Ed's Top Ten Games of 2025

For my 2025 game clearing project, and hopefully for any future ones as well, I decided to do something a little different.  In the past, I ...

Monday, December 22, 2025

Ed's Top Ten Games of 2025

For my 2025 game clearing project, and hopefully for any future ones as well, I decided to do something a little different.  In the past, I had basically just been randomly choosing from my entire backlog to find games to play.  While this certainly caused my numbers to be higher, I got through significantly more games this way, I also was just like.  Playing uninteresting games I did not, in fact, want to play.  And a lot of games I really wanted to play were, as a result, getting put on hold indefinitely until I just randomly rolled them.  This was fine, mind, but I found myself wanting for a more structured game clearing experience, one where I'm playing games that I actively want to play, at least until I run out.  

Thankfully, Backloggery's overhaul that happened... I believe earlier this year, might've been last year, introduced the idea of a "high priority list".  One where you could curate a selection of games you actively want to play and just roll from that list.  This was a boon for me.  I had way more fun clearing games this year and it was a very competitive year.  I only actually played three games I disliked this year.  I got to play some of the greatest games of all time, a lot of games I've wanted to play for like over a decade and never got around to, games that I never finished.  It was very fun watching the Top Ten list evolve over the year, seeing games I thought were locks back in June just get ousted from the list.  This was such a competitive year that 8/10s are struggling to make the top 30 list!  And I only played just under 60 games this year for my "official" game clearing (I played many more but they were like short little browser games).  So, this is the ten best.  Without further ado...  

 Ed's Top Ten Games of 2025

#10: DREDGE

I love fishing games!  It's actually wild how much I love fishing games because in real life I have so many problems with fishing, but I am one of the many who loves fishing in a video game.  A lot of my current friendships are actually due to fishing in video games, in 2019 or 2020, I forget which, a streamer I watched who is now a friend played a fishing game a month and we kind of sat back and roasted them and bonded over Reel Fishing: Road Trip Adventure.  Unfortunately, though, I struggle to find a lot of "must play" fishing games?  Because of how limited time in general is and how many games I want to experience in said time, a majority of fishing games HAVE to slip through the cracks for me as a lot of them are simple fishing simulators.  So when a super unique fishing game comes along?  You know I have to jump on that.

DREDGE is a Lovecraftian horror fishing game where you play as a fisherman who finds himself washed up on a mysterious island in the middle of the open sea.  There is a small fishing town on said island, one that offers to replace his boat if he'll become the local fisherman.  We are tasked with completing some favors to help pay off our debt for the new boat, going out into the sea to fish up some fish we could potentially sell.  It becomes quickly apparent, however, that there's something inherently wrong with this sea.  At night a fog rolls in, consuming everything on the sea.  This fog is tricky.  Makes you see things.  Hear things.  Spending too much time in it will drive you mad.  Make you see ghosts, make you see monsters.  Or maybe... you're doing more than just seeing them.  When you return to the town after finishing you errands, you meet a mysterious treasure hunter who tasks you with traveling across the ocean, facing all its demons, and collecting the treasures scattered throughout.  In exchange, he grants you mysterious powers from his book, powers that will make you a more effective fisherman to accomplish his goals.  What does he truly want?  What else hides in this sea?  And why do the people of this land speak in whispers of the old fisherman and the old mayor?

DREDGE nails the atmosphere it's going for.  The game is obviously going for the Eldritch horror, it prominently features unknowable, ancient monsters hiding in the depths, awaiting the opportunity to awaken.  It's the kind of unsettling horror that exists just out of the view of the audience, the kind of horror that makes you consider how insignificant they are.  It's excellently done.  But what I think is potentially more poignant is that DREDGE aligns perfectly with the tall tales of old sailors.  People who were forced to work long days and rough nights for months, maybe even years, away from home and so went a little crazy.  People who would tell stories of islands they didn't really exist, monsters that they believed to see, stuff like that.  DREDGE fully puts itself in line with this idea, literally using the cover of the fog to change the world around you, make you see things that aren't there, feel things coming after you that don't really exist.  It's almost a horror game specifically about the stories sailors used to tell of what is out there on the open sea, and it's brilliant in this respect.

DREDGE is also an incredibly fun fishing game.  When I wrote about this game before in the Halloween marathon post, I talked a lot about how it worked as a horror game, its atmosphere and its scares, but it's also just a really good fishing game.  You go around the sea finding fishing spots and completing little timing minigames to pull up fish (I was bad at these).  It's a very satisfying way to handle fishing that a lot of games have utilized.  DREDGE combines this gameplay with a sort of Resident Evil style inventory management system.  You have very limited inventory space and the fish are in certain shapes you have to organize to optimize your haul.  As such you have to make a lot of hard calls, especially when you pull up an aberration, a bizarre mutant fish that is noticeably "wrong".  You're also on a race against the clock, as fish will rot if you don't make it to port to sell them, a quest the sea is actively working against you to accomplish as it will send unknown parasites to "corrupt" your haul.  DREDGE is so good, y'all, just an excellent blend of horror, fishing, and survival elements, I'm such a massive fan of this game.

#9: Broken Age

Me and Double Fine have a history.  Double Fine is, undoubtedly, one of the most interesting and creative game studios in the industry.  With landmark titles under their belt like Grim Fandango and Psychonauts, cult classics like Brutal Legend, and just some really fascinating deep cuts, Double Fine is one of the most diverse and beloved studios of all time.  That being said, no game studio has ever exemplified the idea of "games that are great until you play them yourself" more than Double Fine's catalog.  Grim Fandango has a habit of being incredibly obtuse, being one of THE moon logic games.  Psychonauts has creative premises but can also have overbearing levels to represent those premises.  Brutal Legend is three different games sewn together that don't really ever combine into a coherent product.  It's such a trend that one of the games on my 2024 honorable mentions, Costume Quest, had me stating that it was "the rare Double Fine game that has good gameplay".  But, this year, I finally got one, a Double Fine game that I enjoyed playing as much as I enjoyed everything surrounding it.  Enter: Broken Age.

Broken Age is a point-and-click adventure that is told from two vastly different perspectives in two vastly different worlds.  Vella is a young girl living in "the Badlands".  The Badlands, decades ago, were set upon by giant Lovecraftian creatures known as "the Mogs".  Every so often, the people of the Badlands sacrifice their of age maidens to the Mogs, this ensures peace for another several years.  Vella, however, believes that they can fight the Mogs, that their world isn't doomed to continuously sacrificing its people, and so breaks free from her ritual.  She then sets off on a quest to find a way to kill the Mog and try to end the cycle of sacrifice.  Along the way she'll adventure across the Badlands, meeting the colorful cultures and characters therein as she tries to find a way to kill the Mog, having to confront the traditions of her world and convince people to break their norms.

On the other side of the coin, you have Shay.  Shay is the "captain" of a spaceship who is on a long-term deep space mission attempting to seek a habitable planet after the destruction of his original home world.  Shay is kept safe and entertained by the ship's two AIs, nicknamed "MOM" and "DAD", the former of which infantilizes Shay and entertains him by sending him on mock missions that involve ice cream mountains, tickle plants, and gummy bear rollercoasters.  Shay craves independence, desires to be treated as an adult and is exhausted by MOM's overbearing nature and the way his life seems to be stuck in an endless loop.  Until one day he discovers a stowaway hidden within the depths of the ship, a stowaway who informs him that his mission is far more important than he ever could've imagined and that, in fact, the fate of the entire universe is on his shoulders.  Shay must break free of the cycle he's stuck in and forge his own path to allow the survival of the entire universe.

If you couldn't tell, the key theme in both stories is "breaking tradition".  It's a theme that Broken Age handles incredibly well, the thing that ties these two seemingly unrelated stories together.  It plays with the juxtaposition between these two settings, the fantastical and the futuristic, so well, unifying the narrative into a single thing despite these two seemingly unrelated universes.  The game treats tradition as nothing short of complacency, that in both Vella and Shay's stories their guardians stick to the "predetermined way" and bare little consideration for if that is the best way.  And, they argue, that said tradition leads to apathy, that the people of these universes could and should be doing more to prevent all their problems but instead just keep doing things the way they've always done them.  It's an all-too-relatable theme for many of us, the quest for independence in the face of traditionalism, seeing our friends and relatives become complacent in doing things because it's easier to go with the flow than to try and make the world better.  And when the two stories eventually do collide, because unsurprisingly they do, it creates an interesting second act that shows the positives and negatives of radically breaking tradition.

The writing in this game is top notch.  Double Fine's writing is always the best part about their games, mind, not only is it incredibly clever but the worlds they craft are so unique.  In particular Vella's world is so much fun to explore.  It feels very Adventure Time, these specific, fantastical places that all have a singular theme/purpose that coexist but aren't really connected.  Like Vella comes from a town whose economy is built on baked goods, her neighbor is a place whose economy is based on feather clothing, there's a fishing village further on which literally builds everything out of fish.  We don't get to see much of the world but it's incredibly fun to explore.  The jokes in this game are also unsurprisingly really solid, it's a very specific sense of humor, some would say a very "millennial" sense of humor, but it works really well for me.  I unfortunately played this too early in the year to remember a lot of the gags, but I remember chuckling at quite a few of them.  In my opinion Broken Age is Double Fine's best.  I still have a lot of Double Fine to get through, mind, I haven't even played Psychonauts 2 yet, but Broken Age is just so good.

#8: The Walking Dead - A TellTale Game Series

So, I was originally going to open this up with like a whole thing about how "the TellTale style of video games got so oversaturated that it seems like we've forgotten how good they were at their peak".  Like, up until the past couple years, people were sick of TellTale, so much so that it seems difficult to imagine a point where TellTale was among the most popular video game companies period.  Famously they oversaturated the market causing their initial demise as people got more and more tired of this style of game with multiple releases happening yearly.  But none of this really matters anymore.  Like a month after I beat the Walking Dead, Dispatch released, becoming one of the highest rated games of the year, a lot of people's favorite game of the year, and has turned a lot of people who initially missed the TellTale game style onto TellTale.  So you know.  That's amazing, love that.

The Walking Dead is, as you would imagine, an adaptation of the long running comic book series of the same name which was also adapted into one of TVs longest running "prestige dramas".  Rather than focusing on the story of the comics, the story of the post-apocalyptic cowboy Rick Grimes as he survives the zombie apocalypse indefinitely, we are introduced to a new character who is sort of having his stories concurrently with the comic book, Lee Everett.  A former US history professor at the University of Georgia, Lee was on his way to prison the day the apocalypse began after being convicted of killing a senator who his wife was sleeping with.  After a car crash releases him, he stumbles into the local neighborhood and meets Clementine, a young girl who was being babysat when things started going poorly and who had to outsmart her zombified babysitter to survive.  The duo quickly decide to team up, with Lee becoming Clementine's de facto guardian, as they team up with other survivors and attempt to make their way to salvation.

I have talked at length about the Walking Dead on this blog before so I'm going to be kind of brisk with this entry.  The Walking Dead is a truly revolutionary game, the blueprint for the kind of cinematic adventure games that would follow it, games like the other TellTale games but also games like Life is Strange.  Despite being one of the first, however, it remains one of the best.  It tells a gripping, emotionally resonant story that remains compelling to this day, perfectly utilizing its horror setting to tell a very real and human story.  I sometimes struggled to even write about it because I was left utterly speechless at the endings of some episodes.

It also manages to at least create the illusion that your choices really matter,  I'm sure if you played it and really explored every option you'd realize things like "hey, saving this character doesn't really matter because they just die thirty minutes from now so that the game doesn't have to actually account for having an entirely different plotline with this additional character".  But for a one time playthrough, the choices seem so emotionally and dramatically important.  It manages to make what you do feel so significant, which is impressive because this was really only the second time this kind of game existed in the grand scheme of things.  It's a very great game that stands the test of time and I'm very glad that people are now either looking back or looking to it for the first time with the success of Dispatch.  I would be down for the TellTale revival.

#7: Card Shark

Now for a game nobody has heard of.  Card Shark is a game I've known about for a very long time.  It would pop up in Nintendo Directs and indie game showcases and would always draw my eye.  I became something of a cheerleader for it among my friend group, trying to turn them all on to the game where you cheat at cards.  It unfortunately took me a long time to get to it myself, up until I started doing more serious game clearing projects it was very easy for me to lose track of indie games.  A lot of these games are better suited for PCs and I am a PC gamer kicking and screaming.  Thankfully, I received it for free and so it was thrust into my life.  And all it cost me was my dignity as I had to use the Epic Game Store for it!

Set in 18th Century France, Card Shark stars a mute boy who is initially serving drinks at a tavern in southern France.  That is, until, the eccentric and flamboyant Comte de Saint Germain enters his life.  The Comte asks the boy for his assistance in pulling off a con at the tavern and, after an incident happens at the establishment, flees with him into the night taking him under his wing.  At first it seems only that you are conning people for coin, but the Comte's goals are soon revealed as you participate in more and more jobs.  The Comte is seeking audiences with specific high ranking members of the French nobility to uncover what they may know about a conspiracy, a conspiracy whispered only on the winds.  The Twelve Bottles of Milk.  This conspiracy is very valuable, as whatever information is hidden within it, it could lead to the complete upheaval of the political state in France.  Throughout the game, alliances change, people are swindled, and the truth of who our boy is and what power he truly holds is revealed.

Card Shark is another game I have talked about at length on this blog.  I obviously go more in-depth over on that blog entry but the cliffnotes is that Card Shark is one of the most mechanically interesting games I've played possibly ever.  It takes a very simplistic idea, a vast majority of the game is just shuffling cards, and teaches you over two dozen tricks to fix any situation to your benefit.  You'll learn how to stack the deck, how to collect cards so it's already stacked for you, how to get your opponents to stack the deck for you unwittingly.  All the while trying to learn these sleights of hand so you're fast enough at them to not rouse suspicion, as being caught cheating leads to a hefty punishment in this era of France.  Especially with people this powerful and this eager to keep their secrets hidden.

Card Shark's core mystery is also very cool.  I'm not going to spoil it for you, obviously, I do that enough in the Diary post if you want to read it.  But what the Twelve Bottles of Milk is and what it means for France is a super compelling mystery.  Along the way you will meet various important historical French figures and have your alliances change.  Some people you thought you could trust sell you out, others you believed to be enemies end up aiding you.  As you uncover more and more, more questions arise, more things to answer.  It's difficult to talk about a mystery without giving parts of it away but it's super well done and really elevates Card Shark from being another cool indie game to, in my opinion, a must play title that is mechanically unique, narratively compelling, and just all around fun.

