L'République Otters

Disclaimer: Views are of the blogger's own and does not (necessarily) reflect actual common-sense.

Saturday 16 March 2024

Year of the Dragon's Dogma 2 Pt 3

So here I am, doing Part 3 of my Dragon's Dogma 2 post series. I'm doing this post mainly because I downloaded its character creator and want to say some things about it. However, I need more than character creation to do a post, no matter how short it may be. Thankfully, there are other things for me to talk about. I hope to come up with a decent length of words.

People die when they are killed

https://www.youtube.com/watch?v=iAXvqVvyEPg

In a recent article, Itsuno mentioned the issue of NPC death. This is interesting because of the possible situational context. Namely, escort quests. That's the only possibility. This leads to why Itsuno mentioned character deaths in this possible context. Was it because character death is impossible in the first Dragon's Dogma game where escort quests are concerned? It's interesting because under what other circumstances would you have an NPC with you who can only kill a rabbit at best? Another question is whether such a scenario would suit a ranged vocation better than a melee. Imagine running back and forth to ensure no one dies in the process. Or you don't have to do anything for the aggro to attack the NPC. Who knows?

Safety hazards. Please be careful
One possibility in Dragon's Dogma is being grabbed by a flying object and dropped to the ground. Obviously, this leads to instant death. In the second game, everything stayed the same, which leads to the question of how to predict such circumstances. The reality is that players shouldn't expect themselves to zoom the camera upwards once every five minutes to see whether there's some kind of UFO waiting to abduct them like a terrorist. That'd be too tiring. Then I came across a YouTube short by someone called Dantics where he was gushing over the combat system. My focus was on something other than that. Instead, I was paying attention to the final scene, where a goblin ran up and unleashed a rolling boulder of doom to flatten the Arisen. The only ones flattened by the rolling boulder of doom were its fellow goblins (no IDF-Hamas comparisons, please). This begs whether some rumbling sound would come out. After all, it's physics. While it makes more sense to see the boulder of doom rolling down and react accordingly instead of doing the same by listening, would abnormal sounds be used to alert Arisens of potential flying objects out to abduct them? It'd be weird to hear a griffin chirp like a sparrow. As for what kind of sound harpies make apart from singing, like how harpies sing in BG3, that would be interesting. Although I'm very sure they won't be clucking like chickens. It'd be a bummer to get abducted in an open space with no terrain to hide as a countermeasure. Or move in another direction when an abnormal sound comes out. Of course, there is another possibility. Namely, a Pawn pointing out a flying object nearby. Seriously, it'd be terrible to be abducted without warning.

Are inns all over the place?
One question about Dragon's Dogma 2 is how many settlements will be in the game. In the previous DD game, there were only two settlements: Cassardis and Gran Soren. This time around, there may be more if there's anything implied by the oxcarts. Last time I checked, oxcarts didn't exist in the first DD game. And besides, including them would be weird since it's only two locations. As a result, there's likely an inn for every settlement. The same goes for vendors, although I can't say the same for counterfeiters. Then we have the vocation maisters. Will they be concentrated at the starting village of Melve? I doubt so. If there's any additional motivation behind exploration, it'd be finding vocation maisters as if you're playing Pokemon Go. In fact, some of the vocation maisters may not even be in settlements if Sigurd's images on the official site are anything to go by.

Royal Rumble
I've seen some gameplay footage on YouTube, and the combat gameplay really resembles a tavern brawl more than an organised fight. In this sense, DD2 isn't Elden Ring. The latter is more about duelling and an organised approach to combat. DD2? If Elden Ring is the showcase event of Wrestlemania, DD2 is the showcase event of the Royal Rumble. Target prioritising is definitely important. I've seen a gameplay video on YouTube where an armoured cyclops fight was complicated by a pack of wolves, and the streamer got murdered by those mutts because they weren't dealt with fast enough.

Oh, and one more thing. It's always possible for one giant monster to gatecrash your fight with another big monster. In this battle between Godzilla and Mechagodzilla, it's a no-brainer to focus on the one you're fighting instead of fighting both Godzilla and Mechagodzilla.

Adjustable difficulty
Itsuno had said that DD2 would be more challenging than the first DD. Unless Reno Gazette Journal got the translation wrong (which in theory at least was possible), the exact wording is, "a pretty hard game compared to the previous one". I googled the first DD game's difficulty level, and the feedback was that the original game was already hard enough. It's as if Itsuno thought the first game was way too easy. Again, this might be a translation error. Things did happen before.

Mistranslation or not, this made me wonder whether I should purchase the game. The reason is that I have a job, and the work-life balance in Singapore is stereotypically East Asian. Just look at Japan, South Korea, and China. They're East Asian countries. Then, take a look at Singapore. We're an East Asian majority country. In fact, it was a miracle (or a madman's determination) that I could clear the entire FF14 storyline in slightly over a year. I'm not my fellow Singaporean, whose name is Arthars. He games for a living. I don't. I can't say I envy him, but I can say we live two very different lives. At the same time, FF14 Dawntrail is coming out possibly around this June/July (apparently, it's back on schedule for Yoshi-P and co considering Endwalker's release date was an anomaly). There is still a chance for me to try out DD2, though. In the worst-case scenario, I would end up burning 90+ SGD. I'm actually a flat-spender who rarely spends money on new games.

Interestingly, there were Steam community users who said the game was easy. Some said that hard mode was... well, hard, while others said it was only hard on paper. This might imply that a lot hinges on your party setup since you must fight blind to discover an enemy's weakness. That plus doing the notice board quests. Can you imagine doing the Cassardis well quest at a level lower than 7 or 8? Those reptiles would curbstomp you. And don't get people started on rescuing Quina from Witchwood.

This brings us to the issue of adjustable difficulty. The big question is how it would work. From what I assumed in the context (i.e. Itsuno mentioned implementing it into the system), it's likely something like Resident Evil 4 Remake. Coincidentally, both were made using the RE Engine. If anything is to go from RE Remake's example, we may have three tiers of difficulty. The lowest tier could yield more health curative drops, while standard difficulty wouldn't add anything. As for the third tier of difficulty, that may be the hard mode players of the first game would be familiar with. Beyond that, AI difficulty would remain unchanged, with the challenge level adjusted according to player performance. Of course, would every player be okay with it? I'm sure some would rather see the standard difficulty slider instead of this. In fact, I understand if someone says this is a controversial decision.

