I’ve found a breakthrough!
Arthur sells lumber! Now I can
purchase the lumber that I need to build structures for the farm and crafting
system. At hideously inflated prices! … That
will exhaust all gold set aside to actually pay for the structures … |:(
Moving right along |:(
What follows is a story from memory – I took notes but my
note-taking skill is obviously too low.
I might have remembered some of the finer details wrongly. My bad, give me a shout out in the comments
and I’ll review. But I think that I’ve
got it all, mostly accurate.
Pico challenges Ventuswill (loudly) about doing all of this
for her. Ventuswill booms her response that
she is aware, but she must do so anyway.
The new girl Dolce is already on the ground. Ventuswill casts a spell, and then announces
that it is done, and now Dolce shall never again desire to be a monster. Pico is at first very pleased, but curious at
the unspecified gift Ventuswill is refusing.
Belated Lest enters the scene, having heard enough to know that the
secret is out.
Ventuswill knew all along who the mysterious monster people
were. They were … are … no wait, were,
her friends. Venti is a distant and
guarded character, and she holds that distance because every one of friends
feels committed to her, to sacrifice themselves for her, so that she can
live. There is a heavy handedness in
this plot, as the humans made this sacrifice so that Ventuswill could save
their world in some unspecified way. Ventuswill
has had enough, and wishes for the cycle to end. And Lest has already defeated three of them.
Lest’s conundrum is now presented: he wishes to protect
everyone, including Ventuswill.
Ventuswill, in contrast, is resigned to death. She has lived knowing that her life costs the
lives of people dear to her. Venti is
responsible for the amnesia gripping the three so far saved monster folk, a
deliberate tactic to prevent them running off and becoming monsters again (for
her sake). Lest cannot accept this turn:
no literally, three separate dialog choices are offered, each with three
selections available, encouraging the player to twist out of this inevitable
conclusion as much as possible. From the
dialog, this turn wounds Lest greatly.
Ventuswill collapses, the majestic dragon exhausted from
some effort (presumably her memory charm), but as her own perspective puts it,
by the elimination of her life support.
Lest has brought her to the point of dying already. She implores him to find the fourth
monster-person, and sever her link to life totally.
Amid all of this twisting, Lest wrangles only one piece of
useful information: Rune Spheres.
Ventuswill doubts that any effort could find enough rune magic to keep
her alive, and her living would cause the land to go fallow over time (which is
unrelated to the current state of my farm, which will apparently be cured by non-specific
fertilizer). With nothing more to gather from Venti, the actors (Pico, Lest, and the awakened Dolce) gather outside to let her rest.
A tense encounter with Doug reveals him to be knowledgeable of the Rune Spheres, but evasive. He swears to collect
them first, keeping them from Lest and condemning Ventuswill. Doug presents a very different, vindictive
side of the characters, and implies Ventuswill is deeply responsible for his
lost clan.
In the end it is Barrett the traveler who comes to
help. Pointing Lest towards the Water
ruins in the south. It is certainly easy
enough to travel there and find a new boss to fight …
But here’s where I have to cut it. Sorry kiddies, from here, all I can tell you
is that Dr. Jones and Nancy are quite generous with the recovery costs. Finding that the monsters are beating me down
repeatedly, I resolved to try and catch up on the forging and crafting, and to
try to overcome the boss through smart fighting. So far, it hasn’t worked! But I’ve found it so difficult to even get
started with crafting and forging, that I have much further to go.
This seems like a good time to call this little story
telling blog series. I can revisit it later,
but I think that I’ve now laid out the common challenges of this game pretty
completely. It’s aggravating being stuck
in a losing fight, and more aggravating that other advantages are locked away
behind a deep and complex crafting system, one that requires a ton of craft
specific gathering to advance. The
tension between the two halves of the game is acute besides, as both halves are
compelling and full of meaning, but completing one requires a very indirect,
very different way of thinking. All of
this is in addition to the, honestly fully expected, cultural differences; they
aren’t hard, but they are counter-intuitive.
But it is a JRPG, so what else is new?
I certainly knew about it going in.
Am I best pleased with the purchase of Rune Factory 4. I think that
I will see my value in time. Will I be
lining up for the next? Hard to say “yes,”
easier to say “What else is on offer?” There
was always going to be some buyer’s remorse, held up against Pokémon X & Y and Ace Attorney. Did I find something different? Ha, no question!
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