#6: Sonic Mania

I have a rocky relationship with the Sonic the Hedgehog franchise.  A lot of people who know me will know that I tend to be very critical about it, mostly because the games are mediocre.  Once upon a time, though, I was about as big of a Sonic fan as you could possibly imagine.  Like I was at "would've publicly hated Arin Hanson for clearly and obviously playing into a bit because he's misrepresenting Sonic to people" levels of Sonic fanboy.  I did get into arguments defending the sanctity of the Sonic the Hedgehog series from people who, in my mind, were just blinded by nostalgia and hadn't properly given the franchise a chance.  I used to have a pretty friendly relationship with the people at my GameStop at an old place I lived and a big reason that started was that I preordered Sonic Unleashed and kept calling about it near release.  This all eventually got deconstructed, I realized going to bat for mediocre games was not the vibe and ever since me and Sonic have had a tumultuous relationship.  But man, when he hits, he really hits.

Sonic Mania is a true return to form in every way including its plot.  Sonic has, famously, become very complicated over the years having a deep seeded lore and featuring the character becoming something of a god killer.  Mania, in what I feel is one of its primary strengths, takes this back to the very simple formula the Genesis games had.  Dr. Ivo Robotnik finds a mysterious gemstone and deploys an army of egg robots to obtain it to kickstart his next goal to industrialize the world and enslave all the native wildlife within.  The ruby has incredible power though, giving sentience to the Egg robots and flinging Sonic back in time.  Sonic, Tails, and Knuckles must now work their way through old zones, defeating familiar faces and new foes along the way, to get back to their present and stop Eggman once and for all.  Simple, concise, effectively explains why we're going back to old levels, focuses on the cartoon-esque dynamic between Sonic and Eggman.  It's evergreen.

I'll fully admit, I was a tad skeptical going into Sonic Mania.  I was sure it was going to be good, don't get me wrong, but Sonic Mania is ostensibly a game made by the fans for the fans.  And, in my experience, games made "for the fans" tend to be a bit weaker because of it.  The issue with targeting fans as a primary demographic is that they're usually the people who have hard existing biases and wants that might conflict with those that non-fans may have.  So I was kind of worried that Sonic Mania would be kind of incomprehensible for someone who isn't a devotee of the Hedgehog.  But just strictly speaking, this is the best Sonic game.  They hit this one out of the park.

A big thing, in my opinion, is that rather than trying to invoke the ideals of the truly classic games, Sonic 1, Sonic CD, even a bit of Sonic 2, they took the more measured approach Sonic 3 & Knuckles has.  I love Sonic 3 & Knuckles too, for the record, I beat it the year before I started having a blog and so didn't do a Top Ten list that year but it was my 8th favorite game I played in 2023.  Sonic 3 & Knuckles is, in my opinion, the most accessible of the four classical titles for a new player because while it still contains the design ideology of "exploring a level through replaying it and finding the best possible route through" that the others have, it does not put hard caps on the player's ability to move fast if this is your first time.  Sonic Mania takes this approach, while you will obviously benefit from repeat playthroughs and blast through these levels, Sonic Mania also understands that people will only play this game maybe one time in their life (it me) and if they're choosing to play like that, it would be for the best to allow them to feel like they're going fast.

The level design is also insanely charming and really fun.  Combining a mix of classic Sonic levels, levels that never made it into the final games they were meant to, and brand new stages, Sonic Mania is a love letter to everything classic Sonic.  You start off with the bangers, Green Hill and Chemical Plant, but then you have excellent levels like Studiopolis Zone which recontextualizes the "Sonic casino level" as a movie studio with one of the most iconic songs in modern gaming, Mirage Saloon Zone which is great, Press Garden which is really fun, Flying Battery, Oil Ocean, Hydrocity.  Just so many good stages, a great collection of old and new.  And something I love is that while the old stages will often play like they did in their original games for Act 1, Act 2 will be an entirely different thing that flips the level design on its head and creates something way more modern with it.  Sonic Mania is so good that it even made me like a Sonic CD stage, I think that game is garbage but Stardust Speedway in Mania is like really high up there for favorite Sonic levels.  What a good game, glad I took a chance on it.

#5: Yume Nikki

You cannot overstate the importance of Yume Nikki.  Yume Nikki is a legendary game, one of the OG indie darlings, the only indie game I had heard of in any capacity besides Cave Story before digital storefronts caused the indie revolution.  It's one of the original RPG Maker games, one of the original indie adventures, one of the first walking simulators.  It's one of pioneers of surrealist games, games that don't really have normal gaming conventions and are just about the experience of playing them.  It's difficult to put into words how important and influential Yume Nikki actually is, and I'm sad I didn't play it earlier.  Especially since it was free.  But thankfully, this year's Halloween marathon where I just played horror or horror-themed games gave me the excuse.  And well, it's here isn't it.

Yume Nikki doesn't really have a plot.  Like there is an overarching goal, there is an "ending", but that's not the point of Yume Nikki.  Yume Nikki is about what you bring into it and what you get out of it.  Calling it a game almost seems insufficient, it's a dreamscape more than anything.  It's just a place for you to endlessly vibe in, experimenting and exploring and maybe, just maybe, finding an objective.  It's the kind of game that you play as a teenager because your niche internet friends found it and you become obsessed with it.  It's amazing how evergreen it is, a lot of RPG maker games in particular do not age super well because their visual style proves insufficient but not Yume Nikki, Yume Nikki is eternal.

It's also an effective "horror" game, though calling it horror is insufficient as well.  Many people expect horror to be trying to scare you, understandably given the connotations horror has, and that is not Yume Nikki's vibe at all.  Yume Nikki is, instead, unsettling.  There's a lot of intense, spooky imagery that loops over and over.  Enclosed spaces with shadow people who go in and out of being visible.  Tight areas where you're chased by the very few aggressive mobs who immediately send you back to the hub if they touch you.  It's not scary in the way a lot of proper horror games are, but it's super surreal and atmospheric in such a spooky way, I really enjoy it.  It's very effective.

Yume Nikki is the kind of game that gets in your head.  It makes you want to do things, want to feel things.  Makes you want to create.  There is a longtime project I have been piecing together for half a decade now that I never wanted to jump into more than after I beat Yume Nikki.  It is not difficult to see why this game is so beloved, its legacy so long lasting.  It's truly a masterpiece, a work of art not only in the medium but also in general, our own modern day Dali painting.  Love it.

Honorable Mentions:

"Ed, why are your honorable mentions in the middle of the list?" Mostly to be annoying.  A friend of mine complained about Honorable Mentions always going between 2 and 1 on Top Ten lists and so now they're between 5 and 4.  That'll teach you to question the natural flow of a list.  You know who you are.  Love you buddy, lol.  Worth noting, these are not like the list of games that comes after #10.  These are just games that are kind of interesting and I felt like deserved little blurbs on the list.  A lot of games that I like better than these aren't going to make it on the list because like, what does one even say about Spyro 2, you know?

Back to the Future: The Game

It's very fitting that, in the year I played TellTale's most important cinematic adventure game, I also played their most important LucasArts style point and click.  Back to the Future: The Game is a game I've played the first couple episodes of in the past and just never got around to playing the subsequent episodes.  It's good, it's very solid.  I think the unfortunate thing is that TellTale was kind of at their worst when they were making the LucasArts style games.  I know a lot of people love this era and I have a certain nostalgia for it too, but they really did hit their stride when they moved to the Walking Dead style of game.  But Back to the Future: The Game does work.  It's a very good "Back to the Future Part 4", albeit in a way that plays better if you're familiar with the Back to the Future films but haven't watched them recently.  It fulfills the most interesting idea behind Back to the Future especially, the idea of "what would it be like to befriend an important adult in your life when you two are the same age".  Fun game, liked it.

Shantae

This is the year I finally got around to any of the other Shantae games.  I played Risky's Revenge forever ago and liked it well enough but I own all the Shantae games except the GBA one and just haven't gotten around to them.  This is also one I've written about playing, if you're reading this and are interested in more in-depth thoughts on it.  Fun little Metroidvania.  I really like Shantae's vibe so of course this is going to gel with me, I will say I think the original game is only particularly noteworthy because of how good it looks.  It's definitely an, albeit really good, original Game Boy game so it's kind of funky now.  But it's fun, I like the whole shapeshifting mechanic and I enjoy this world and these characters.  Excited to get around to the other Shantaes!

Tomb Raider

Another retro game I played for the first time this year, the original Tomb Raider!  Yet another game I wrote about my experiences with, while it's definitely aged quite a bit, I found myself really loving its gameplay.  Everything is so precise and motivated, it definitely laid the groundwork for the style of adventure game where movement itself is a puzzle.  And you can't not love Lara, she is one of the coolest characters in gaming history, she has so much charisma, of the like "classic adventure story leads", OG Lara might be my favorite.  I love the Survivor Trilogy games, don't get me wrong, but I wish some of classic Lara's cool was more present in that version of Lara.

Wild ARMS

I played a lot of retro games this year.  Wild ARMS is one of the most interesting JRPGs in gaming history, setting itself in a world heavily based on the "Wild West".  Its theming is its strongest point by far, it is mostly a fairly standard RPG, but its Wild West theming really brings it to a different level from its mostly fantasy contemporaries.  This is yet another one I've written about at length, my wanting to talk about Wild ARMS is actually what caused me to continue the "gaming diary" format I kind of started with Paper Mario last year.  But it's really fun, I really enjoy that this is a JRPG that treats guns like they are D&D spells that you have limited uses of and need to rest to restore.

LEGO Star Wars: The Complete Saga

In what is the funniest thing I could've possible done, LEGO Star Wars is how I experienced the Original Trilogy for the first time.  This is still the best LEGO game.  LEGO Star Wars: The Complete Saga is basically the only LEGO game that's "required reading" if you want to call it that, everything great about LEGO games is here in full force.  If I had played it as a kid instead of as an adult who already has a rocky relationship with the Star Wars franchise, this would probably be one of my favorite games of all time, it is legitimately one of the best kids games of all time in my opinion.

Hidden Folks

I like hidden object games a lot, I've played a lot of them over the years.  I almost never register them in my game clearing documentation because they're usually like 15 minutes long and I do them over having my coffee in the morning.  Hidden Folks is the best one.  It creates such lively ecosystems to look around in and having genuine puzzles to solve to find some of the characters is very nice.  I think the only problem with it is that it lacks a proper "hint" system, so if you're stuck on a puzzle you're just stuck forever until you find the last person you need to progress.  But Hidden Folks is great, it truly does enhance the "hidden object" genre in a lot of cool and interesting ways.

Arcade Spirits

The only dating sim I played this year, that's sad.  If anyone who knows me is reading this, yes, I haven't actually played Date Everything yet, I'm sorry, I'm a poser.  Arcade Spirits is incredibly well done.  It's set in a cool alternate history where the video game crash never happened, the industry is still centralized in America, and Arcades are still ubiquitous.  You play as a young adult who was recently fired from their job and downloads an AI assistant app to find a career path, said assistant leading the protagonist to an arcade where they begin finding their place in the world.  It's a dating sim about self-actualization that doesn't treat the self-actualization like a consequence of the dating, the protagonist doesn't want to be better to impress someone or because they have to because they're responsible now, they want to be better for themselves.  It also gameifies the dating process in a very unique way, assigning stat buffs and debuffs to most answers you put forward.  Super well done. really enjoyed Arcade Spirits.

Bayonetta 3

In a better world, Bayonetta 3 would've made the best list.  Bayonetta 3 is almost the perfect hack and slash to me, it's fun, it's intricate, it's over the top.  It is everything I love about Bayonetta.  There is just one very glaring problem that keeps Bayonetta 3 from not only being on the best list but on my favorite games of all time list.  But this game is still great, the gameplay is the best its ever been, it does so many cool and unique things with the Bayonetta formula, it has Viola.  Just one of the most fun hack and slashes ever made, I kind of wish I could love it more.  Also shoutouts to the weird Train girl Bayonetta, she's my favorite.

Pikmin 3

Pikmin 3 has been a long time coming.  I played up until the final area of Pikmin 3 like a decade ago and just never beat it.  Pikmin 3 is such a fun Pikmin game.  I love how much the three captains and the Gamepad really add to the experience.  And the areas in this game are just gorgeous, probably my favorite looking Pikmin game.  I've talked before about my opinions on the Pikmin series as a work of art and in that I was pretty harsh to Pikmin 3 but it's just fun, you know.  Just a fun video game, glad I played it, it's probably going to be my last Pikmin game if they continue in the direction they're going due to how much Pikmin 4 just wasn't anything I wanted.

Year Walk

Year Walk wasn't on the high priority list for a long time.  I got it off a Humble Bundle forever ago, one of their rare bundles that wasn't for PC games, and thought it would rot on my WiiU forever.  And then I found out it was a Simogo game and I had to jump on that.  It's a great little horror game, one heavily built on Swedish folklore for all my folklore and mythology girlies out there.  It's atmospheric, it has a couple great scares, some really clever puzzles, it's super cool.  It being a Simogo game also means there's a super cool metanarrative for you to uncover as this all is going on as well, so the game "ending" is kind of the game starting.  Big fan of Year Walk.

Celeste 64: Fragments of the Mountain

What an adorable little game.  Celeste 64 was released as a bonus for one of the anniversaries for Celeste and man is it good.  It's an attempt to take the core gameplay of Celeste and adapt it into an N64 style 3D collectathon platformer a la Mario 64 or Banjo-Kazooie and it's amazing this was made in like a week, it's super well done.  Of course, it also wouldn't be a Celeste game if it didn't touch on themes of anxiety, with this being about Madeline trying to find the strength to move forward on her next project (something that's very sad looking back with the cancellation of Maddy's actual next project at the time, Earthblade).  Also, the bit they did for the bonus level music is hilarious, I was reeling the first time I heard it.

Radiant Historia

A playthrough that was a long time coming.  Radiant Historia was the last original DS game in my game library I had yet to either beat or abandon, it was just sitting there for 14 years from when I bought it new.  What a good little RPG.  It's not the most significant RPG of all time, in many ways it's pretty basic.  But with a very unique plot and world, a super cool battle system, and some really fun characters it's well worth a playthrough.  This is another one I've written about in depth, as of the time of writing this it's my longest piece every.  Sorry about that, game long, I worry what will happen when my backlog stops playing nice and decides to finally shuffle me out Persona 5.  I really liked this one, I even held off on finalizing my best list in December because for about half the playthrough I though it was going to be a late addition to the Top Ten list.

Venba

This was one of the most emotionally poignant games I played this year.  Venba is a cooking puzzle game which deals with themes of cultural identity and assimilation and racism in a very nuanced way.  It's a game I haven't been able to stop thinking about since I played it, the puzzles were clever, the story was brilliant, I just love it.  If it were maybe longer and had more to it, it probably would've made the best list this year easy.  If you're going to play any of the games on my honorable mention list, play this one, it's superb.  I've also written about it but I just go in DEEP so play it if you care about that sort of thing first.