On one hand, casual gamers would be forced out of their comfort zone in ways more than one. On the other hand, hardcore gamers may feel this is nothing more than a sub-par hard mode. One thing I suspect about Itsuno's vision for DD2 is that he's out to prove casual gamers can play games of a higher difficulty so long the conditions are right. On the flip side, DD2 combat involves a narrower scope of concentration due to how the ability controls work. It's more about getting used to menu-switching and going on from there. It's like 2 core skills, 4 weapon skills, and 6 augments. That's it. I wouldn't be surprised if theory-crafting in DD2 will be easier than some may think.

Lastly, here's some Pawn designs I've made
Character creation for DD2 is now making the news from Kotaku to Forbes. All over the world, gamers are creating designs from Timothée "the Jewish version of Timothy" Chalamet and the Emilia "she survived it like Clark Kent's sis" Clarke version of Daenerys Targaryen to the likes of Doraemon and Pikachu. As if that's not enough, some channelled their inner Ito "the Stephen King of Japan" Junji (it will be hilarious if the likes of Chalamet, Clarke, and Ito end up playing DD2 because of this). While I didn't attempt my own version of Karolina "no pun jokes on her last name, please" Shiino and Yamasaki "the first alphabet of YKK" Taku, I did try to create the DD2 version of Koizumi "he's not responsible for Super Mario" Junichiro. It was a failure, and I gave up the ghost. I tried creating Ronald Reagan. I nearly succeeded because there was a character face template that looked like him. However, the hairstyle option wasn't available. That plus the upper lip of the so-called Reagan model clearly didn't look... well, Reagan. It's interesting to see some character face templates looking like people we see on TV or in movies. An example is the Sean "not Austin" Astin version of Samwise Gamgee. It's nuts if you're to ask me.

To give myself a challenge, I decided to create an Emilia Clarke. Not the Daenerys version but herself as a person. So why did I choose to do so? The reason is this image below. Apparently, one thing led to an urge to do something crazy.

Seriously, you can really do this if you dare to.

No, she won't be my main Pawn if I play this game.

Streamlining of inclinations
I'm going to point out that Pawn inclination has been streamlined. In the first game, it can seem convoluted. You have nine options, each with strengths and weaknesses depending on your party setup. In DD2, however, you only have four options: Kindhearted, Calm, Simple, and Straightforward. I'd say it makes your Pawn planning much easier as the text is easy to understand (i.e. you have a good idea of what your main Pawn will probably do). So unless Itsuno chucks a curveball at the players, I don't think inclination change will be an issue.

And to end this post...
I decided to take the DD2 vocation quiz. While I don't take such a thing seriously more often than not, the results made me reassess myself. Is my way of doing things constructive to playing a Thief? Or does it make me better for other vocations? After a few attempts at doing the quiz (it's on the official site), I realise maybe, just maybe, I'm more comfortable playing a Magick Archer if the vocation quiz is anything to go by. Sure, my focus thrives on adrenaline. In this manner, I can try out the Thief vocation. After all, playing a Thief is probably about climbing and stabbing until your stamina hits below 50% (around 30%, by my estimation, if you have the Endurance augment). At the same time, however, I wouldn't be surprised if I'd perform better from range due to a better time reading the fight. Either way, I don't function well as a player if I'm playing as a tank.

If I insist on playing Thief, the Weapon Skills list may look like this: Helm Splitter/Biting Wind, Enkindled Blades, Powder Charge (apparently, triggering the bomb would result in auto retreating. Good for getting off a Godzilla if it starts thrashing like an angry American) and Smoke Screen for tanking support/Concussive Step for Helm Splitter follow-up. If I were to play a Magick Archer, I would use Irradiant Orb (for open-space AoE), Ricochet Seeker (for closed-space AoE), Flamefang Arrow (which will probably be my staple spell 9 out of 10 times), and Remedy Arrow (healing or rezzing).

Speaking of Magick Archer, one thing I noticed about playing this and the Archer vocation is that using a keyboard and mouse differs from using the controller. Using the controller means you have more say in mobility, as the left analog stick is intended to have better movement than the W-A-S-D keys on the keyboard. Can you imagine moving and shooting with a keyboard and mouse? I don't know about you, but it's unthinkable to me. Playing with a keyboard and mouse means effective positioning is more vital than mobility.

This is what it means to play with a controller


This is what it means to play with a keyboard and mouse

Thursday 7 March 2024

Year of the Dragon's Dogma 2 Pt II (This is going to be really short)

Well, March 22 is nearing. In other words, Dragon's Dogma 2 will be released in less than three weeks. Truthfully, it's been a disheartening week or so. Recently, my country's educational ministry decided to release a curriculum focusing on the Israel-Hamas War. It was a bad idea because people had already chosen their sides. Understanding is only applicable if and when people choose to. After all, you can't legislate understanding. Things then only seemed to go from bad to worse. From the alternate media not giving the Jewish community space to air its views to posters accusing NTU of aiding in Israel's war efforts (i.e. in their own words, genocide), the only thing left waiting to happen is another Six-Day War or Yom Kippur War. Seriously, this is one of those moments where I don't want to talk to people to protect myself from grief. Depending on a specific factor, I may (or may not) have a nice distraction from the Singaporean version of Hamlet. Come to think of it, are we living in a Shakespearean reality?


30 fps issue

If there is a reason for me not to get Dragon's Dogma 2, it'd be this. The rumours were finally put to rest and proven true: The game will run at approximately 30 fps. And that's not even to include the factor of instability. As expected, Reddit went Fukushima mode. Okay, it's not that bad. There's one Reddit thread entirely of complaints. However, there are others where questions are asked whether things are really that bad. Things were quite civilised since we're talking about Reddit instead of Singapore. But if there's anything I'm sure of, it'd be Capcom possibly going all out to ensure a stable 30 fps. The fact that DD2 doesn't have a performance mode may be pointing towards this. I'll wait for reviews once it is released before buying. That should be 2-3 days after launch.

Demo and patience

As a Singaporean, I'm too used to having a fast-food mentality. We're too used to wanting things fast. Especially fast grades and equally fast success. Do we admire Pep "the stereotypical Catalan genius" Guardiola? Yes. But are we able to nurture another stereotypical Catalan genius? No. If Thomas Edison was a Singaporean, I doubt he'd have invented the light bulb. Enough of my griping. Let's move on to the subject of patience. This word is clearly the polar opposite of a fast-food culture. Patience is the name of the game if you're to play DD2. Itstylo has stated the game will NOT hold your hands like an ah-kong. Once you start playing the game, you must be your own ah-kong. Can't think critically? Too bad. Don't want to fail? Then don't play this game.

