothes. A young boy asks her to stop being negative and reminds her they're new to do this. He also jogs her memory of a recent failure. Besides, he has to do the laundry! In response, the girl smacks him on the head. The adult of the group tells Sister Prier that Colette is correct. They're servants of the Holy Goddess and should remember that.

Colette, the boy, then soliloquies about him and his sister. Four years ago, they joined the church and recently joined the demon hunting group, La Pucelle. The adult is Sister Alouette. She's only been here two years but is so much more mature and better at their job, so she watches over them. She's also really nice. Sadly, she has no memory of before joining the church. Alouette asks Prier to pray for forgiveness, so she does so in the least respectful way. Alouette wants her to do it better, and she does. Alouette then smacks Prier on the head but feigns ignorance. "I guess your prayer reached the Goddess, afterall." Prier then thinks to herself that one day she'll be the Maiden of Light. All she has to do is keep on the right path. Alouette asks Colette what the basis of every mission is, and he responds with, "gathering information." We now gain control of Prier as we walk through the town.

This portion of the game is a sidescroller through a few screens in Pot a Feu City. We can enter the church, an udon noodle shop, the Rozenshop, and an orphanage. We're supposed to use this to find our next mission, but we also learn about the world.
Fifty years ago, the Prince of Darkness and the Maiden of Light fought. This seems to be the basis for a lot of religion in the game, and I'm pretty sure it's going to be something we learn more about as it progresses.
Thirty-five years ago, Father Salad built this church, The Church of the Holy Maiden. It's actually pretty small, compared to another church in a different city.
We're in the Kingdom of Paprika, and, already, I get a feeling there's going to be a lot of food puns.
Inside the weapons/armor shop is a man with links to the Dark World, a place in constant war. We can send him a character to help in the fight, which, somehow, gets us stronger items.
But the main point, right now, is the zombie invasion. A woman outside the church, or the orphans, can tell us about the Devil's Stomach. It's an old sewer system the kids used to play in before they joined the church, but it seems it houses some undead these days. We leave the city and come to an overhead world map. There's a blinking red dot indicating where the Devi's Throat is. A short scene re-describing what I just said happens, and the team enters.

These first few battles tutorialize the game. The combat takes place on an isometric grid, like Disgaea, and the turn order style is the same. The difference is it functions like an old school tactics game, ala Shining Force. Each inner battle takes place in its own dimension and consists of everyone attacking the target joining in. Everyone around said attacker and target are also incorporated in an automatic team attack. Special attacks don't get the same treatment, and they function outside the team attack stuff.
Battle two teaches us about purification and Dark World Portals. Small gems on the floors function as a gateway that allows new mobs to spawn in. But our human characters can purify them to stop that. Not only that, but the energy from the gems can be guided around the room. When purified, the portal stream will harm any mobs in the way. Purifying them is also how we get most of our money.
Battle three teaches us how to make new friends. Use purify on a mob a few times. There will be an indication of how likely they are to join near their name. When you're ready, kill them. They'll be usable from our spawn point with half HP. Return to the world map to regain HP/MP. Right now, though, we get a small bat as our fourth member.
Battle four has a treasure chest and a zombie that Prier wants to get to join the team. This is optional.
Battle six teaches us about Miracle Attacks. If the energy from the dark portals is fifteen squares long and circles back onto itself, it'll summon a powerful monster to attack mobs on, or inside, the circle.
Battle seven informs us about trigger points. Step on red, blinking floor panels to activate something. The one in this room unlocks a door in the previous map. I wanted to get a massive Miracle but ending having my first character death. Sorry, Alouette.
The whole adventure has us learning how much more mature Colette is than his sister. Prier has her sights set on something grander than what we're doing now and can't see that she needs to master the basics before she gets to her end goal. Colette has his nose in the books, which is, probably, why he seems to be more focused on magic. Prier is a full frontal assault in the body of a sixteen-year-old girl. Word's still out on Alouette, but she's a very devout person who only attacks because it's her gods' will.

Triggering the floor square in battle seven allows us to advance to Montblanc Manor. The three of them wonder how such a large manor is down in these caves, but Alouette senses something sinister inside it. Prier tries to walk away, but Alouette doesn't let her. Prier may not like fighting zombies, even though she asked us to convert one, but the adult in the room demands that she fulfills her job. With much disdain, Prier accepts, and the team enters Montblanc Manor. But we'll figure out what's inside...

...tomorrow!

Monday and day one plot dumps, ya know? We've already got a good basis here, and I think it keeps up through the rest of the game. I'm not a big fan of not non-intelligent party members, so I don't know how often I'll be using the bats and zombies going forward. Will I even try to get them? How will I deal with the Dark World? I'm also curious how much I'll try to force Miracle attacks in. They're fun but not all that efficient sometimes. There are so many mechanics, most of which don't seem too tedious, so let's see how I fare!

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