Resident Evil

Yet another classic I played for the first time this year, I LOVE Resident Evil 1.  I played the remake specifically and this game still holds up as one of the best horror games of all time.  Admittedly I do think RE1 tends to be more goofy than scary, it has a very B movie tone, but its tense atmosphere, tight resource management, and locked camera angles really do a lot to make it effective.  It's hard to overstate the influence that the original Resident Evil had on the industry, like, every horror game owes so much to Resident Evil, it's just great, y'all.  Also I missed out on the "Jill Sandwich" voice clip because I was too good at the game, RIP me.

Shovel Knight: Specter of Torment

Specter of Torment is the thing that finally made me "get" Shovel Knight.  I've played the original Shovel of Hope and the first DLC, Plague of Shadows, in the past and while I've liked both of them, I didn't love them.  I LOVED Specter of Torment.  One of the most unique platforming experiences I think I've ever had.  The way it's built around this really interesting angular movement makes for some great movement tech and level design.  Specter of Torment even overhauls a lot of the levels from base Shovel Knight and they're just all better here, I still haven't played King of Cards at the time of writing this but I think Specter of Torment is probably the best of the Shovel Knight games.  The fact that it also has a totally redone soundtrack helps a lot too.

En Garde!

I sincerely thought En Garde! was going to make it all the way.  En Garde! was on the best list since May and I think only got knocked off during the Halloween marathon?  This game is incredibly cool.  It's stylish and funny, playing out almost like a living cartoon.  The combat in this game is amazing, the dodging and parrying is super fun.  It really does make you think like a fencer.  This is another one I've written about in-depth if you want to read more of my thoughts, but yeah, loved this one a whole lot.  Also it's gay!  Love a game that's both good and gay.

Night in the Woods

Night in the Woods was a long time coming.  Like, I've seen people play Night in the Woods in the past, my friend Sab who I've talked about previously played this as one of her first gaming stream playthroughs.  And it's just always something I've been meaning to get around to but never have.  I adore how this game combines the death of small town America with Lovecraftian horror.  It's remarkably well done, you can tell there was a lot of passion put into it.  It's also such a honest look at returning back home to your small town feeling like you're a failure and being confronted with the fact that not only have you not changed, but no one else has either.  In a year where I played worse games, this would proudly be on the best list, in 2025 it entered at #11, this year was stacked.

Rise of the Tomb Raider

This year really started me on my Tomb Raider journey in a big way.  I had played and really enjoyed Tomb Raider (2013) in the past but this was the year where I finally sat down and started playing these games.  And Rise is just truly excellent.  I don't just think Rise is the best of the Tomb Raider games I've played, I think it clears all of the "cinematic action-adventure" games I've played.  Like, it's funny these games get called Uncharted ripoffs because I do think Rise clears Uncharted.  While this version isn't as cool as the one in the classic games, she is a more rounded and empathetic character I enjoy seeing.  This is another one I've written about more in-depth if you want to read it, I love Rise, I thought it was going to make the best list this year easily to be honest.

Jet Set Radio

Jet Set Radio was the very first game I played this year and it was on the best list until November.  I truly believed it was going to go all the way.  Jet Set Radio is fantastic.  Truly one of the most stylish and fun games ever made, it manages to hold up better than like any other Dreamcast game.  Soundtrack is amazing, the depiction of Tokyo is superb.  I got jumpscared by Dragula.  It's not hard to see why Jet Set is one of the most in demand games and why so many people find themselves trying to recreate it.  I hope whatever Jet Set project Sega is currently working on is good, we need a Jet Set 3 so badly.

Cave Story

This was my big replay this year, I spent a lot of the early year making my way through Cave Story again.  It's astounding how well Cave Story still holds up.  It was basically the first of its kind, a pioneer in indie games and a vastly important game in the revitalization of Metroidvanias as a genre.  Like, Cave Story is a huge deal and rightfully so.  But a lot of old games and, especially, "pioneers" tend to age rather poorly.  Cave Story is still as good and as fun now as it was in the 00s.  Maybe a little floaty and imprecise, it definitely has some rough edges.  But it's just such a brilliant game that it's hard to have those impact it.  If I counted replays for my game clearing data tracking, Cave Story would be #3 on this list, it's a masterpiece.

#4: Gravity Rush 2

If you know me, you probably saw this one coming.  "Play Gravity Rush" has become one of my catchphrases in 2025, I just will not shut up about this franchise.  I wish that I could claim to be cool and that I got into this franchise when it was new, unfortunately I didn't have a Vita and honestly just kinda stumbled into Gravity Rush.  I bought the Remastered version because it was on sale and I thought I was going to get into game collecting so I kind of bought everything that was on sale when I had the money.  What a fool I was.  Anyways, I loved Remastered so much and I'm sad it took me that much longer from playing it to finally get to the sequel.  Gravity Rush 2 was a long awaited title and I'm happy to say it didn't disappoint.

The Gravity Rush series is a series of open world superhero games built around gravity manipulation.  In it, you play as Kat, a mysterious young woman who wakes up with amnesia in the floating town of Hekesville with superpowers and decides to use her powers to become its protector.  The sequel sees her instead adrift out in the world, being forced to do labor for a mining colony to make her way as she has been separated from her powers.  Until one day, her archenemies, the Nevi, attack her mining colony and she is reunited with her pet cat Dusty, her "familiar" who returns her powers.  Now equipped with her full suite of Gravity manipulating abilities, she's determined to protect her new found family as she looks for evidence of her missing best friend, Raven, and try to find a way back home.  Along the way she'll uncover political corruption, help the poor stage a revolution, and find herself being usurped by another superhero whose intentions might not be as noble as they seem.

One thing I love about the Gravity Rush games is their approach to gravity manipulation.  When you think of games that have a gravity manipulation mechanic, you probably think of like, Mario Galaxy, where there's a natural flow to how gravity works and you're always following it.  Kat doesn't do that, instead, what Kat can do is alter gravity to change what she is clinging to.  So if you use her powers and then say "the gravity is on the side of that building", Kat will fall towards that point, clinging to the side of the building.  You can also use this gravity altering power to "fly", by moving Kat's point of gravitational pull to a far away point, forcing her to fall to said point.  It's a super unique take on gravity manipulation that, while it can be clunky, ends up incredibly fun when you've mastered it.

Gravity Rush 2 adds to all this by adding "gravity styles" for Kat to utilize.  Kat will, as the game progresses, gain the ability to alter her personal density, either reducing her weight by half or increasing her weight by 2.5x.  This allows Kat to gain a whole host of new abilities and changes her movement considerably.  While Kat is at half weight, she's very floaty, allowing her to jump higher and farther and even kick off from a standstill to "fly" across places.  This comes at the cost of being considerably weaker and more vulnerable in combat.  The 2.5x weight style is, as you could imagine, the opposite.  Kat is so heavy it considerably restricts her movement, but she's more resilient and deals way more damage.  It adds so much to the game to be able to switch between these three different densities and have a much more nuanced movepool.

The presentation on Gravity Rush is one of its best parts, and 2 being fully developed for more modern console really allows it to shine.  Gravity Rush goes for this French cartoon/comic book aesthetic, it's a very French-inspired game.  It has this absolutely gorgeous cel-shaded style that makes the entire world look like a European animated film, it's so beautiful.  The music too is just superb, really leaning into the French style, lots of strings and accordion.  It's such a wonderful presentation, I don't talk enough about how amazing the soundtracks to the Gravity Rush games are and I should, I've been doing some clean-up on 2 on the side as I finish my last game clears for the year and I'm just overwhelmed by how beautiful the soundtrack is.  Especially the magical theme song these games have "A Red Apple Fell From the Sky", which Kat sings in this game.

I also just love how the world reacts to Kat.  The world is not kind to her, even as she's saving them all, the people of Hekesville tend to look down on her.  Telling jokes at her expense or being creepy to her because she's an attractive young woman.  It's a rough world for her, made even moreso when a hero people do love and respect arrives in town and takes up much of her spotlight.  But Kat is such a fun-loving, jubilant optimist that helping people is not just what she does, it's who she is.  She saves people who treat her poorly and while she can be sassy about it, she will always do what is right.  I love her so much, she's just this adorable little Superman cinnamon roll and I could follow her forever.  Gravity Rush is so good, play Gravity Rush y'all, just a near perfect duology of games.  I wish Sony would make them available on PC and other consoles to reach a wider audience.

#3: ENDER LILIES: Quietus of the Knights

I'm so sad how little Metroidvania representation there was in my game clearing project for 2025.  Metroidvanias are one of my favorite video game genres of all time, I feel like I talk about this every single time one comes up but it's actually kind of a character arc for me.  I grew up hating Metroidvanias, I got Metroid Prime with my GameCube and I got stuck at one point and was like "this game sucks".  It was only as an adult that I learned to appreciate the Metroidvania formula.  But it's rare that one fully grabs me, when I look to one and say "this is one of the best games I've ever played.  ENDER Lilies though?  ENDER Lilies is truly something special.

ENDER Lilies is dark fairytale set in a gothic fantasy world where a cursed rainfall known as "Blight" ravages the countryside.  This rainfall is a corrupting force, twisting the people of this world, fusing them with the animals, plants, and things around them until they become horrible beasts.  You play as Lily, the last of the White Priestesses, a group that has the ability to purify the souls stricken by the Blight.  Your sisters in the priesthood have long since disappeared and it's up to you to find the current acting White Priestess, Etriea, and find a way to escape from the Blight.  You are accompanied by the Umbral Knight, a spiritual knight who Lily can summon to fight for her at any time.  As you make your way through the game and battle more enemies, you find more souls who join you on your quest to find your Etriea and escape this horrible twisted world.  Much heartbreak and sadness awaits you.

One of the things I love about Ender Lilies is how beautifully sad it is.  The atmosphere of Ender Lilies is oppressive, corruption and decay is present everywhere.  But there is beauty in the tragedy.  The endless rainfall and solemn music make the world somewhat peaceful in spite of how horrifying it is.  It really does feel like a gothic fairy tale in this way, there's a serenity, an air of whimsy about it that carves out hope in the macabre.  Even as you battle horrible monsters, knowing they were once simply people who are now suffering, the game never truly loses its sense of childlike wonder and whimsy.  It's very well done, the atmosphere in this game is among the strongest of the albeit few Soulslikes I've played.

The individual storylines for the monsters whose souls you can purify to recruit are also very nice.  As you explore the world in Ender Lilies, you will occasionally run into souped up versions of monsters you fight regularly, serving as "minibosses" of sorts.  These minibosses are the people who are still fighting, still trying to reclaim their humanity in the midst of the Blight, and having to face the fact that it may never return.  When you purify them, you get to learn a little bit about their stories.  A farmer who tried his best to protect his cattle only to be fused with them.  A knight who stood steadfast to guard his kingdom only to literally become on the gargoyles defending it.  There's kind of this "Beauty and the Beast" quality to their fates, cursed to be what they loved in life.  The one that really tugs at the heartstrings, though, is the dog.  In life, the person fused with the dog was Lily's loyal companion, her only friend from before the Blight began descending and Lily was locked away.  Now, she's the only one who doesn't fight the young girl.  Her place is to be loyal to Lily, and that's true if she is human or beast.

I also just love how excellent of a Metroidvania this is.  It has this huge but very palatable world to explore.  It doesn't overstay its welcome at all in the way some Metroidvanias can by getting like "too ambitious" with the world, y'know?  I think it's one of the most memorable Metroidvania worlds, at least to me it is, because there's such a clear logic to how it's built.  Like the town surrounds the castle, the caverns are under the town, etc.  It makes for what is a very real feeling world, one that even someone like me who is usually VERY reliant on maps in Metroidvanias can get a feel for and begin to navigate without a map.  It also does what every good Metroidvania should do in my opinion and have the player double back through areas to get to new ones at the time where they would have access to the tools to complete said area.  It's such a well designed game, loved Ender Lilies to death.

#2: Return of the Obra Dinn

It is unfortunate how long it has taken me to get on board with the modern era of puzzle/mystery games.  Some of the best work in the entire games industry, the most unique experiences in the medium period, are being done in the mystery genre.  I've talked very positively about Simogo on this list already, and while I am a pretty massive fan of Sayonara Wild Hearts, the game that really made me take notice of them as a company to watch was actually watching my friend play Lorelei and the Laser Eyes.  Spoilers for an inevitable Top 10 list, Lorelei and the Laser Eyes is a game I feel very passionate about and when I get a copy I WILL drop everything to play it.  Me taking this long to get into the super unique puzzle/mystery games is even more outrageous when you realize I had the big pioneer of the genre sitting on my shelf this entire time just waiting.  But finally, in 2025, I rolled Return of the Obra Dinn.  Full disclosure, depending on the day, I may say Return of the Obra Dinn is my game of the year, it's that close.

In Return of the Obra Dinn, you play as an inspector for the East India Company in the early 19th century.  You are tasked with investigating the Obra Dinn, a ship which had disappeared 5 years prior on a voyage to Formosa (modern day Taiwan), but has now mysteriously reappeared off the coast of England with not a single living soul on board.  Your job is to go through the log book and piece together what happened to each person aboard the ship, if they survived, who or what killed them if they didn't, that sort of thing.  To aid in your task, you received a mysterious watch from one of the passengers on the ship, the ship's doctor who contacted you before you were to head out to the derelict vessel.  This watch allows you to see the exact moment where each passenger aboard the ship died, a snapshot of various moments that would lead to the ship's abandonment.  By viewing these snapshots, you uncover a mystery that involves murder, greed, and the sea itself enacting revenge upon the unsuspecting boat.

Return of the Obra Dinn is yet another game I've talked about in considerable depth on the blog already.  If you want to see me piece together the entire story, I'd go there, it's one of my favorite pieces I've ever done to be honest.  Something I love about Obra Dinn that I talk about in that one is that I love how you never truly need to guess.  Every crew member, even those with uncertain identities and/or fates, can be determined just from the clues in the game and, if they can't, it is only because there are significant clues to disconfirm their identity to where you are able to eliminate every potential suspect of their own identity until there's only one person they could be.  It's an incredibly well designed logic puzzle box that is so satisfying to solve piece by piece.

I also love the structure of the mystery a whole lot.  I really enjoy how the game starts at the end, showing the last moments of the captain and his handful of remaining crew mates as they attempt a mutiny to reclaim control of the ship.  Showing the captain taking out each of them one by one and then, realizing that he's alone, ending his own life, showing the definitive "end" of the story of the Obra Dinn.  But then, in our next memory after this section, we get thrown right into the action as we see the ship assaulted by a Kraken.  A complete change of pace that creates intrigue through its juxtaposition, communicating to the audience that this isn't just a story of betrayal and mutiny on the high seas, something BIG went down, and its up to you to piece together what it was.  It's an incredibly compelling mystery that presents a lot of questions and asks the audience to determine whether or not they were answered.  It's not difficult to see why Return of the Obra Dinn regularly ranks on lists of the greatest games of all time, it's truly incredible, a landmark title in both the puzzle and mystery genres.

So uh... I kind of already put the honorable mentions in the middle of the list so I can't exactly build up tension for what the number one is.  This is awkward.  You know what, how about we do the bottom ten too, just to have a little buildup.  It's not like I'll do a bottom 10 list anyways.