And since I'm a Singaporean, DD2 is bound to be a culture shock. All the games I've played involved quest markers. So imagine playing a game where the quest details tell you which direction to go and nothing else. Using my brain, however, there's always a hope that the objective point shouldn't be somewhere far off. Of course, that's a fallible assumption unless proven right. Then, we have the return of time-gated quests. This is something I'm very sure I'll fail a lot. While I can analyse things, my ability to read maps is nonexistent. In fact, I suspect I'll be opening the map at least twice as many times as the average player if I decide to play it. Thankfully, reviewing quests is adorable. There's only this much the game can cut the players loose. So yeah, there's some semblance of a journal/quest board, so the players don't miss out on anything.

While I relish the challenge, I need to test myself to see whether DD2 is the game for me. A lot of things have clicked into place except for two: The 30 fps issue and patience. This is where the demo comes in. Now, it has yet to be announced by the bigwigs at Capcom. We may get a definite answer to this at 7 am local Singapore time. Of course, it's possible that a lot hinges on when the final vocation showcase trailer for Warfarer comes out. After all, it'd feel weird to release the demo before that. I'll only take one quest at a time if I play it.

Fighter: Either you or your main Pawn

Now information has it that your starting point upon playing the game would be the fortress village of Melve. There stands the Fighter vocation maister Lennart. Simply put, the most convenient vocation to level up is possibly Fighter. That plus there are bound to be quests in the starting area. So, that's where you start learning before doing the more dangerous and challenging stuff.

Rated M for implied sex

It's official. The sexual themes listed in ESRB's rating referred to sex scenes. Or rather implied sex scenes with sex workers. At the same time, the harpies and sphinx are officially topless, minus the nipples. In other words, this is the kind of game you wouldn't want kids to play. And that's not to mention plenty of blood, gore, and monsters screaming like angry people in pain. In a certain way, it's even more rated M than Baldur's Gate 3. One thing to note, however, is the question of why the lack of sexually explicit visuals even though Itstylo has no qualms in portraying uncensored violence. This reminds me of the Japanese release of Baldur's Gate 3, where government censors reason why explicit nudity was cut from the Japanese version. Just don't ask me why the Japanese porn industry is legit because I don't come from a political dynasty whose surname starts with the letter K, LDP or no LDP. Anyway, if my guess is correct, this was also the reason why DD2 will NOT have any sexually explicit visuals. Personally, I'm comfortable with a line being drawn. If this 30-fps game can run better than expected, I may have a go at it. That is unless Capcom screws up the PC port.

Before I continue, I'm going to speculate on Wilhelmina. There's something about the way she dresses that's definitely different from the likes of Ulrika, Doireann, and Nadinia. There's such a logic called era-relevant. If people have a problem with what I'm saying, that's because their imagination isn't my problem. Simply put, the Rose Chateau she owns is a famous brothel. In the classic high fantasy setting, it's natural that men hold all the power apart from certain exceptions like Cersei, Daenerys, and Disa. As the OF platform has effectively proven, a horny man is a useful man.

Since sex scenes are synonymous with romance in the modern era of video gaming, whether we like it or not, this raises the question of whether the player character can romance the main Pawn (note that I never said having sex because you can separate romance from sex). An interesting aspect of storytelling is the Dragonsplague. Is this an indication that the main Pawn is more relevant in the plot? If so, will this point to the possibility of romancing the main Pawn? This was something players found a bummer in the first DD game.

Press R1 for...

I won't be doing any analysis on the vocation trailers. The reason is that others are in a better position than me to do so. With that said, my assumption of Mystic Spearhand's R1 being the teleportation strike was wrong when I analysed a specific gameplay video on YouTube. So what does the Redoubted Bolt R1 command do? I'll be waiting to find out.

One interesting thing I noticed, however, is the R1 for Sorcerers. In an IGN gameplay video, using R1 when not switched to the Weapon Skills menu would speed up random spells instead of specific ones. This leads to the question of whether the random selection effect also applies to the Weapon Skills menu. Or would it be R1+the chosen spell?

Interestingly, AoE attacks didn't result in friendly fire.

Cross-posting screw-up?

To end this on a quirky note, I realised that the DD Facebook page is likely using a cross-posting tool linked to the DD Twitter/X account. In other words, whatever is posted on Facebook would be reflected on Twitter/X (Note that the other way around isn't the case). I mentioned it because I noticed something weird about the Mystic Spearhand post on X. Long story short, the said X post was removed despite vocation trailer posts always being a case of cross-posting from Facebook. I knew it because I noticed something weird when the X post was reflected via Google. In the Facebook post, the media file was a video. In its X counterpart, it was an image link. At the same time, the hashtag #DragonsDogma2 was missing in the X post. Apart from that, the text was identical.

Simply put, it looked more like a copy-and-paste job with cross-posting temporarily disabled. Then it got removed. How did I know it? I clicked on the X post out of curiosity. How in the blue hell could an image file be confused for a video file? Why in the blue hell did the hashtag go missing? Was it an angry employee out to exact some semblance of revenge? But that'd feel too contrived, as there would always be more embarrassing alternatives. It's weird.

Wednesday 14 February 2024

A Valentine's Day for no one

Valentine's Day is the day for lovebirds to flock together. If it sounds romantic, it probably is. That is for those with the other halves. There is a reason why I made fun of myself by calling myself an incel. That was how I felt in my school years. Of course, people do mature. The same goes for me. I'm no Thorfinn from Vinland Saga, but I did grow up to be someone who can live without relationships. Give me a choice, and I want friends I can confide in. As it turned out, however, I don't. Is it the end of the world? Well, the answer is no. My mental fortitude is such that I can live in isolation. I know it sounds weird, but the likes of Guts from Berserk were never that fictional. If there is any advice I can give, it'd be this: Don't just survive, but live. To survive is to be an animal. To live is to be human.

Recently, I came across a post involving Swifties gushing about how Taylor "no Gone in 60 Seconds jokes, please" Swift's songs represent women. Then they asked men whether there was anyone like that for them. My answer to such a question is this: It is good enough to see part of myself in this person or that character. I don't have to validate myself by seeing my entirety in one place or another. Living with dignity means you don't subject yourself to comparisons with this person or that person. Your life is not the other person's life. It is not meant to be a pitiable facsimile of another individual.

With that said, there are songs in which I do see part of myself. Unlike the Swifties, I don't base my preference on one singer or the other. I base my taste on songs, not the singers. Before I start this post, I decided to put up two scenes of Vinland Saga. The first reminded me of our world, while the other reminded me of what kind of man I want to be.