A Quick Bottom 10 List:

#10: Final Fantasy XV

This one is sad.  I almost really love Final Fantasy XV.  The gameplay is very fun, this interesting blend of JRPG tropes and Route 66-esque Americana is very fun, I like most of the party members except for Noctis.  But the story?  The side characters?  The entire second half of the game?  Awful.  Like everything about Final Fantasy XV outside of the gameplay just makes me so sad.  It has some of the worst depiction of women in the series since literally the NES days, it does such a bad job of communicating its plot to players that they literally had to put in an update to have a character explain what is going on, the story is incomprehensible without like eight DLC campaigns and a literal novel.  I love so much about the first half of Final Fantasy XV that it ultimately balances out, but Final Fantasy XV is legitimately a game where the more distance I have from it, the less I like it.

#9: Freedom Planet

I do not dislike Freedom Planet by any stretch, there are certainly things I do like about it.  The combat is an interesting addition to the Sonic-esque formula, I liked the characters well enough, the levels were really creative.  On the flip side, though, I found the story to be kind of a drag, the levels tended to overstay their welcome, and it just becomes an annoying game to navigate.  I mentioned previously in my entry on Sonic Mania that I was worried about it being a game made by and for fans as those tend to have an uphill battle for non-fans.  Freedom Planet is kind of there for me, a game that insists upon itself due to the expectation that the audience playing it is an audience that will already like it.  It's not my thing.  I can see why this is a good game but it's not for me.

#8: Castlevania

2025 was the year I began my Castlevania journey.  Castlevania is a pretty big blindspot for me in gaming history, I've known about it for so long but outside of playing the intro to Symphony of the Night I had never played a Castlevania.  The first game sure is an NES game.  Me disliking the original Castlevania is not particularly noteworthy.  It's a combination of a game that, while good, has definitely aged considerably, my methodology of playing it creating a lot of problems (I played it on Anniversary Collection on Epic Games Store so I couldn't even use an NES controller), and my own patience for NES games, especially earlier ones, wearing thin as time goes on.  I look forward to playing other Castlevanias as time goes on, but the first one didn't do it for me.

#7: Final Fantasy Crystal Chronicles: My Life as a Darklord

This one was a long time coming.  Final Fantasy Crystal Chronicles: My Life as a King was one of my fondest memories of the Wii era, the cute city builder where you craft your own cozy JRPG town.  I've not only played through it multiple times but it is the first game I ever purchased DLC for I used to love it so much.  My Life as a Darklord ended up being purchased as a result but ultimately would sit in my backlog for years.  And it's just kind of bad!  It's a very mediocre tower defense that has bizarre spikes in difficulty and I feel like it kind of wastes its premise of viewing the longstanding conflict in the Crystal Chronicles series from the perspective of its villains by making our main character an unsympathetic spoiled brat who just wants carnage.  It's an unfortunate sequel and I wish it were handled better.

#6: Fluidity

Another WiiWare game!  If you were around when the Wii was current and you cared about the burgeoning indie scene, you've probably heard about Fluidity.  It's an incredibly unique game, a full on Metroidvania where you play as a pool of water that you have to guide by tilting the world around to complete platforming puzzles and battle enemies.  Fluidity is one of those peak Wii games where you're either really charmed by its unique, novel concept and are willing to overlook the fact that as the game goes it, it just gets more and more frustrating; or you grow to be really frustrated by its gimmicky motion controls and just want the game to end.  I feel like I have too much space away from the Wii at this point to have enjoyed this project, sadly, with it being pretty miserable to play after the first world.

#5: KARAKARA 2

I don't know why I played this.  An argument could be made that I didn't play this, as it doesn't have any gameplay to speak of.  So, you ever play a game and then you're like "I didn't hate it, so I should probably play the sequel someday" but then you change so much as a person that by the time you get to the sequel you can't tolerate anything about it.  That's KARAKARA.  It's also Xenoblade Chronicles but that's another blog post.  I played the first game when I was a more weeb-coded teenager/young adult and thought it was fine, played the sequel a decade later and I was UNCOMFORTABLE.  I just can't get behind this type of anime art style anymore, every character looks like a small child and the narrative makes them say and do sexually provocative things, it's a lot.  Every character is as thin as their sprite work, it's one of those harem setups where they don't give remotely good justification for why all these women are interesting in the main character and there's not even really a game here.  Awful.  Dreadful.

#4: Mega Man X

Here's the part of this list that's going to make people made at me: I don't like Mega Man.  I like Battle Network fine enough, I grew up with it so there's a nostalgic attachment there, but as a franchise I do not like Mega Man.  X is not going to be the only Mega Man game on this list.  Mega Man X was actually my second attempt to really give the Mega Man franchise a shot, by the point I played it I had already figured out that I despise classic Mega Man so I wanted to know if X, with its more interesting movement and more involved narrative, did anything for me.  And in a way it did, but I think Mega Man X is still too reminiscent of classic Mega Man design that I just don't like it.  I don't actually like the whole "choose any stage at the start" thing, to be honest, because it feels so often like gameplay stagnates in the mid game.  I was hoping X would be different, it wasn't, I'm indifferent about it.

#3: Mega Man 2

Meanwhile I hate Mega Man 2.  This has been one of the biggest hanging threads in my gaming life.  I bought Mega Man 2 in the midst of NES nostalgia being the biggest thing online.  Like many games I bought into at the time, my personality in like 2009 was just parroting other people's nostalgia it was so annoying, Mega Man 2 was considered one of the undisputed best games of all time and was often propped up in a way to kind of dig at "modern gaming" and what they were doing wrong.  I've played Mega Man 2's robot master section so many times over the years but between me being a Wii kid and me finally beating it, my tastes changed considerably and uh.  I hate this game, actually.  I think it's really boring.  I would honestly have not beaten Mega Man 2 and shelved it like I did the other classic Mega Man games if it weren't for the fact that I had played through the majority of its content so many times over the years.  It's just not for me anymore.  It's really awkward to be standing here, a couple weeks after a new Mega Man game was announced, and saying openly "I hate Mega Man" but that's the way things go sometimes.

#2: Star Wars: The Force Unleashed

I just strictly shouldn't have played this.  I am not a Star Wars fan, I literally have not seen episodes 5 and 6, and outside of games that are otherwise noteworthy and/or important for the medium I tend to be indifferent to the Star Wars universe (I do want to play the KOTOR games eventually but that's about the extent of it).  But I did remember playing the Force Unleashed most of the way through at a sleepover back in the day and I guess I wanted to finally finish that hanging thread.  This game has not aged well.  There are an overabundance of mediocre to bad hack and slashes from this era, everyone was trying to be God of War or Devil May Cry.  The Force Unleashed is one of those mediocre hack and slashes but it makes itself so much worse by having like all these systems that, while accurate to the source material, make the game bad.  Having to guard with your lightsaber constantly is correct, but you end up in all these stand offs with enemies where they won't stop firing at you and you have to damage sponge in order to get in to kill them.  It sucks, I'm glad not every game is trying to be this anymore.

#1: Dead Rising

This one hurts me.  I have legitimately wanted to play Dead Rising for so long.  Back during the Wii/360/PS3 generation, Dead Rising was one of THE games I wanted to purchase a 360 or PS3 to play.  This zombie game where literally anything you could find could be used as a weapon was super interesting to me, so much so that I excitedly covered the Wii release's trailer on a now deleted YouTube channel.  It would take until now to get to, though, as I never did buy a PS3 as I was intending, due to the lack of Kingdom Hearts III coming out on the console.  And when I finally did play Dead Rising it was bad.  Like I just truly hate this game.  It's like all the worst parts of survival horror games, hack and slashes and open world ARPGs rolled into one.  The novelty of using anything as a weapon wears off incredibly quickly as you find out how useless the majority of things are as weapons.  I not only did not finish Dead Rising, but I bounced off it in record time, putting about 5 hours into the game before I quit.  This was my least favorite game I played in 2025, unquestioningly.

Okay, now, without further ado, the number one game I played in 2025.  Let's do this.

#1: Mother 3

Yeah it's Mother 3.  I don't really know what you want me to say, to be honest.  I thought about trying to do a buildup thing like I did last year, leave you in suspense, tell you a story about the game, stuff like that.  But like, if you're reading this blog, there's a good chance you've read my post on Mother 3 so like, no reason to hide it.  We all knew it was going to be Mother 3, especially when Obra Dinn was #2!  I'm almost mad at myself for how boring this all is.  Why couldn't like Gravity Rush 2 be just a little better so a super interesting pick got to #1.  I digress.  Let's talk about Mother 3.

Mother 3 primarily tells the story of Lucas.  Lucas, the only instance of Smash Bros.' commitment to character accuracy also incidentally being a character assassination, lives on a distant island far from any other land mass.  It is a world of beauty and of kindness, an idyllic rural utopia where people live off the land and provide for each other.  It's a world without greed, arrogance, or pretense, a world where a community provides for each other and ensures everyone has their best life.  It is a world that knows not sorrow, knows not anger, knows not death.  It is, at least in the mind of the game's auteur Shigesato Itoi, a staunch opponent of the capitalist system we live under, utopia.

And then it all goes wrong.  A force from outside of the island enters itself into the ecosystem.  It destroys the forest, mutating many of the animals found within along the way, and, for the first time since anyone can remember, brings sorrow, anger, and death.  This force is an all-consuming corruption, a militant group known as the Pigmask Army.  They not only throw off the balance of the natural world, but they begin slowly corrupting the citizens on it as well.  They introduce money into their world and, moreover, things with which to use it.  They tell the citizens that they must buy into their way, that they're better for doing so, and more and more the resistance to the Pigmask ways crumbles.  Simple curiosity about this new technology turns to greed and selfishness, the town develops a class system, and the kind world Lucas grew up in becomes a thing of the past.  Instead, what arises is an increasingly authoritarian capitalist state, one which literally destroys the lives of those who oppose it and frames this practice as simple acts of God.

But hope is not lost.  Lucas discovers that he, uniquely, has the ability to fix all this.  Underneath the island he calls home is a massive dragon, a being that could destroy the world if it is awaken.  The dragon is pinned to the Earth by needles which are scattered across the island.  Whoever pulls most of the needles can determine what kind of being the dragon reawakens as and will be granted a single wish.  Lucas must go on a quest, racing to the needles to awaken the dragon before the Pigmask's mysterious general can do the same.  Along the way he'll make new friends, fight familiar foes, and discover the secret behind the Pigmask Army.  Describing it that way makes it seem like this is just a fun adventure, and it is, but like... I can't really do justice to how heartbreaking this game actually is without spoiling it.

Mother 3 has one of my favorite battle systems in RPG history.  I love Earthbound, in my post about Mother 3 on this blog previously, I touch on my history with Earthbound and how Mother 3 stacks up, and one of the things I love about Earthbound and, by extension, Mother 3 is how they handle turn-based battles.  Mother is, on the surface, a very standard JRPG battle system.  Characters move in turns, you select their movement, the turns play out.  Mother, though, was very unique for its day by caring about the position of enemies on the battlefield.  Enemies exist on multiple planes on the battlefield, and your moves care a lot about positioning.  Some moves only hit one row of enemies, some only a singular enemy, some will just randomly hit, it's a very simple battle system but very satisfying in practice.

Scrolling HP is also a prominent feature of the Mother games.  Rather than you getting hit and losing all your HP immediately, your HP begins scrolling down to the point where an enemy has hit you.  Similarly, if you heal, your HP will begin scrolling back up and if, say, the enemy hits you to where your HP will be less than what it will be after healing, you'll either stop or begin scrolling down again.  This allows you a lot of opportunity to respond to enemy actions in a way most turn based games don't give you.  If you are fast enough and play well enough, you can recover from any fatal hit.  It also adds just this very nice real time element to the battle system but in a way that's a lot more accessible for more people than like ATB.  The battle system still operates in turns, you just have these little options to respond quickly to problems.

Mother 3 also has one of the most brilliant uses of the sound in an RPG.  Music is very important to the Mother series, the series tends to balk tradition in many ways but one of the biggest ones is its soundtrack.  Mother 3 is probably the most "traditional" of the trio and it still is mostly inspired by 60s psychedelic rock than the more classical inspirations of other JRPGs.  What Mother 3 does so well specifically is how it incorporates the music into the gameplay.  Every song has a certain rhythm to it, a beat that you can pick out if your ears are good.  And if you hit on the beat successfully, you start a combo, allowing up to 16 hits in a single go around.  The hits after the first one never do a ton of damage, mind, but it's such an interesting way to make the music matter.

Without spoiling the game entirely, it's almost impossible to articulate what makes Mother 3's story so good.  It's a story about overcoming loss and grief, about finding the courage to keep on as everything in your life goes wrong.  It's a biting social commentary, one that treats capitalist society as not only selfish and cruel, but also childishly simple.  It's a story about how easy it for a totalitarian regime to convince people that it's a good thing because it's "providing" for them, even if they were providing for themselves just fine before.  But despite its serious topics it never loses the thing that makes it Mother.  It's still goofy and jokey and fun.  Mother 3 is almost a perfect game, while I myself personally prefer Earthbound over it, it is very close.  Mother 3 lives up to the hype in so many ways, and I'm proud to name it my Game of the Year.

That's this year's list!  Thank you all for reading.  I really like this era of game clearing more than what I did previously.  I don't think I'm going to shake it up for 2026, I'm just going to keep on going with what I've been doing.  It's been a very fulfilling year for me in terms of doing video game content.  Like, I didn't abandon this blog after a year, that's a huge accomplishment for me.  I've had blogs in the past and abandoned them after a few months.  But even though posts are infrequent because of the structure of the majority of posts, I find this process really fulfilling and I'm glad I've kept up with it.  I promise there will be more essay content in the future, I'm almost done with a few of them.  Here's to 2026 and more fantastic games on the horizon.  And who knows, maybe I'll play a game that released in the year I do my list for once!  Thank you all, and until the next post!

Tuesday, December 16, 2025

Radiant Historia - A Gaming Diary



Review:

Radiant Historia is one of the most unique little JRPGs I've ever played.  Set on a continent threatened by desertification, Radiant Historia sees you traveling back and forth through multiple timelines to try and prevent the world's destruction.  It has a super unique grid based battle system where enemy placement and moving them around is a core mechanic, which adds a lot of interesting strategy to the combat.  The OST is one of industry icon Yoko Shimomura's best works, a truly brilliant OST that shows off exactly what's great about Yoko.  The characters are really fun, the story is super compelling, it's a blast.  And the art style in the original is just gorgeous, it's a shame what they did in the remaster.  It has its problems, don't get me wrong.  The game balance isn't spectacular, some party members are leaps and bounds above the others.  The pacing can be all over the place, with a lot of stopping and starting as you jump between timelines.  The individual storylines you experience can tend to whiff as you work towards a much larger narrative.  But it's great, I'm super glad I played it, it's one of the best JRPGs I've ever played in my life, a top 20, maybe a top 15 candidate.  8.4/10

Diary:

11/16/25

This game was a long time coming.  I bought Radiant Historia when it was new, 2011 I think, because I was a huge Nintendo Power fan and this was one of the rare games they spotlighted that was actually, you know.  Good.  Sorry to my fellow Nintendo Power fans but like, that magazine gave crazy coverage, it featured so many 6/10s just because they were like "core games" for the Wii.  But I just never got around to playing it, I played like 5 hours of it years ago.  And now, in 2025, Radiant Historia is the last game in my current DS collection that I have yet to either finish or shelve.  It's been a long awaited game clear and I'm excited to play it, this game is super cool.

Radiant Historia world is very unique.  Though on the surface it feels very Final Fantasy VI, that distinctive steampunk fantasy aesthetic, Radiant Historia quickly distinguishes itself through its world building.  Hundreds of years ago, an empire that controlled the continent Radiant Historia takes place on, Vainqueur fell.  This would normally be a good thing, you know, down with imperialism, but for some reason, no one knows why, the empire falling unleashed a horrifying plague upon the continent.  Desertification racked the world, slowly turning the world barren and forcing the people to fight over resources.  War is commonplace, as humanity, driven to the few green areas remaining, tries to survive the encroaching wasteland.  This desert is, as you would imagine, supernatural, and it not only threatens to consume everything but also everyone.  There is a mysterious disease that abounds known as the sand plague, a disease which feeds upon your life force until you turn to sand.

It is here that we meet our protagonist, Stocke.  Stocke is a spy working for the intelligence agency of the Kingdom of Alistel.  The game opens with Stocke accepting a mission from his higher-up, Weiss, to rendezvous with a fellow spy who is holding important secrets about Alistel's archenemy, the Kingdom of Granorg.  Weiss also assigns him a party to do this mission with, something Stocke feels uneasy about as he is a loner by nature.  The duo, Raynie and Marco, are former mercenaries whom have decided to seek a home in Alistel and have joined the intelligence agency to earn their keep.  Weiss also gifts Stocke the White Chronicle, a completely empty tome that Weiss is particularly interested in for some reason and insists that Stocke take with him.  Upon meeting Raynie and Marco, the tome reacts in a very bizarre way, showing Stocke an apparent vision of the two of them lying dead in the grasslands.

While Stocke is obviously put off by this vision, the three of them have a mission to accomplish and so they set off.  Despite the loner nature of our protagonist, the trio become fast friends, very quickly learning to trust and support each other.  Though they do successfully rendezvous with their target, the mission goes wrong very quickly, and Stocke's vision comes to pass.  Raynie and Marco lie dead on the ground, and he chooses to go out on his own terms.  And then he awakens in the weirdest place he's ever seen in his life.  A bizarre labyrinth of endless staircases that wind around themselves, not abiding by any real logic or reason.  Like that famous MC Escher print.

It is here that Stocke meets Lippti and Teo.  The duo explain to Stocke that he is in a place beyond time called "Historia", a place he uniquely has access to due to his possession of the White Chronicle.  Historia is a passage through which Stocke can travel through time, a passage for him to change history.  A passage for him to save Raynie and Marco.  After sending him back to the moment before he made the decision that would result in their deaths, he successfully saves his new friends and returns the spy to Alistel.  However, he quickly passes out from wounds he endured in the original timeline he was from and, while unconscious, finds himself back in Historia.  

It is here that Lippti and Teo explain what is actually going on.  Stocke is not simply here to get do-overs.  The world is dying, it is not only humanity but the world itself that is facing an end from the desertification that destroys everything.  And can be saved if they can find the correct path, the correct series of choices that, if the right thing is chosen, could ensure humanity's future.  Stocke must travel through the significant choices he must make in his life to find the correct sequence, using the White Chronicle to go back to the moment before he made those choices and take other paths should the need arise.  Eventually, if he keeps exploring the timelines, if he keeps experiencing the events of his life, he may find the way to save the world.

I know that was a lot but like, this IS a JRPG.  They have a habit of frontloading info, then having a lull and then backloading info.  This aspect of Radiant Historia, the time travel narrative, it is unsurprisingly the thing that drew me to the game originally.  Changing destiny and challenging your fate are, of course, very common themes in stories and especially in JRPGs, but I hadn't really seen a game approach time travel in what seemed like a pretty nuanced way.  I can only imagine how much of a headache time travel is to incorporate in an interactive medium, having to not only have it be a narrative device but having to figure out how to literally incorporate it as a game mechanic.  I think it's why, for all the games about time travel, they tend to either focus on a couple distinctive periods to travel back and forth through or only include time travel in the narrative.  Radiant Historia really goes all out, with entire distinct timelines that you can indulge in that are separate from what is the "true path".

Combat in this game rules.  Radiant Historia uses a somewhat traditional turn-based combat system, I'd say it takes a lot of notes from Final Fantasy X, especially with a turn order you can view at any time and strategize your plays around.  But while the players are in a three-person party standing around, opponents exist on a 3x3 grid.  Each opponent occupies its own space and, through player abilities, you can move them around their grid.  The closer they are to the party, the more damage they will deal, stuff like that.  `So a major part of the games' strategy is trying to play keep away with your opponent.  However, an interesting addition to this combat system is how the positions interact with each other.  If you push an enemy onto a space where another enemy already occupies, until the enemy's next turn, they are considered as occupying the same space.  

Why does this matter?  Well, character turns will happen back-to-back-to-back if your party members have turns adjacent to each other.  Instead of choosing an attack and having it executed, you choose an attack for each party member who has turns connected to each other and once each turn's action is selected, you see the turns happen in sequence.  So if you, say, use Stocke to push an opponent into a space occupied by another opponent, and then attack one of the opponents with another party member, you will attack every enemy that is registered as existing on that square.  Comboing your party member's moves together is integral to this system, you can use their skills to strategically handle as many enemies as possible as fast as possible.  To help facilitate these combos, you can even switch party member turns around, having a party member either give their movement to another party member or to the enemy to ensure a combo can work out.  It's such a cool and unique combat system, I like it a lot.  And it encourages people to use MP and not try to muscle through, which is always good for a combat system to do.

I'll be complimenting the music a lot in this game.  So, Radiant Historia's OST is done by the greatest video game composer of all time and honestly, one of the greatest classical composers of all time because video game music has so much in common with classical music, Yoko Shimomura.  I have known that Shimomura did the OST to this game, I don't really remember the exact reasons other than the time travel thing why I bought this game back in the day.  But I have to imagine Yoko Shimomura was a massive reason.  But even if I didn't know it was her going in, like, I would've been able to tell immediately.  The first town theme, Mechanical Kingdom, already an all timer video game song is so Shimomura coded.  The first battle theme, Blue Radiance, another great track, every RPG needs to have good battle themes.  And like, the title music, appropriately named "Radiant Historia" is just truly gorgeous.  This is already shaping up to be one of my favorite Shimomura OSTs.

I also want to compliment the art, which is an unfortunate thing to do.  I'm sure you've noticed if you've been reading this blog, but a lot of my posts do not have screenshots in them.  The reason is that I don't have a way to easily capture console games.  Like I could use the built-in capture on the Switch and PS4, but I don't have a way to easily transfer them to my PC.  And I especially don't have a way to capture DS games.  I digress.  The art in this game is so nostalgic immediately.  It feels very classical, as if it's from a time before the anime-ification of JRPGs.  It has this really painterly quality to it, characters look like they're kind of painted onto the screen, it's very good.  It kind of looks like Breath of the Wild official art.  I hear that, unfortunately, the 3DS version does make this game more anime and that's upsetting to me, the art style is so good.  This was one of the last games this artist was credited on and I feel like we've certainly lost something by him no longer being the main artist for a game.

This diary entry comes very early into the game.  Like, literally an hour in.  I'm very optimistic about this game so far though.  Part of me thought about doing more before I updated but I knew I would need to explain so much that I figured just doing a Diary entry off the first hour was warranted.  If the story is there, I could already see this being a Top Ten list contender, this has been a crazy competitive year but like.  Mechanically Radiant Historia already is proving to be one of the most unique JRPGs I've ever played.  And I find that very compelling, I think I've gotten a reputation especially in some circles for being a "JRPG hater".  I'm often critical of how long they are especially, but I also find myself dissatisfied with how samey a lot of them are gameplaywise.  So a genuinely very unique and novel take on a turn-based RPG system has me very excited.  We'll see how this pans out, I guess!

11/18/25

I got an ending!  That was fast.  Thank you all for reading, I don't know why Howlongtobeat said this game took 35 hours main story, I beat it in like 3.  I kid I kid.  So, Radiant Historia does this incredibly cool thing where if you choose a route that will, inevitably, lead to failure; the game doesn't actually make you play it out.  You will instead get a cutscene showing the natural conclusion to your decision.  So for instance in one of the endings I received tonight, our party lies in wait for the enemy army, trying to ambush them.  Though they are temporarily successful, this decision leads the Granorg army to secure an important victory in the war without any resistance; effectively just marching into one of the most important strongholds on the border and claiming it.  This, in turn, allows the Granorg army to march on Alistel and take it quickly and decisively, ending the conflict and creating a scenario where the world faces its desertification.  It's a very clever way to really explore dozens of possible timelines while accounting for the limited space on a DS cart.

I got to the first big decision in this session, the point where the first major timeline split happens.  When you return from the mission to rendezvous with the spy from the beginning of the game, Stocke's best friend, Rosch, has a proposition for you.  Rosch is a high ranking member of the Alistel military and has been granted an army to try to intercept Granorg.  This army, made of new recruits, is passionate about the cause but lacking in experience.  They're in desperate need of someone to whip them into shape.  And so Rosch approaches his friend to ask him plainly: will he abandon the life of espionage and join Rosch's platoon.  This is where the first big split happens, depending on if you choose to stay with the intelligence agency or go with Rosch, two distinct timelines are created.  Only one of them is the "true" history, mind, but both of them need to coexist to be able to eventually find the true path.

See, it turns out our White Chronicle, the book we use to view and travel through time, is not the only such book in the universe.  There is a counterpart, the Black Chronicle, wielded by an unknown entity.  Whoever is wielding the Black Chronicle is utilizing its power to untether events from time, to make things go wrong on a multiversal level.  The reason our party originally thought to stage an ambush in one of the bad endings was that the explosives they needed to clear out a path to where the Granorg army was stationed.  They needed to do this because the wielder of Black Chronicle used their power to ensure that the merchant hired to transport the explosives to the Alistel army never made it to his destination.  So, as the wielder of the White Chronicle, you can go into the other timeline, find out what happened to the person intended to deliver the explosives, and correct his disappearance, which will have ripple effects throughout every similar adjacent timeline.  This is something I remember getting to back in the day when I first tried to play this game and thinking it was such a cool way to handle the question of making sure all these alternate stories matter.

I'm surprised by how quickly the plot is moving.  Like, Granorg is the main antagonist of the game, obviously, this Kingdom is the omnipresent threat marking the prologue and it seems like the game is likely building to an assault on Granorg, maybe Granorg being the final area of the game.  It's chapter 1 and in both storylines I have available to me, we are already pushing into Granorg.  The "stick with the intelligence agency" storyline is about sneaking into Granorg through various passages while the "join Rosch" storyline is about securing the border and making the Granorg army retreat back into their territory.  I'm very curious to see where this goes if we're already pushing into Granorg, there's been a lot of buildup about the political intrigue and the war narrative so if we're already moving onto the capital, y'know.

I really appreciate how it doesn't feel like you need to update your equipment that often in this game.  Radiant Historia is, admittedly, pretty stingy.  It's the kind of game where you get 100 gold for fighting a battle but everything costs 20x that amount.  So if you did want to keep everyone's equipment updated constantly, you would have to grind money probably.  But I think Radiant Historia functions in such a way where it doesn't super matter if your equipment isn't always the best it could be?  It feels like the game is very well balanced around the lack of money, although it means equipment upgrades are going to be only when it's essential, the game rewards the player for smart strategizing in battle.  You can tear through an entire grid of enemies like it's nothing with smart playing, mitigating your need to really upgrade.  And this allows you to free up cash for more healing items, which you'll probably need because you're running yourself down on MP with your strategizing.

As you could imagine, I'm also enjoying the combat a lot.  Your ability to chain movements together makes it one of the most strategic battle systems I think I've seen, you really have to think about how exactly you want your turn order to go to achieve the best sequence of actions.  For instance, if four enemies are set up in the corners of the grid, you may want to do:

  • Turn 1 Pass to Marco, have Marco use Grapple to pull your opponent forward
  • Turn 2 Pass to Stocke, have Stocke push the two opponents down the column to hit the third corner
  • Turn 3 Pass to Stocke, have Stocke use Push Assault to thrust the combo into the last enemy
  • Turn 4 is now Raynie, have Raynie use a spell to decimate all enemies at once
This is a very common setup for the game to have, so learning the most efficient way to utilize your party members' skills for this is very important.  You can help facilitate movement like this as well through preemptive strikes, when you attack an opponent on the overworld, you have a chance to stun them, allowing you to do a preemptive strike.  There are a lot of battles you can win before the opponent is even able to move doing preemptive strikes.

Strategic enemy movement is absolutely something you have to learn as the game goes on because, not too long into it, the game introduces enemies that cannot be moved.  Worms are enemies that are half buried underground and so you must readjust your strategy to move enemies onto the worm squares.  I really like that they introduced this after letting you have a couple hours to get used to the flow of regular enemy combat because it was enough time to allow you to get a sense of what this game's strategic decisions are like but not so long that you're already set in your ways.  It also comes out the perfect time to where Raynie is unlocking all her spells too, so not only are you having to rethink a lot of your strategy in positional combat, but you're also getting these new tools that change one of your party members into your "heavy hitter" of sorts.  It's very good design, I like it a whole lot.

I like how intuitive the Chronicle actually is to use.  The fact that it's laid out in such an easy to follow way despite its numerous branches means you can easily just go back to where branches happen and figure out what you need to do differently without too much hassle.  It also effectively displays your endings in a nice linear fashion which is also fun.  More than that, though, because it's so easy to use and navigate, it allows you to quickly read up on what you were doing in the path you're on/the path you need to go to without too much trouble.  RPGs in general need good markers to remind the player what they were doing and while this one isn't perfect, it could certainly be in more detail, it along with having you replay the cutscenes when you start a "node", what the game calls a specific time period that contains a plot point, really helps a player to not get lost in what you're doing.  Which is obviously very useful for a game about time travel and multiple branching timelines.  The White Chronicle even keeps track of your sidequests, pinning them roughly in the same sections they belong to, which is a super handy tool!