NOTE:
Because I don't keep track of the songs I've shared before in this blog, there's a high chance of songs repeating themselves.

Saturday 10 February 2024

Year of the Dragon's Dogma 2

The Year of the Dragon has arrived. It is coming, the day Dragon's Dogma 2 will be released. Because I'm a henjin, I will talk about Dragon's Dogma 2 instead of the Year of the Dragon.


Denunvo DRM
Firstly, let's get the controversy out of the way. Much to the dismay of many gamers, Dragon's Dogma 2 will be running on Denuvo DRM. Why the controversy, you may ask. The issue lies in a weird consistency of games running at lower performance with Denuvo. Say, for example, a game should run on 60 fps. But because of Denuvo DRM, it performed at 30 fps instead. For gamers, Denuvo DRM is a factor. But how influential? We can reference Devil May Cry 5, where the game was released with the Denuvo DRM lock. Within 2 weeks of release, Itsuno "Itstylo" Hideaki announced that DMC5 had sold 2 million copies.

Apparently, at least 2 million gamers had no issues with Denuvo DRM. But before you jump straight into the dragon's maw, I advise you to check your computer specs (if you're playing this on PC). While yet to be confirmed, word has it that Denuvo DRM can be terribly taxing on the hardware. I was lucky that my current Aftershock PC was bought last August. In short, the specs are still very new and more than enough to handle the game. But if you're not confident of your PC's specs, you should hold off until Capcom removes the Denuvo DRM lock. It will eventually happen as Denuvo charges a hefty fee for its DRM service. The logic behind this is to prevent gaming pirates from hacking the game within a certain period. The point is that gaming pirates will eventually crack the game, so gaming companies are clearly out to earn as much profit as possible before it happens. Considering the criticism of making games effectively run at 30 fps instead of the standard 60 and the vast fee involved, sticking with Denuvo is risky. Is it too dangerous? We should ask the 2 million gamers buying DMC5 within 2 weeks of release.

Note: Despite others saying otherwise, Harada "Harada no Katsuda!" Katsuhiro did NOT point the finger at Denuvo on Twitter/X. He merely said something buggy happened at the encryption program's end. As for what kind of encryption program Harada was talking about, only Namco Bandai knew. But he did say Denuvo won't be appearing for Tekken 8.

Your game is boring.
Baldur's Gate 3 fans, brace yourselves. FF14 fans, prepare yourselves. Itsuno may have some beef with your fast travelling choices. In a classic Elon "the X-man" Musk manner, he delivered a scathing verdict on fast travelling. Of course, this is NOT to say that Baldur's Gate 3 is boring. The same goes for FF14. Instead, this comes to mind Itsuno's vision of how to make travelling great again. A likely manner in which he's going to execute his #MTGA vision is unpredictability. It's like being Karolina "no pun jokes on her last name, please" Shiino or Yamazaki "the first alphabet of YKK" Taku, where you got jumped on by Shukan Bunshun, aka the Shihan of exposé. Instead of Shukan Bunshun, however, you got jumped on by random encounters from gibbering goblins to a massive troll (don't ask me whether Shiino or Yamazaki will be playing Dragon's Dogma 2, although the latter is probably too old for that. That is unless...). Imagine spending your first 30 hours dealing with this kind of stuff. That's definitely more engaging than having nothing to do. Not only that, you have no say which monstrous bastard(s) you will fight. Different monsters, different ways of killing them. In this sense, the early game will possibly be very intense.

Hey, you awake?
Remember the opening scene in Skyrim where you're (sorta) riding on a cart? In Dragon's Dogma 2, an ox cart takes you from Settlement A to Settlement B. Of course, there's a risk of the carriage getting attacked by random encounters. But this is precisely what Dragon's Dogma 2 should be about, no? No matter where you go, you'll get jumped on. But compared to wandering blindly in a world map four times larger than the first Dragon's Dogma map (and some may say twice as large as Skyrim's map), taking Grab Ox is the better option. But there's a catch: You don't get to decide where the ox cart is heading because that's Itsuno's job. Unpredictability is the alternate name of Dragon's Dogma 2. Exploration-wise, it may be better to wander in the areas around whichever settlement you're at so long you can reach back by night time. This is where ox carts come into the picture, allowing you to get your feet wet with minimal risks. At the same time, there's every chance that Vocation Maisters would be in this settlement or that settlement instead of bumming around in the wilds like a badass hobo. How long you should stay in one area depends on you.

If I buy it...
...which Vocation would I start off with? I prefer Thief as I like classes/builds running with two knives instead of a sword and shield. While this is clearly a personal thing, another choice would be Archer. The reason is that, unlike the Mage, the Archer is more towards ranged damage and support than ranged nuking. In Ukrainian speak, the Mage is like HIMARS, while the Archer is like the Javelin. As someone more comfortable with fast-hitting attacks, I wouldn't be surprised if I'd function better as an Archer than a Mage. At the same time, the Archer's support properties may mean I have more flexibility. Beyond basic Vocations, I'm looking at Mystic Spearhand and Warfarer. Depending on the learning curve, Warfarer may be beyond my ken.

As for Mystic Spearhand, I have a soft spot for spear-wielding classes due to Celtic mythology involving the likes of Cú Chulainn and Diarmuid Ua Duibhne (I blame the Fate series for this). This is also the driving factor behind me maining the Dragoon job in FF14. On a lesser-known note, the Mystic Spearhand's weapon is also the same as that of the Eternal Guard of the Warhammer Fantasy fame (i.e. one of my favourite units in the series). As for Sigurd being black instead of white, this has nothing to do with the Maister being a Mace Windu minus the Pulp Fiction. Race is not a factor, although I'm always one for creative diversity (note that I say creative diversity instead of inclusivity because I'm a henjin incapable of understanding the socio-political games being played in today's creative industry).

Some thoughts involving the Vocations trailers

The trailers looked great, that's for sure. If there's anything I could glean from the Fighter's trailer, it'd be the question of whether shield usage is ability-based. I say this because, during my years of playing Neverwinter Online, there was such a thing called class property. Each class has its own unique property set aside from the abilities. We may see something similar if shielding is vital to the Fighter's gameplay. Not just one Vocation but also for the rest. At the same time, it'd be interesting to see whether dodge rolling will be executed in a different manner. Will it retain the button input system from the first Dragon's Dogma game or something simplistic like double-directional input? Something tells me it'd be the former, although only time will tell.