11/21/25

I got a new party member in this section!!!  I guess I haven't really talked in depth about the party up until now, mostly because a lot of their skills are homogenous.  Like, they definitely do have roles, Stocke primarily pushes people around the battlefield, Marco learns a lot of skills to support the party, Rosch is your big attack dog with high strength and defense and Raynie is your mage.  While these are all good party member archetypes, there becomes a lot of overlap within them (Raynie having push skills to support other people's plays, Marco having a bunch of random offensive skills, etc.) and they are pretty easily mapped onto characters in other games.  Aht, the "thief" of the party is super unique and functions in a way that can only really work with this battle system.  Aht's whole thing is setting traps on the battlefield, traps which trigger when an opponent goes over the space in question.  This just adds a whole new nuance to the positional combat as now you can just have any unoccupied space end an entire group of enemies, it's so cool.

I think it's really interesting how the more political of the two stories laid out before me isn't the one where we're literally a spy.  Granted, I am still very early on in both of these stories so that is likely to shift, but right now I'm finding the Rosch storyline more interesting than the Heiss(Special Intelligence) one because of all the politicking that's happening.  The Rosch storyline starts out being like a pretty standard military storyline, you lead a platoon of troops and run missions to help in the war effort.  But after their first big mission turns out a success, Rosch starts gaining favor in Alistel.  The citizens love their new military leader, so much so that he is gaining upward momentum rapidly.  

This, however, is not exactly a good thing.  Becoming so popular with the people of Alistel has attracted the gaze of Hugo, the highest ranking General in Alistel and the mouthpiece for Alistel's leader, the aging Prophet Noah.  Hugo was not always a military man, he was a politician, and so uses that background to ensure he remains in power by "dealing with problems" before they threaten his authority.  Rosch is not the first one who is under his scrutiny, one of the most important military leaders is a woman named Viola.  Viola was once beloved by the people of Alistel, so much so that she kept getting promoted job after job after job.  Until Hugo saw her as a threat, and promoted her to the lofty title of "Field Marshal".  A theoretically important job, but one that places Viola on the front lines indefinitely to where she can never challenge Hugo's authority.

As well, in the Rosch storyline, we are seeing the aftermath of Stocke's decision to join his friend in real time.  Heiss, the leader of the Special Intelligence Agency and Stocke's mentor, has not taken kindly to having his man choose to leave him and while he has no authority of which to fight for Stocke back, Specint isn't even officially sanctioned, he is not beneath doing underhanded things to bring Stocke back to the fold.  It's revealed that several soldiers in the Alistel army are almost certainly under Heiss' thumb and have been instructed to send Stocke messages throughout his journey.  These messages make one thing clear: Stocke's time playing army man is over, if he doesn't return to Heiss immediately, bad things will happen to Rosch and the Alistel military.  What Heiss' motivations in this regard may be is unclear, but he is certain that he would sink the Alistel cause right as its making genuine progress in the war and pushing into Granorg properly for the first time in years just to get his special boy back.

That's not to say I'm not enjoying the Specint storyline though.  While, between the two, it's the more standard JRPG story, you know.  Our main characters traveling the world and seeing it in all its glory.  It does allow for the most forward momentum between the two and gets you insight into the world building of the game.  Like, rather than having a structure of "complete missions, return to Alistel, get new missions", the Specint storyline has you just actively progressing into the continent as your characters slip into Granorg.  You get a nice on the ground look at everything and because of this, you get to do things like meet Aht and join her traveling troupe to slip past the border and into Granorg.  It's nice, even if right now it's the lesser of the two stories.  

By the way, I didn't make this clear before but Aht is currently locked to the Specint story and Rosch is locked to the military story.  So your party is entirely different between the two stories and as a result your strategy must be different as well.  I mean I guess it doesn't have to be if you want to mainline Raynie and Marco the entire game, I guess that's fair.  But one storyline is encouraging you to go for big decisive plays that end enemies in one finite blow while the other is encouraging you to think about positioning and try to be more clever and sneaky and I adore this.  I think it's such a good way to kind of set the tone of a story in the gameplay by having the military story's gameplay be more about big offensive attacks and having the Specint story be more about traps as they get to roughly the same place in their respective timelines.  It's so cool, I really like Radiant Historia.

I think it's really interesting how the game depicts the citizens of Alistel.  Because we exist in two timelines, one where the war seems to be coming to a certain victory and another where it's always changing and uncertain, the citizens of Alistel feel like entirely different characters in the two timelines.  Children will play make believe games in one where they do mock battles of the conflict while in the other they are united as members of the Alistel military.  In one timeline, people are more openly questioning the Prophet and the military while in the other they're very hush-hush and almost afraid of disappearing at the hands of Hugo.  There's a certain NPC who just says wildly out of pocket things if the war is going well about exterminating all the "beastkind" that they share a continent with, showing how much more open people are to be racist when their country is doing well.  It's very well done for how relatively small of a game this is.

I'm starting to think Teo and Lippti are more involved in how the timeline changes than they are letting on.  The twins make it clear pretty early on that their role in this story is to observe and instruct but not intervene.  They can inform Stocke on what he did wrong and point him in the right direction to figure out where in the timeline he needs to be next to progress the histories, but they themselves seem forbidden from intervening.  However, a very interesting story is told in this section.  Raynie and Marco tell the story of how their mercenary troop met its untimely end, they were wandering through a mine for a job and got ambushed by monsters within it.  This has left Raynie with claustrophobia due to being trapped in the mine after it collapsed but something weird happened as well.

To Raynie's recollection, a monster, rather than killing Raynie and Marco when it has the chance, suddenly turns, darts straight for a support beam, and causes a mine collapse, burying them within the mine.  This seems very odd to Raynie, who is not used to monsters behaving in such intelligent ways, but Marco does not believe it was anything more than erratic behavior.  Whatever the case, being buried alive ended up saving Raynie and Marco's lives and set them on the path that would lead to them joining and befriending Stocke, which is a necessary event to happen in order for the true history to unfurl.  It seems possibly likely that the mine ambush was the result of the Black Chronicle and that Teo and Lippti, not having a Stocke with which they can save the duo, intervened, pushing this monster in a direction that would save their lives.

It's very funny the way that the game handles sidequests.  So, unsurprisingly in a game with time travel, you have to go back in time to solve certain sidequests.  In this section, for instance, you have a sidequest where one of your friend Sonja's coworkers is worried about her because she's been feeling off lately.  The reason is that Rosch, who is a friend to both Stocke and Sonja, has been avoiding her for some time.  So, you have to go back in time to before you accepted Rosch's offer to join his brigade, talk to him about how he feels about Sonja, and then tell him to hash it out with her.  This solve the sidequest but creates an interesting problem: from that coworker's point-of-view, nothing was ever wrong with Sonja now so how is he going to give you your reward.  The solution?  He just basically says "I feel like you've earned this, but I'm not sure why".  It's so funny.

There's a nice flow with this game, at least right now.  Like they don't expect you to go back and forth through timelines a whole lot, you certainly can if you want to.  Like if the way you want to play is "changing off levels back and forth until you hit a roadblock", you do you.  But it feels like they want you to "go in one story until you hit a roadblock and then go in the other story until you hit a roadblock, continue as needed".  It allows you to get invested in each of the stories very naturally without having to ping pong constantly and lose what you're doing.  I suspect as we go on, there will be more having to go back and forth but right now it feels very good.

This section definitely implicates Heiss as the wielder of the Black Chronicle.  When Stocke and gang track down one of Heiss men, one who openly stated he sought to sabotage the Rosch investigation, said man was about to reveal all he knew about what was going on.  Suddenly, though, time froze for the man and a voice called down to him, telling him his job was done.  The man then got struck by black lightning and he turned to sand right before the eyes of Stocke and crew.  This is not our first hint that Heiss may be the wielder of the Black Chronicle, mind.  He has taken a particular interest in the White Chronicle, seeming more curious than is normal about whether or not Stocke had anything happen while wielding it.  I'm not totally convinced Heiss is our opponent though, he's shady for sure but this is such an obvious Red Herring to me, idk.  I expect him to be a pretty big villain in the game but I don't expect him to be the "Big Bad", y'know?

11/23/25

Well now.  Guess I was wrong about the spy story being just "the standard hero's tale", lol.  So, I reached Granorg in this play session, it's the start of Chapter 2, and Granorg is quite the kingdom.  Obviously both sides of this war have tyranny as a central plot point, as mentioned previously Hugo, the de facto leader of Alistel, is manipulating the military to keep absolute power of the kingdom.  But Granorg is an openly authoritarian state.  Their Queen, Protea, is a ruthless, selfish leader who demands absolute fealty and who wastes much of the kingdom's money on her own foolish desires.  We've seen Protea throughout the journey thus far and every time it paints a picture of a woman whose cruelty is only matched by her incompetence.  And it turns out, that's just how the two generals of the Granorg army, Dias and Selvan, like it.  Even though Protea is petty and has the power to cut off both their heads at a moment's notice, her lack of knowledge and deep seeded insecurity cause her to lean on the duo for basically every decision she makes.  In a sense, Protea is just a puppet for the army, who get effective free reign in their war against Alistel.  She is also incredibly unpopular, with the citizens living in fear of her and the only real reason they are allowed to speak of her incompetence as a ruler is because the guards are too lazy to crack down on them.

With such an oppressive ruler at the helm, you'd expect our goal in Granorg to be to do something about it.  If you'll recall, the war is not going well in the spy timeline, the Granorg army has captured the border and while we're in Granorg, we hear tell that they pushed almost all the way to the Grasslands surrounding Alistel in a tactic that parities the early stages of the Rosch storyline.  Doing something about this queen could throw the nation of Granorg into chaos, giving Alistel plenty of opportunity to end this war once and for all.  And, indeed, we are in Granorg to do something about the royal family.  Stocke and co. quickly meet with Heiss' man who tells them of their goals in Granorg.  The trio is to sneak into the castle and assassinate... Princess Eruca?

Yes, our goal is not to assassinate the queen herself, but rather her stepdaughter Eruca.  Princess Eruca is everything her mother is not.  She is beloved by the people, outspoken about their rights, against the continuation of this endless war, frugal, you name it and she's it.  Assassinating Eruca seems like it should be the last thing you want.  Eruca would demand an end to the fighting, bring a peaceful resolution to decades, if not centuries, of war.  Granorg and Alistel could stand side by side, trying to seek a brighter future together.  Killing her would only bring more fire to the conflict, cause the people to rally behind the Granorg military and demand a swift subjugations of Alistel.  The only real reasons Heiss would want to assassinate her are either that he benefits from the endless war because an endless war means a need for endless espionage, he's actually a traitor and has been working for Granorg the whole time, or he truly is the disciple of the Black Chronicle and he's hoping that he can get Stocke off the chessboard by sending him on a mission that, whether it succeeds or fails, puts him in a position where the true history cannot pass because Eruca is a requirement for it.

Something's also going on with Aht.  We find out, in this chapter, that Aht is apparently a young "shaman".  There are shamans among the Satyros, a race of mystical half-goat, half-humans, whose goal it is to put souls to rest.  It's apparently so rare that even she doesn't know what her abilities are and what they can do.  There's been a few weird instances with Aht at this point.  Like Aht can see Teo and Lippti when they appear to Stocke while she's in the party.  It's unknown if she can hear them or what but she can definitely see them, see the moments which are meant to be frozen in time.  There's a spirituality to Aht that I'm interested to see how it pans out.  I wonder if she'll be able to glance across the timelines, so when she meets Stocke and co. in the other timeline she'll immediately recognize them.  Also I just want her back because she's currently out of my party in the Specint timeline and I'm sad, even if her skills slowed down battles considerably, lol.  I love her little traps, don't get me wrong, but with my current skill spread on my other party members setting traps did often mean giving up movement.

I would, once again, like to shout out Yoko Shimomura's soundtrack to this game.  This is rapidly becoming one of my favorite Shimomura works, it's not only great but I think it really captures her style in all its forms.  Like you have tracks like Unending Clear Blue Sky which are very bright and very bouncy and sound like her extensive work on the Mario & Luigi series, OSTs I adore.  Forever Proud, the music of the Kingdom of Granorg, is very pompous and insistent, it's like a lot of her JRPG kingdom themes like that.  To the Future That Waits Ahead is such a Kingdom Hearts coded track, it even has like a bit of the Hand in Hand motif in it, you know?  It's kind of like Shimomura is writing a love letter to her own work.  Its such a good OST, I recommend a lot of people listen to it because it's genuinely super underrated and it's probably a top 5 Shimomura work.

I found an ending that was locked to a sidequest decision, which is super interesting to me.  So, we were asked by a historian and biographer to meet with the Field Marshal, Viola, and hopefully either gain an interview for him or gain her story for a biography he's writing about the Prophet Noah.  Viola, being a high ranking military official, is one of the only people who has seen the Prophet in some time and her account on him, his teachings, and her own life would prove fruitful to his project.  In the original version of the Rosch timeline, Viola seemingly dies on the battlefield after a gambit by the Granorg army goes well, destroying the Sand Fortress and separating the Alistel army.  This was one of the many things that Teo and Lippti reveal as the Black Chronicle's wielder meddling in the world's affairs.  

After Stocke successfully prevents the destruction of the Sand Fortress, he meets with Viola and Viola, now seemingly very ill, decides to hand over the journal she has been keeping with her to Stocke to give to the historian.  This journal is very personal, and not only does it uncover much about the Field Marshal but it uncovers much about the manipulation happening behind the scenes at Alistel castle.  Handing it to the historian could not only put him in danger, but also reveal every secret about Viola.  So Stocke is given an option: does he protect Viola or does he hand over the journal.  If you choose the former, the historian says it's quite alright, that the task asked of Stocke was near impossible, and it matters little anyways as he has arranged to meet with General Hugo.  This will be the last time the historian is ever heard from, he disappears after entering the castle and Hugo uses his position with the people to erase Viola's legacy from history before, eventually, supplanting the Prophet himself as Alistel's ruler.  It's a really interesting idea to lock one of the endings behind a sidequest like this, showing that even the side content has ramifications that can bring about the end of the world.

There was a very funny sidequest in this section too.  So, shortly after arriving in Granorg, you can meet a painter, Kaizan, who asks you for a favor.  There is a specific green paint, made out of green crystals, that he needs to finish his masterpiece.  He is making a tribute to one of the greatest artists in the continent, an artist who, in the Specint timeline, had recently passed during a conflict between the Granorg and Alistel armies in a mine.  So, with this information, you know now to go back to the other timeline and find the artist in said mine before it was evacuated for a similar operation.  But when you get there, you find out that the last of his green paint was just recently purchased and that it will be some time before he can create more, if ever as the Alistel army is about to evacuate and secure the mine for their battle against Granorg.  The artist recommends you instead track down the person who bought the paint.  That person, of course, being this timeline's Kaizan.  You then have to bounce between timelines trying to convince Kaizan to let himself have the paint so he can finish his own masterpiece, almost causing Kaizan to give up painting altogether in one timeline when his counterpart won't budge.  Hilarious.  Whoever wrote this is a genius.