As for the Thief, I see some movement-based attacks together with a few moments of wait-and-strike. This is possibly how a Thief is going to be played. You don't rush in like a berserker. Rather, you process the fight and react accordingly. If it means standing there for a few seconds, it means standing there for a few seconds.

Regarding abilities and attacks, I suspect we will have a four-button input approach just like the previous Dragon's Dogma game. This would allow better concentration in terms of mastering your playing style. However, this also creates a question from the perspective of PC usage. Namely, how is the mouse clicking going to function? A possible answer is that instead of four hotkeys for the abilities and attacks, two of them will be assigned to left-click and right-click, while the remaining two will be done via the keyboard. This would create a streamlined approach while maximising mouse usage.

Final thoughts
I may or may not do another post of DD2 depending on what I process and how much fuel I have in my wordsmith's tank. After all, the Vocation trailers for Archer and Mage have yet to come out. Will I be preordering the game? I'm still deciding on this. Given that this is only the second DD game and the first one to come out for Windows (I suspect Mac users are going to hate Itsuno for this unless they have an Xbox or PS5), it's likely that certain ease would be made for new players. And yes, the music is clearly great. Taylor "no Gone in 60 Seconds jokes, please" Swift is a global class act, but I don't have to be a Swifty to appreciate great music.

Friday 15 December 2023

How Do We Live? My thoughts on The Boy and the Heron

WARNING!
This post involves heavy spoilers for Miyazaki's latest work. Proceed at your own risk if you haven't watched it.


I've finally watched it. My very own movie of 2023: The Boy and the Heron (君たちはどう生きるか). In the recent weeks defined by Disney's failures in the form of The Marvels and Wish, Miyazaki "not from Miyazaki" Hayao's latest work was a refreshing distraction from accusations of political messaging and counter-accusations of intolerance. Interestingly, the cinema hall was nearly empty when I was watching it. Do I mind? On one hand, it gives off a serene feel, and I like it. On the other hand, I've learnt that quality and popularity don't always go hand in hand. This is why I don't mind being a henjin in a society full of normal people.

Suffice it to say, it was a great watch. While I didn't go all weepy from the beginning till the end, there was a specific scene towards the end which tugged at my heartstrings. As an emotionally dysfunctional person, it felt weird watching it without a shred of emotion. However, it was a thought-provoking watch. If you list gratification as a factor in your choice of movie, this is not the movie for you. But if making you think is your thing, then go watch it. One of the very few movies I watched was Crazy Rich Asians, and it never made me use my brain. I watched Deadpool 1 and 2. I didn't have to use my brain as well. Comparing them with The Boy and the Heron made me appreciate the maestro that is Miyazaki-san.

So, where do I start?

Loss is a reality we all have to deal with. Either you've already dealt with it or will deal with it. Miyazaki-san was no exception, as he lost his beloved mother to a fire when he was a child. The same is true for our hero, Maki Mahito (I'll elaborate on why this kid is the show's hero). The chaotic scenes involving Mahito running through the crowd because his mother was in danger were impactful. In fact, I don't know how to describe it beyond calling it a visible blur of moving images. In this case, the magic of animation came to life. There is no way a live movie can pull this off. I'm convinced of that. More often than not, people disregard animation as something for kids. As a result, the real magic is something that constantly eludes them.

Coping with grief is never easy. Some can move on, but others remain in its shadow. Mahito belonged to the latter. After all, how much should we expect from a child? Right from the beginning, Mahito was a dysfunctional child in a functional family ever since that fateful day. He had a stepmother who happened to be his mother's twin sister. It'd be easier for him to return to normalcy, right? Nope. He had a father who truly loved him. Surely, he couldn't be a dysfunctional kid. Wrong. In a real sense, I saw myself in him.

Seeing him being ostracised in school merely amplified my empathy for him since I was subjected to emotional abuse, the occasional physical violence, and apathy even from my teachers. Yet, being a victim wasn't the end of the story. This despondent child felt he didn't belong to his surroundings. Right from the beginning, a distant feeling was palpable. In a shocking display of malicious manipulation, Mahito purposely injured himself so that his father could get revenge on his behalf while acting innocent about it. No child should be capable of something like that, but this is the dark truth of human nature. I've seen this in my classmates as early as the age of twelve, and I've seen this in myself. I cursed the bully I hated most in ITE as a little dog. During secondary two, I developed a grim joy of witnessing another bully in emotional distress. I expressed myself differently, but the darkness was nevertheless the same. I was the Iorweth to their Dh'oine.

From one world to another

Mahito's entrance into an alternate world was inspired by Lewis Carroll's Alice's Adventures in Wonderland. It's the same case of the protagonist entering another world, albeit through different means. An essential aspect of this was that certain things were left unexplained. Like what was the relevance between the wooden dolls of the maids and their actual selves in Mahito's world? What was the relevance between one version of Kiriko and the other? But therein lies the beauty of Miyazaki-san's world-building. We don't have to know everything. You see, the beauty of fantasy isn't necessarily how much we know. Instead, lingering mysteries can create a beauty no one can comprehend. In reality, it's a fact that humanity can never know everything under the sun. An example of this is the logic of the first cause. You and I know this to be true. But do we know how it works? No. Not even science can explain it, yet science cannot deny it.

Another example is whether we can imagine what absolute chaos looks like. Again, the answer is no because the nature of human imagination is dictated by an actual semblance of order. Chaos, as we know it, is nothing more than a faded version of the real thing. So before you bust your head trying to understand as much as possible, my advice is to give up the ghost. The world in this work wasn't meant to be understood but appreciated.

Yet, the world woven was a dangerous one. In fact, Studio Ghibli was no stranger to adding dark elements to world-building. A prominent example is Princess Mononoke, where the conflict between civilisation and nature is concerned. This is not some kind of socio-political commentary on environmentalism. It is a tale of how cruel the world can be. On the one hand, the expansion of civilisations has been known to cause conflicts.

On the other hand, nature is a cruel master who doesn't care whether one respects it. In The Boy and the Heron, birds eat things. It sounds perfectly normal until you know what they eat: human flesh and baby souls. At the same time, there was a scene depicting a badly burnt pelican talking to Mahito before it died.

This scene is interesting as we're given a glimpse of the emptiness faced by the pelicans. What they desired wasn't eating the baby souls. It's to be freed from a hellish world where Kiriko was literally the only person considered alive. There's a contrast to be seen here: The beauty of scenery against the grim reality of death. This was further confirmed when Mahito pointed out to his great-granduncle that the building blocks used to maintain the world were made of the same material seen in tombstones.