11/25/25

I basically spent the entirety of this play session in the Rosch Brigade storyline.  It's fine, I feel like that's going to be a more common occurrence going forward, I'm going to have longer periods of time where I'm just one on story, but it is a little disappointing to me.  One of my favorite things about this game so far is jumping between timelines and time periods to solve roadblocks and having longer stretches where I'm not doing that is just a little disappointing all told.  But also like, I enjoy the Rosch storyline a lot so I'm not mad about it at all.  I guess this is going to be the flow from now on, spending one play session on one story and switching to the other after about 4 hours of play.  I spent much of the last play session doing the Specint storyline similarly so that checks out.

So, when we previously advanced the Rosch storyline, we had successfully prevented the destruction of the Sand Fortress and Rosch had returned to Alistel to accept glory for this.  Immediately, though, he was called back out to battle.  Alistel has Granorg on the run and the war may end within a matter of weeks if they keep up the pace.  Alistel intends to deploy their secret weapons, their mechanized heavy artillery units which had been in testing for quite some time, to make a massive push into Granorg, securing the grasslands surrounding the city and using them as a tactical position to make an assault on the city proper.  So General Hugo has sent out the two most powerful squadrons, Field Marshall Viola and Captain Rosch, as well as their armies, to fight in the grasslands.  As you'll also remember, these two Commanders are Hugo's political rivals, the two people who have gained more popularity with the people of Alistel than himself and, should they make it out of the war, could challenge his absolute authority as both the voice of the Prophet and as the leader of the military.

As you can imagine, this "military operation" is intended to be a bloodbath.  With the war ending soon, Hugo is setting up his possible future political rivals to die glorious deaths on the battlefield, deaths where they will be celebrated as heroes but never be around to challenge his authority.  And, if it were not for the White Chronicle, he would've almost succeeded.  The plan was for Rosch to meet Stocke at a specific rendezvous point with a survey of the frontlines.  At which point Rosch would push his army further into Granorg territory while Stocke would run back to Alistel with the intel so that they would know how much they needed to reinforce the army.  When they reach the meetup point, however, a Granorg military commander and a small army is waiting for them, striking down Rosch before Stocke can reach him and almost doing the same to Stocke.  Rosch's continued existence is important, however, for the true history to arise.  So what do we do about this obvious dead-end?

Luckily for us, the Granorg military commander drops a letter that reveals that this rendezvous was always a trap.  There is collusion between someone in Alistel and the Granorg army, a need to keep the war ongoing indefinitely.  With this letter, we can now go back to before the operation began and inform Viola of this trap, allowing her to order the heavy artillery to go into battle earlier on.  This action saves Rosch's life by forcing the Granorg military to move erratically to avoid them, but he is still heavily wounded and his brigade has sacrificed themselves to ensure his survival.  Moreover, Raynie and Marco stay behind to save them both, potentially sacrificing themselves to ensure Rosch's survival. Stocke manages to move Rosch, who is broken both physically and emotionally, back to Alistel where their mutual friend and Rosch's maybe love interest, Sonja, can heal his wounds.  Stocke reports the events of the operation to their higher up, Lt. General Raul, and they both come to the same conclusion: only Hugo could've done this.

After searching for clues to connect Hugo to the crime and fighting our former commander, Heiss, Stocke discovers that Hugo has been working with Granorg's chief tactician and the Queen's top advisor, Selvan, this entire time.  The war has been intentionally ongoing to amass more power behind Hugo and it is only now ending because Hugo can supplant the Prophet as the singular ruler of Alistel.  This information in tow, Stocke must flee Alistel with Sonja and the wounded Rosch and hopefully reconnect with Viola at the Sand Fortress, who may be sympathetic to their cause.  They are, however, pursued into the grasslands and while Stocke saves the trio, he passes out.  Where two faces, one very familiar and one entirely new to us, find him and take him in.

Stocke awakens in the Satyros town of Celestia.  After reuniting with Aht (my theory on Aht being able to see between timelines is not confirmed but it's not necessarily denied) and making a new friend, the gorilla man Gafka, Stocke is asked to run missions for the town to gain their trust and, in exchange, they promise to sneak him back into Alistel to gain news on what happened to Raul and see what Hugo is up to.  The sight that greets them is harrowing.  Hugo addresses the people, stating that, with victory against Granorg on the horizon, they must now turn their sights to those others who deny the words of the Prophet Noah.  A holy crusade must be undertaken to convert or kill all who deny the divine word, and to exterminate the "lesser beings" with whom they share a continent (read: the Beastkind like Aht).  With this bad news, the crew reunites with Raynie, Marco and Raul and makes haste back to Celestia to plan for a war with the soon to be combined might of Alistel and Granorg, both armies with Hugo at the head.  A war which will require forcing Rosch to take back up arms and lead their meager forces on the battlefield.

Gafka doesn't really add much of anything to the party as of right now.  He's very limited in skills and most of what he does feels like it's designed to fill in roles of either Marco or Rosch, both of whom are out of the party for extended periods of time when Gafka joins.  He can mostly push and pull opponents, making it very good for him to change turns with Stocke to set Stocke up for a movement before Aht comes in with a Trap on a square opponents end up at.  But what Gafka has going for him absolutely is that he is a monk.  He is fully min-maxxed into strength, when he joins the party, despite being underleveled, he can already one shot a lot of enemies with relative ease.  It's almost a problem how effective Gafka is as a big guy to swing at things, a lot of my combo setups feel wasted because he just immediately does the job on his own.

The Satyros bring up a pretty interesting idea.  So, the Satyros do not trust humans, many of them are openly prejudiced against Stocke and gang and only really allow them to stay there because Aht, their shaman in training and as such a person of great significance, is protecting them.  The reason being that they believe strongly humans are to blame for everything that is going wrong in the world.  Like in a very literal sense.  The Satyros believe that the desertification of the world and the way that the native flora and fauna are transforming into gruesome monsters is directly caused by the humans failing to maintain balance with nature.  That their petty squabbles and focus on industrialization have thrown the world out of balance and that, as such, they are causing the impending end.  It's a pretty common theme in fantasy literature and especially in JRPGs, this idea of the world being inherently wrong now because of rapid industrialization.  But it's a compelling argument to bring up here when the game is literally about nature dying and turning to sand.

When Stocke returns to Alistel as a fugitive undercover, the game does a very interesting thing with its soundscape.  There's no music upon his return.  Like none at all.  Not the Alistel theme, not the creepy theme it plays when something is amiss, nothing.  It's so cool, it's such an effective way to communicate to the player that they don't belong anymore.  That this world isn't theirs' anymore.  Stocke has become such an outsider, such an unwelcome presence, that even the music is telling you that you don't belong.  The only thing I will say about how this does not work is that Stocke shouldn't be able to sneak into Alistel like this.  He is one of the most famous military men in Alistel in this timeline, the right hand to the Young Lion of Alistel himself, he took out a large chunk of the guard of this city by himself very recent and the army does absolutely have orders to be on the lookout for him.  Even the game has Stocke be like "how am I allowed to be here" and nobody really notices him despite him running around in the open, only running him and his friends off after Hugo radicalized the citizens against the Beastkind.

I don't think I've talked about the overworld abilities yet, mostly because they aren't the most interesting.  Radiant Historia, as you progress, will have Stocke unlock certain abilities to help you solve puzzles and progress with the game.  Very early on you unlock the ability to push and pull boxes with super strength, allowing you to push through walls in your path.  By solving the situation with the merchant in the Prologue, you gain the ability to ignite gunpowder barrels into bombs to clear rocks in your path.  Your sword gets upgraded eventually to cut down vines in your way instead of just stunning enemies.  The big one now though is that you can just disappear.  In this session, after fighting Heiss, you unlock Heiss' ability to turn yourself invisible.  For the cost of 1 MP per second, Stocke can move about without anyone seeing or hearing him, allowing you to easily bypass enemies if you would like.  As an aside, Heiss definitely knows more than he's letting on about the White Chronicle but I don't think he is the wielder of its counterpart at this venture, knowing now that keeping the war going on indefinitely was one of Hugo's goals in the first place and Heiss has a close alliance with Hugo.  This is like the first time I got an overworld ability and was like "oh that's neat".  It's also very handy for revisiting past time periods because to complete a sidequest, you will sometimes have to go back in time and play a chunk of game and enemies don't lose aggro at any point so fighting them is just a waste of time.

Speaking of replaying chunks of games, to complete two sidequests in this section I had to literally replay half a chapter.  Man am I glad for cutscene skipping.  Can't imagine how annoying this game would be if you couldn't skip the cutscenes.  I had to basically replay the part of the game from Stocke arriving in Celestia to Stocke returning to Alistel, which is like almost an hour if you are doing it with dialogue, over again to be able to finish two sidequests.  This is probably the biggest annoyance I have with the game thus far, the fact that sidequests are so directly tied to specific time periods that you can't just trust you'll be able to find the relevant NPC later, you have to go to a specific node to talk to them.  Sometimes it makes sense, like, you're only able to find an NPC because they're stationed at the Sand Fortress and that they are about to die in the oncoming battle.  So that makes sense that would be the only time you can talk to this NPC and tell them about their son missing them.  But then the son, who is in Alistel, can also only be talked to at the specific point where he was originally talked to and doesn't really appear later on down the line.  It's weird.  It's not really impacting my enjoyment that much, I'm still really loving this game, but man is it weird.

11/29/25

I can confirm that I am probably spending entire play sessions alternating timelines from here on out.  Admittedly, a lot of this is because I am doing every sidequest, I have a GameFAQs Guide open to make sure I don't miss any sidequests or potential endings.  This guide is really good, by the way, like it doesn't have an ASCII art of the logo so you think "this can't be that good".  But it's one of those guides that includes incredibly detailed ASCII art maps and really good looking shop breakdowns.  Great guide.  Anyways, I spent most of this session playing in the Specint timeline, with just dipping my toe back into the Rosch Brigade storyline near the end.  Again, I wish you were more directly jumping between the two timelines as the story progresses if you're following the natural flow of "play on this timeline until you hit a roadblock, then jump to the other".  It's not that this system is bad, it's just that I wish I were doing more timeline jumping personally.

As you'll recall, the last time I was on the Specint timeline we had received an order from Heiss to conduct the assassination of Princess Eruca.  This was, of course, odd to us, Protea is a tyrant and it would seemingly benefit Alistel to dethrone her and allow Eruca to rise to the throne.  However, I think that with the knowledge we have gained about Hugo's relationship to Granorg and the purpose of the endless war, it's clear that Alistel does not want a kind hearted ruler taking the throne in Granorg. If Eruca is working towards a better future, the people will then realize that Alistel is ran by a tyrannical government of religious zealots and maybe rally behind Eruca to take down the corruption in Alistel.  And since Heiss is in Hugo's pocket and also is our boss in this timeline, it benefits Hugo to keep Protea on the throne and eliminate all her opposition.  So Eruca has got to go.

Or at least, that's what we think is happening.  After using the Vanishing technique we learned in the other timeline to sneak through the Granorg castle, we find ourselves in the princess' room.  However, the princess is not there.  Instead, a small force of Granorg soldiers are awaiting our arrival, stating that our operation in the castle was "leaked".  Knowing what we know from the other timeline, it's not difficult to parse that this leak was a setup, that Hugo ordered a fake assassination of Princess Eruca in order to have Granorg redouble their efforts.  This would then give Alistel an excuse to go all out on them,, to make a final push to "win the war".  And Stocke, Raynie, and Marco, three potentially problematic figures to Hugo's future reign, were set up to take the fall for it.

Luckily for the trio, one of the members of the underground resistance finds them when they appear to be cornered.  The Resistance, a group of Granorg citizens who operate under the table to try and eventually end the tyranny that rules over their nation.  This member, Otto, brings us directly to the leader of the resistance, a person who has eyes across the continent and has been watching Stocke since before he left Alistel.  The leader of the resistance believes Stocke is the key to setting things right, to putting a halt to the desertification, dethroning Protea and her goons, and creating peace across the continent.  This person is, perhaps unsurprisingly, Princess Eruca herself.

The trio is at first uneasy about this encounter.  Not only is Eruca the future leader of Granorg, their enemy, but is also their target.  Choosing to help her will be betraying Alistel, betraying their home.  The fallout will be immense.  But they choose to hear Eruca out in the moment.  It's not like they really have a choice, after being caught in their assassination attempt, they require the Resistance's assistance to leave Granorg regardless.  Eruca immediately launches into what's really going on with the desertification and how she intends to, if not stop it, then at least halt its spread for a while.  It's a story that corroborates the Satyros' account of "humanity ruining the planet", which I think is very cool,  It also means that, depending on what order you do events in, the Satyros' hatred for humanity is either foreshadowing or confirmation.

As we've already established, centuries ago an unnamed empire ruled over the continent and their downfall led to the start of the desertification.  Eruca reveals that this was due to their own carelessness, they took too much from the planet, stole too much of its lifeforce for their own selfish needs, and when they eventually fell, the planet started dying.  The last vestiges of the empire, the priests who fled during the fall, founded Granorg, becoming its first royals.  The priests came up with a plan to, if not stop the desertification, halt it for a lifetime,  There is a ritual that only the royal bloodline of Granorg can undertake, a ritual to bring enough lifeforce back to the earth to stop the desertification.  The problem is, however, Eruca is the only one alive who can conduct this ritual.  Her brother died trying to end the tyranny of their father, their father was murdered shortly after that, and her stepmother is not only apathetic to anyone else's needs but her own, but also is not of royal blood and thus cannot be used for the ritual.  So Eruca turns to Stocke, someone who is also not of royal blood but who she senses has great power anyways.  Eruca offers Stocke a chance to save the world, at the cost of betraying his home and becoming a fugitive.  With that, she sends Stocke and friends off to consider her offer.

Something very interesting happens with the party here.  They retreat to a nearby village to hide out and discuss what to do about Eruca's offer.  Stocke, while hesitant, knows that much of what Eruca says is the truth, as it corroborates many of the things Teo and Lippti have told him.  Although he pretends to be considering it, his mind is quickly made up.  Marco, being the most rational of the trio, takes to the histories instead, researching the facts of Eruca's story and coming to the conclusion to trust her based on that.  Raynie, though, is adamantly against trusting Eruca.  She sees the act as traitorous no matter the reason, they are soldiers, and soldiers who go against command are the worst offenders to her.  Alistel is her home, and to betray it, even for good reasons, is inconceivably.  For the first time, our party is at odds, as Raynie tries to reconcile the idea that obeying orders may not be best for Alistel.