In a genuine sense, the world in The Boy and the Heron is just like the real world. It's full of danger. There's always the danger of bullying, ostracisation, and apathy in school. You have the risk of wrong values dehumanising others and the deception called self-righteousness. The list goes on. If there's one thing parents can learn from this movie, it'd be preparing their children for a dangerous world so that they can protect themselves and become individuals of integrity. Insulating them from harm would only risk destroying them. The solution is to equip them with wisdom and integrity so that they can have the strength to be a blessing to others.

Himi

At first glance, rooting for Himi is easy because she's a strong female character. However, strong characters are nothing if they're not great characters. This is something many people on the internet don't understand. Take, for example, Ryougi Shiki of Kara no Kyoukai. Was she a strong character? She could destroy everything under the sun, for crying out loud. Was she a fragile character, nevertheless? That made her a great character instead of just a strong one.

The best way to appreciate Himi is to base it on something other than the merit of strength. There's a need to see her for who she was: Mahito's mother. Her display of destructive conflagration was intended to protect Mahito from harm, storytelling-wise. Throughout the plot, her role as Mahito's protector was none other than her role as Mahito's (future) mother. In fact, I suspect Miyazaki-san deliberately used fire as an identity symbol for Himi instead of just being the cause of her death. In a certain sense, one could see the symbolism of a phoenix in her. In fact, the movie ended not with her returning to Mahito's current timeline, but rather the past where she would eventually grow up, get married, and have Mahito. The fortitude displayed wasn't something to take lightly. She could have lived a happy life if she had agreed to enter Mahito's timeline. After all, she wouldn't have to experience the same manner of death all over again. But because she's Mahito's mother first and foremost, she made a choice very few women would have made.

Natsuko

Otherwise known as Himi's twin sister, her role as Mahito's stepmother was expanded to Mahito's questing objective. Not only that, it was through her that Mahito developed as a character. Without Himi, Mahito wouldn't have been born. Without Natsuko, however, Mahito wouldn't have grown up. When Mahito decided to enter the forest to bring back Natsuko, we saw a child with a maturity many real-life adults would never have. Instead of wallowing in despair, Mahito decided to do something about the situation (note that I didn't say Mahito chose to do something about his mental state). In an era of "Okay, boomer", where youths believe they're entitled to the right to disrespect others while demanding respect for themselves, it's unthinkable for them to make sacrifices for a family member to whom they're not emotionally attached. Not Mahito. He's made of much better stuff than that. In this manner, Miyazaki-san gave us a glimpse of what kind of person Mahito was despite his scheme to manipulate his father through self-injury.

If there's still any question about Mahito's character, none of it remained when Natsuko lashed out at him in anger despite his efforts to save her. The impact of the reminder shouldn't be underestimated, as Mahito had endured a lot at the hands of a cruel world. This was the world that took his beloved mother away. This was the world to which he felt no sense of belonging. Yet, Mahito kept pursuing what he intended to do in the first place.

Torihito-kun

The titular heron clearly didn't have a name. But for convenience, let's call him Torihito-kun (just don't tell Miyazaki-san that). The seiyuu for Torihito-kun was an interesting pick. Suda "the General" Masaki was also known for his role as Minamoto no Yoshitsune in The Thirteen Lord of the Shogun drama. Unlike the popular versions of Yoshitsune typified by Gikeiki, this version was the anti-heroic Yoshitsune synonymous with the historical records of Azuma Kagami. Like an anti-heroic Yoshitsune, Torihito-kun was also the undisputable anti-hero of the show. Right from the beginning, he was Mahito's tormentor-in-chief. Without the great-granduncle's orders, there's no knowing what he'd have done to Mahito. Yet, something changed. The English title The Boy and the Heron explains Mahito's journey in a self-explanatory way. Like how Mahito didn't get to choose who walked the journey with him, we don't get to choose many things in life. We don't get to choose which country we're born in. We don't get to choose which parents gave birth to us, let alone whether we're adopted. In fact, we don't even get to choose our sufferings. In a symbolic sense, Torihito-kun represented this fact.

What's most touching about this unlikely alliance wasn't how Torihito-kun changed his heart. It's how Mahito's innocence made it possible. Remember, Mahito was no stranger to human darkness and Torihito-kun's antics. In short, there should be no reason for Mahito to treat Torihito-kun kindly. But he did. In the real world of self-righteousness and identity conflict, it's easy to prioritise might over right and still call it right. Yet, Mahito chose not to follow the world. He did what was right instead of just following his heart or head. This goes back to the cruelty of the alternate world populated by death and carnivorous birds. You may not be able to dictate what the world should be like, but at least you can choose what kind of person to be. Either you can follow the world, or you can go against it. Either you can worship the merit of might or embrace the importance of right.

Was it supposed to be WW2?

One interesting assumption concerning this movie is that the backdrop was World War 2. While this was right, perhaps it's not how we expected. In the beginning, I was led to believe the hospital fire was a result of the bombing of Tokyo. But when the scene later shifted to Mahito's father in charge of building boats for the Japanese soldiers occupying Southeast Asia (i.e. Saipan was clearly mentioned), I realised it might not be the case. At the same time, if the hospital fire was a result of Tokyo getting bombed, the damage would have been far more extensive, with the residents forced to evacuate. This led to the question of whether civil defence sirens were also used as fire sirens during those days. So was it really Tokyo being bombed like Iran by America or an unfortunate accident in which America had no part? I leave this question to you all to answer.

How Do We Live: Lessons we adults can learn from a child.

The world can be depressing at times. Recently, I came across news in my backyard that further verified this fact. Don't get me wrong. Objectifying women and sexual harassment are two of the many evils in this world. But to justify one wrong through another wrong is like saying Eren wasn't wrong in destroying 80% of the human population just to save the Eldians. In fact, there's something scarily truthful about Isayama "Hametsu no Hajime" Hajime's signature work regarding human nature (a YouTuber called Soul did an excellent analysis video on this). With that said, I don't use dating apps. Call me a Japanese fossil (because I look more like a Japanese and nothing like a Chinese), but dating apps like Tinder are way too superficial for my liking.

Back to the topic at hand. So why am I talking about human nature? There's a reason why I called Mahito the hero of the story. The reason was his reply to his great-granduncle's request to take over from him to ensure the building blocks assembled wouldn't collapse. The rationale behind this was that the stability of the building blocks stacked precariously represented the stability of every world. Hence, only a person without malice can maintain the benign impartiality needed to perform the task. Mahito, however, stated that he wasn't that kind of person. The proof of his malice? His self-inflicted scar as a result of being bullied. We can go on and on about whether the malice was directed at his bullies or the world, but we cannot deny this was what Mahito said. At the same time, there is something symbolic about the building blocks made from the same materials seen in tombstones. And that is no world is ever a stranger to conflict. The irony of peace is that we wouldn't know what it looks like without conflict. It's just like the matter of evil. Without evil, can we know what is good?

Fast forward to the end, where Mahito, Natsuko, and Torihito-kun managed to escape back to their rightful world (but not before the poignant farewell scene involving Himi's decision to embrace her fate as Mahito's future mother and eventual death), and we see Mahito still holding onto some of the stones used to make the building blocks. Torihito-kun, in his usual self, stated that Mahito would forget about his journey sooner or later. Interestingly, Mahito didn't deny or acknowledge Torihito-kun's words. But was that the critical part?

Throughout his journey, Mahito had to deal with how he should live. It all started with a decision to save Natsuko from an unknown fact and culminated in him confronting himself. In a world full of death, surely he would have remembered the fiery scene. Before the cynicism of realism, he chose to help Torihito-kun despite his actions. Before his great-granduncle, he had to look inside himself instead of saying yes or no. In life, we're bound to deal with decisions. And decisions have consequences (many thanks to the FF14: Endwalker storyline for showing me that). Like what Geralt said in the second Witcher game, decisions should be evaluated before and not after. Ultimately, the decisions we make would decide how we live. Decisions are not just about dealing with circumstances. It's also about living in an imperfect world of conflict, tragedy, evil, and grief. More often than not, we fail to ask ourselves, "君たちはどう生きるか" because we think we're alive. But because we're alive, we have to look at ourselves in the mirror and ask this question: How do we live? Many people wasted years without realising it because they never asked themselves this question. But what about us? It's never too late so long we're still alive.

Saturday 2 December 2023

The Last Wish: My thoughts on Chapter 1 (Part 1)

It's official. Instead of watching TikTok videos for free, I spent 10+ bucks (I wonder if it's SGD or USD) on the first Witcher book. Entitled The Last Wish by Andrzej "Książę Andrzej" Sapkowski, I just cleared Chapter 1 yesterday. In this post, I'd be commenting on my feelings/reactions/analysis/whatever on it. Before I begin, here's a Witcher theme music I'd associate with Chapter 1.


Quality, writing style, and translation
I did a word count check on Google for The First Wish. It's actually a relatively short read at 90K+ words. To put it in perspective, Crazy Rich Asians by Kevin "unrelated to Guan Yu unless proven by science" Kwan had a word count of 100K+. On average, a novel's word count would range from 70K to 120K for adult fiction (i.e. the genre both Crazy Rich Asians and The Last Wish would qualify under). As a writer, I struggle with pushing the word count as much as possible. While my fellow Singaporeans may agree with it, the likes of Prince Andy (sorry, my Polish vocabulary is non-existent beyond the word kurwa) clearly had something to say about it. More specifically, it is the national word of Poland.

Jokes at the expense of Poland aside, it's heartening to see writers prioritising quality over quantity. The best-case scenario is both. Yet, I suspect a common danger many aspiring writers may face is a lack of self-understanding in terms of personal limitations. Life isn't dictated by internet memes of cats being whatever they want to be, but we humans have the funny tendency to live life as if it's one of wondrous internet memes.
I can never be a tank. That'd screw my party up in any MMO.

Recently, I came across news of Bob "I suspect Deadpool is gonna call him Bob" Iger claimed the reason behind The Marvels' abysmal box office showing was "insufficient executives". This is not some kind of Deadpool 4 joke. It's real. In other words, quantity is a must for quality to shine (not my logic, but Bob's). When it comes to writing, however, I'm glad that Prince Andy proved once and for all that quality can offset quantity as long as a specific word count is there. Again, we're talking about the 70K to 120K range.

Reading The Last Wish was an eye-opener for me. Firstly, let me get the not-so-good out of the way. It's been said that the English translation was horrible. While I was comfortable with it more often than not, there were moments when the word usage felt weird to me. It's not about Prince Andy's capability as a writer. Instead, it's due to human limitations when it comes to translation. Those familiar with Fate/stay night memes would know some funny moments resulted from this. In fact, playing FF14 actually revealed such moments of flawed translation.

An example of this is the pre-fight cutscene for P11 where Elidibus says, "my truth," where in fact, the actual wording was, "私の天心" (i.e. my divine will). Another example was Emet-Selch's reaction to seeing Azem in the Warrior of Light in Shadowbringers, where the actual Japanese words were concerned. Overall, though, I can live with it.

Apart from that, I enjoyed reading Chapter 1. In the process of reading, I was forced to challenge my elf. What are the things I need to improve as a writer? What are the things which I can attribute to my personal style? What are the things which I know for sure are beyond my grasp? This requires a combination of humility and confidence. In a genuine sense, being a writer means you can't behave like the typical human being, where it's a zero-sum choice between humility and confidence. It's a paradox. But then again, which human being isn't one?

Writing style-wise, I find it surreal to see similarities between Sapkowski and me. If someone were to tell me my writing style mirrored that of Kevin Kwan, my response would be indifference, But Sapkowski? That's clearly going to be a great compliment unless it's sarcasm. To be fair, we're not identical twins of different nationalities and ethnicities. We both use short sentences instead of the typical longer sentencing style. However, in terms of how the words flow, that's where the difference comes. Sapkowski's usage tends to have that terse feel due to literal short sentences being used with the occasional case of two to three comma breaks. I use commas more frequently to create a two-break sentencing style with the rare case of three breaks in a sentence instead of two. With that said, I'm now using short single sentences to balance things out, as my previous approach was too robotic. It's 100% art and 0% science since I had to go with the feel instead of technical understanding.

Description-wise, it's something I see myself needing more effort. At the same time, a great job of describing scenes is about more than just showing versus telling. It's about knowing when to go all out instead of doing it as often as possible. The logic behind impact is that it works so long you don't numb the audience. Doing it often tends to have that happening. It's not a question of how much but where.

(Note: I believe in telling instead of showing if I want to shock the reader. You may not need to do so if you're not writing dark fiction. But A Requiem From Winter Past is dark, albeit not on the scale of Berserk. That one would be as dark (?) as the Lego Batman song.)

The battle scene between Geralt and Adda's striga was breathtaking. My only complaint was overusing the portrayal of pirouetting as if the Witcher in question wasn't Geralt but Zinedine "Le Professeur X" Zidane. The description of movement, be it the combatants or the silver chain being used, was succinct but nonetheless left nothing to the imagination. I remember reading the Dark Elf series novels by R.A. "not rated R" Salvatore. The fighting scenes were as detailed, but one approach was more technical, while Sapkowski's was less. As a result, Salvatore's fight scenes were criticised as too descriptive-centric. Do I have an issue with that? The answer is no. In fact, Salvatore was the reason behind the way I do my fighting scenes. Yet, Sapkowski exposed the weakness of my style. I was too much into the technical side of things, but I needed more in the description of movement. The fighting scene was a mixture of elegance and brutality. That's what impressed me, among other things.

Sunday 26 November 2023

Made in Japan instead of America: Total Recall (?)

It's belated, but I wish worthy men a happy International Men's Day. Not those who beat their wives, force their girlfriends to get abortions, and break the law even if they're university students, mind you. Instead, it's to the men of responsibility and integrity. Those who slog to bring food to the table, ensure they're responsible for their children, and refuse to break the law even if they're failures in the education system. To such worthy men, I wish you all a happy International Men's Day. Before I continue, I will up a few songs from some series where the protagonists are clearly men worthy of International Men's Day.


Why Total Recall?
The reason behind this post title is simple: Arnold "not Weissenegger" Schwarzenegger and Gray "still a blue" Davis. Like how the state of California decided to do a Total Recall on Davis back then, I decided to do the same on specific rotations in FF14. The reason behind this was the Balance guide website for FF14 gamers. I went through the standard opener diagram for Dragoon. I told myself, "That's インポシブル". The reason is that trying to do that is like alternating between braking and accelerating. Already, I'm struggling with using the Dragon Sight-Battle Litany rotation. However, seeing how Dragon Sight and Lance Charge were utilised in a 120-second-60-second rotation gave me something to think about. At the same time, going through the guide for Machinist also told me I was doing certain things wrong.

Total Recall: Dragoon
In terms of the GCD rotation, there's no change. The same goes for the Geirskogul-Nastrond-Stardiver and High Jump-Mirage Dive rotations. Only two changes were made. Instead of continuing with Dragon Sight-Battle Litany and Lance Charge-Life Surge rotations (the former for the Chaos Spring GCD rotation and the latter for the Heavens' Thrust GCD rotation), I decided to go for Dragon Sight-Lance Charge for my Chaos Spring rotation and Battle Litany-Life Surge for my Heavens' Thrust rotation. In boss fights, the DPS clearly went better. In fact, the time taken to conclude a boss fight was considerably shortened. However, there's a catch: For this to be done, I chose to burn the 5% bonus from buffing a party member for Dragon Sight. It definitely works, though. It's like Oda Nobunaga leading a squad of 2500-3000 dudes instead of 5000 against Imagawa Yoshimoto's army of 25K men.

Maximising Dragon Sight in the middle of a fight was a nightmare when I looked back at it. It hampered my DPS momentum and disrupted my focus. In short, I wasn't using it frequently enough. I can't say I'm autistic, but I do have tunnel vision. This is why I dare not run as a tank or healer in any group content beyond MSQ roulette. Playing FF14 on a Japanese server has its challenges, the language barrier being the most significant one. While Japanese players are really good at doing group content (apparently, they're going to be very happy to see Dawntrail coming), the fact is that I can't communicate with them. 

Interestingly, as a DPS player, I already obtained 350+ player commendations. It doesn't seem like much. In fact, it's probably not much. But as a casual player who can only play well as DPS, I find it surprising. I actually expected less than that.

Back to the Dragon Sight dilemma. The only way for me to maximise Dragon Sight is as a preparation buff before entering combat. Against bosses, this is detrimental as the damage will not come out fast and furious enough. Against mobs, however, that's a different story since they last shorter than bosses in any fight. At the same time, being a melee DPS means the likelihood of the Dragoon being the last to enter the fray.

The Battle Litany-Life Surge rotation is effectively a 120-second-40-second buff rotation. At the same time, this buff rotation would have come out in the middle of the combat instead of at the beginning. By then, my party's DPS momentum would have stabilised. In short, the party benefit of Battle Litany is made better. In my last Fell Court of Troia run via level 90 dungeons roulette, the final boss fight was over surprisingly fast despite struggling with the mechanics. The tricky part is whether I should use Battle Litany before or after Vorpal Thrust. The good thing about running a 2.5-second GCD build is that you can calculate when the Battle Litany buff will expire. 15 seconds would mean 6 GCDs. It should end at Raiden Thrust if I use it before Vorpal Thrust. If it's after Vorpal Thrust, the duration should end at Disembowel. If the math looks weird, it's because your eyes aren't playing trick attacks on you since I have to consider around 0.1-0.3 second's worth of difference. When I activate Battle Litany, the GCD would have already hit zero.

Note 1: Using Dragon Sight with Lance Charge can also result in effective True North management due to Dragon Sight ignoring positional restrictions. It's either Dragon Sight-Lance Charge or Lance Charge-True North. The worst-case scenario is wasting one charge of True North due to occasional panic. That's all.

Note 2: Right now, I have to decide between using the second charge of Life Surge on Wheeling Thrust while Battle Litany is active or saving it for the next Heavens' Thrust after the duration expires.

Total Recall: Machinist
The only change made is lining up Wildfire with Barrel Stabiliser, as it would ensure more consistent usage. My main issue was that I needed to use both more often. Right now, Wildfire is executed first before Barrel Stabiliser. But it will probably change because I suspect my brain would trigger faster if it is to process Barrel Stabiliser before Wildfire instead of vice versa. As for Chainsaw, lining it up with Reassemble is possibly a better bet than doing so with Drill. The reason is that doing otherwise may mess up my Hypercharge rotation. At the same time, I use Reassemble sparingly. So, there's a theoretical chance of pulling off a Reassemble-Chainsaw-Air Anchor rotation more often.

Note: My Machinist has yet to hit level 90. So the Chainsaw part does have a chance of changing.

Total Recall: Black Mage
There are a few changes I need to think about. Namely, forcing myself to use Aetherial Manipulation more often and lining up Ley Lines (no pun intended) with Amplifier. In certain fights, there's a need to close the distance ASAP. Playing Samurai and the resultant ease in using Hissatsu: Gyoten taught me that. At the same time, mistakes were made before where I should have used Spineshatter Dive instead of moving forward while sprinting was on cooldown.

As for Ley Lines with Amplifier, that can be very useful in any fight, be it mob or boss. If I can make Dragon Sight-Lance Charge rotation work in both scenarios, I wouldn't be surprised if I can pull this off as well.