A lot happens after that but I don't want these diary updates to just become plot summaries.  I really only did the whole thing because of how many relevant, interesting ideas are talked about.  Needless to say, I'm really enjoying the plot to this game a whole lot.  I'm the weirdo who likes excessive politicking in stories, Final Fantasy XII is, at the time of writing this, my second favorite Final Fantasy game and a big reason for that is that it's such a political drama.  I also love how it's so clearly a story about human-led climate change but adapted to a fantasy setting.  It's very well done, I like this game a whole lot if you couldn't tell, I'm sad it took me this long to play it all the way through.  I really would've been so annoying about this game if I had played it when I bought it, I have a habit of becoming a cheerleader for the most random games and I would not have stopped until everyone in my life was sick of hearing about Radiant Historia.

To no one's surprise though, Eruca does join our party in this section as the seventh and seemingly final party member, though she's only the fifth in the timeline where she joins in.  Eruca is the party's true mage, she has very high damage output and high MP at the cost of being the most fragile member of the party thus far.  I thought Raynie and Aht were kind of fragile, with both party members taking 1,5x the damage any of our other party members do.  But Eruca takes like 3x the damage most of the party does, she has comically low defense.  This is made even more true by the fact that Eruca has entirely unique armor, rather than equipping standard mail armor like most of the party or Beastkind capes like Stocke and Aht, Eruca equips dresses which massively buff her magic stats but severely limit her defensive options.  This makes for a very traditional mage.  Oh also she has a gun.  This is how Eruca fights, she wields a pistol in battle through which she can channel her magic.  I want to be clear, only her special abilities require her to fire the gun.  If she does a melee attack, she just pistol whips the opponent.  Eruca is hilarious, what a good bit.

Something I do want to criticize the game for is how it handles party members leaving and rejoining the party all the time.  Since you are constantly jumping between timelines where certain party members are present and others aren't, as well as just having long periods of time where party members are fully absent from your party regardless, there are extended sequences where certain party members are just not available to battle.  So you would think that maybe, just maybe, when that party member rejoins your party they would be immediately set to a certain level to make sure they keep up.  You would be wrong.  At least in the DS version of Radiant Historia, party members that are not currently in your party do not gain experience, party members do gain experience if they're in your party but not fighting but it's halved so it's not super helpful.  But if a party member is in your party in another timeline or they're absent from your party, they are not gaining experience.  However when you return to them, they will be at exactly the same level they were at.  

Take for instance Rosch who, after we accidentally kill him yet again in the other timeline(long story, it has to do with everything that's happening with Eruca), we encourage to take back up arms and rejoin our party.  He rejoins at level 23 because that's the last level he was at when he left, Stocke is level 40 currently.  Again, like, levels don't matter a ton in this game, while we do have stats that are important, smart playing will close any gap you have.  The issue is moreso that because you spend so much time without certain party members, it becomes this problem where when you get back to a party member who has been absent for quite some time, you now have to make space for them specifically so they have the chance to catch up.  And then because you have these long stretches of having to play catch-up with certain party members, others get sidelined so you can never truly experiment with your strategy and find out how every combo of party members works together.  It's frustrating to say the least, hopefully we're coming to a point where the party will be homogenous across both timelines so this problem doesn't exist anymore.

Forgive me if I've mentioned this already, I doubt I have because I did a search for relevant words related to what I'm going to talk about.  There are so many ominous NPCs in this game that ask Stocke very pointed, philosophical questions about time.  It's like they're possessed, they will say something along the lines of "who writes history" and then when Stocke will be like "what", they'll say something about him not being ready for them yet.  And then they'll snap out of whatever that was and then just talk to Stocke normally.  But what's even weirder is that all these NPCs mention the same figure, a mysterious martial arts master that either they have learned from or want to learn from.  I'm curious where this is heading, it's such a weird element that I'm wondering if it'll eventually lead to a quest chain or a superboss or something of that sort.  I still have a lot of game to do, for the record, I think I am only now about halfway (I've reached Chapter 4 in both stories, I think there are 7 Chapters).  It's just something that's gotten my curiosity going, y'know?

I've been seeing more and more sidequests that have endings locked to them.  In one we can tell Eruca to forgo her duty as a princess and stand with her people, causing her to die but her sacrifice gives the Granorg people a point to rally behind.  In another we hand over the instructions on how to grow a plant to a botanist who uses this knowledge to power the Alistel military might.  The plant produces fruit that contain within them the life force of the planet and that life force is how they power their mechanical forces, ergo growing this plant is essentially having a constant fuel source for the mechanized forces.  The other ending to that sidequest is very nice, for the record, the plant can grow in the desert so, if we find a way to stop the desertification we could start a reforestation effort, allowing the plant to take root and then gradually return the plains to usable farmland.  The funniest sidequest ending though is the one for a sidequest where you're intended to sneak into Granorg and assassinate Dias, one of the country's two generals.  The assassination goes wrong in both routes, but in one of the routes, Dias offers you a job, a way to get close to the royal family and Princess Eruca, a necessary matter for the future.  This ending has Stocke turn into the continent's most brutal and infamous assassin, and then when you get to Historia, as you do with all the bad endings, Teo and Lippti discuss what went wrong there.  But this time they're just like "...what did you think you were doing?  That was obviously a bad plan!"

12/3/25

It's very funny the place I'm at narratively in the game right now.  So, I was only able to move the Rosch portion of the story forward a very small amount before getting roadblocked.  Seemingly, this roadblock will be in place for a while, Stocke says himself he has never heard of the place we need to go to remove it and he's nowhere near Forgia, the country we have to go to in order to remove it.  If I'm correct, I'll probably have to essentially beat the Specint story before we can go back to the Rosch story.  But where we currently are in the narrative is that the Rosch storyline, the story originally about joining the military and making a concentrated effort on taking down Granorg, is the one fighting Alistel, while the Specint storyline is the storyline where we're making a military effort against Granorg.  Funny how that works out.

So nothing really happens in the brief time you spend back in the Rosch storyline.  Rosch returns to the battlefield and secures a major victory for the Alistel resistance only to discover that their allies in the West, the mercenary army of Cygnus, has been entirely wiped out by a mysterious weapon Alistel has.  Their options are few and morale has sunk, with many of their allies in Celestia determining that the best course of action is to exile the humans and strengthen their borders.  They have a single path forward: Gafka's people.  The Gutrals, the race of Ape-Men in the jungles to the South, would provide the backup needed to make a final assault on Alistel.  The issue is that Gafka is in exile and so is not fit to face the Gutrals.  Moreover, the Gutrals' hatred of humans is even greater than the Satyros'.  The Gutrals have spent their existence being manipulated into serving as foot soldiers for the human armies and, as such, have written off humans completely.  With no options available to us, we must find a way to convince them in the other timeline.

So, last time I mentioned I didn't just want these posts to be plot synopses, even though that's often what they are anyways because after you get past the first chunk of a long game, the plot is most of what there is to comment on.  So to fill in, we rescued Eruca from her stepmother who, to flush her and the rest of the Resistance out, set fire to her own kingdom.  From there we attempt to move into Cygnus, a land that protects drifters as it is made up of people who originally lost their homes, either to desertification or to the war between Alistel and Granorg.  The princess then reveals to Stocke that her persistence in seeking him out was due to a bizarre connection: Stocke looks a lot like her brother, a brother who was executed by their father out of fear that his popularity far outweighed their father's.  This is when Rosch originally entered the picture, sent to fulfill Stocke's original mission of assassinating Eruca by Hugo himself.  Back in Alistel, Hugo kidnapped Sonja to get Rosch to obey, and the fallout is Rosch being killed for like the third or fourth time in this game.  However, due to our meddling in the other timeline, Rosch's strong will is restored and now, in this timeline, he took Sonja, Raul, and his squad, and moved into an alliance with Celestia in an attempt to dethrone Hugo.  Raul's plan in this timeline is simple: Rosch and his men will take the Alistel front while Stocke will go to Cygnus and enlist their aid to instill Eruca on the throne.

But, we hit a snag in this quest.  As we sleep, a gas falls upon our party and they are all knocked unconscious.  When Stocke awakens, he's in a jail cell, his friends nowhere to be found and his only companion being a young boy he had met earlier who is a messenger for the Granorg resistance.  It is not long before we discover why we are here, a man named Eli had found the party and had sold them all as slaves.  Stocke is the last one he has kept around as he requires him for a test of strength: Eli has a gladiator that is being examined by a mysterious man named Hedge to go serve in the court of Cygnus.  Stocke must fight him so that the gladiator looks good.  To no one's surprise, Stocke wins the fight and is sold instead to the royal court of Cygnus, along with the young boy who will be his "keeper" and "that Beastkind girl".  That's right, it's the prerequisite tournament saga that every RPG has.

Hedge brings Stocke before the king of Cygnus himself, King Garland.  Garland is seeking warriors to be able to compete in gladiatorial games on his behalf, games hoping to please his longtime acquaintance in the hopes of forming a political alliance.  However, Garland despises the prospect of his gladiators being slaves, and so battles Stocke to see what kind of man he is.  After the battle, Garland orders Stocke to be freed, putting him up at the inn in Cygnus and stating that he is now a guest of the King, so long as he keeps his word to fight for him.  Not long after this, Stocke reunites with Aht, who had been sold to the local bartender as a serving girl, and the two of them start on a new goal: figuring out where Princess Eruca is.

After participating in the tournament and defeating the brother of the local informant, the duo discovers that Eruca is being held captive in Cygnus proper.  She had been sold to the King to become a "servant" due to her beauty and was being held there until the acquaintance left.  Stocke and Aht meet with the princess and begin plotting her escape, before Raynie and Marco arrive, having escaped their own captivity in the nearby desert town of Skalla.  The group is concerned about ruining the good will Stocke has accrued with King Garland, but good fortune strikes when the town becomes invaded by monstrous desert arachnids known as Hell Spiders.  While Garland holds the front, Stocke manages to defeat the spider that makes its way into the city, earning Garland's favor.  Garland then decides to forge an alliance with Eruca, as she is Stocke's friend and therefore his friend, and have the soldiers of Cygnus make a move on the Kingdom of Granorg.  And as luck would have it, Garland is able to bring an interesting proposition to the table already: his acquaintance and possible political ally is none other than Dias, the field leader of the Granorg troops.  If they act quickly, they can set a trap for the man out in the desert wastes, where his personal guard will be caught within a sandstorm, allowing the sand-prepped desert troops to already gain a decisive victory against their newfound foe.

Aht has definitely had some sort of vision of Stocke that she refuses to share.  After we rescue Aht from being a barkeep, Aht suddenly gets very cagey about the prospect of their journey continuing.  She begs Stocke to run away from her, to find her uncle Vanoss, rejoin their performing troupe, and live out the rest of their lives together.  Stocke is, of course, confused at this change of personality from the normally idealistic little girl.  Aht understands that their mission will save the world from the desertification, at least for a little while.  But she is unwilling to entertain that prospect even for a second.  The way she's treating Stocke, it's as if he's already a dead man walking.  I think Aht is seeing that whatever ritual Eruca needs to undertake will spell Stocke's demise and, as such, is being selfish.  She is, after all, a little girl, even one of such spiritual importance is bound to be a little selfish once in a while.  Cute little aside, by the way, Aht in this section revealed to Stocke that she can see Teo and Lippti and Stocke treats the whole thing like a big brother telling his little sister she has to keep a secret.  Adorable.

There was surprisingly a lot of Raynie and Marco focus in this section.  I feel like I have talked about Raynie and Marco getting little character bits before, last section literally had the group at odds with itself for the first time because of their different ideologies.  Raynie and Marco though do spend most of the game just as Stocke's loyal sidekicks, they became fast friends with him at the beginning and now stay by his side through thick and thin.  If I may, the character work in Radiant Historia can be a little shallow and one note but that's not unexpected for a lot of JRPGs, a lot of them do kind of revolve around pretty static characters and are more about the quest and the world.  Anyways, in this section we find out Raynie is FROM Cygnus.  Well, not really, the majority of people aren't truly from Cygnus.  When Raynie was a little girl, she was orphaned and homeless by the war between Granorg and Alistel, moving with large caravans of adults who would, inevitably oust her because a child was just a mouth to feed.  This happened until Raynie ended up in Cygnus.

Cygnus is a land that welcomes those who have lost their homes.  A place for them to restart.  They care for anyone who has been displaced by the war or by the desertification, with their only rule being "if you can work, you must work".  It was the first place that didn't turn Raynie away, a place that made her feel valuable.  And so, Stocke choosing to potentially sacrifice himself to save Cygnus during the Hell Spider attack means a lot to her.  In hindsight, Raynie being from Cygnus explains a lot about her.  She has the same sense of honor that Garland does. When it became clear that her companions were intending on betraying Alistel, she held firm to it, saying that it was their home, it was a place they owed everything.  Raynie's loyalty is to those who protect the things she holds dear, and she will be an enemy to the enemies of those she is loyal too.  But now, with this saving of Cygnus, that loyalty firmly belongs to Stocke.  Any doubt Raynie had is gone, she will follow Stocke to hell and back.

Marco, meanwhile, has an entire sidequest built around him.  When we arrive at the bar where Aht was serving earlier in the chapter, we run into an old friend of Marco's from when Marco was a mercenary.  This girl, Mimel, is someone very special to Marco, maybe even a crush of his.  We come to find out pretty quickly that Marco saved Mimel's life, she was a mercenary in the same group as him and Raynie and was one of the only members to survive their final mission.  Mimel did not get out as lucky as Marco and Raynie did, however, as her legs were badly damaged.  Marco agreed to work for Heiss initially with the condition that he find Mimel a job in Alistel, putting her up as a waitress at a restaurant.  Unfortunately, Mimel is also here to spy on King Garland.

Stocke receives a tip from his friend in the Resistance, a friend who seems to want to get in Garland's good graces.  He's heard tell that there's a spy in Cygnus, that without Granorg's backing, the other countries are starting to place spies in the desert kingdom.  And through a bit of time travel, Stocke discovers Mimel is a spy.  This is one of those sidequests that has a bad ending and the bad ending really tells you how much Marco cares for Mimel.  Spies in this world are not put to death if caught.  No, to be put to death would be a kindness.  They are tortured and broken, often until they take their own lives.  Stocke in the bad ending chooses to turn Mimel end and, as such, Marco grows to hate him, betraying the party at a crucial moment, as he seeks to exact his revenge for what happened with Mimel.  If you choose to let her go, however, we discover Mimel has been infected by the Black Chronicle wielder, who immediately removes this loose thread from their tapestry.  But not before Mimel says just enough.  Not before she implies that it is Heiss who sent her, once again implicating Heiss as the Black Chronicle wielder.

12/4/25

I think I accidentally proved free will is a myth in this section.  So, there's an ongoing sidequest about a Granorg soldier who is madly in love with Aht's cousin, an incredibly beautiful Satyros dancer who works in her father's troupe.  Liese, the cousin, loves him back but feels that the long history of bad blood between the two races will inevitably drive them apart and as such is determined to let him down gently.  In this section we discover that when Liese finally left Granorg after the fire, the soldier followed her, meeting his own death in the jungles of Forgia.  On his person was a letter, wedding vows written in perfect Satyros script.  Liese's heart breaks at this, realizing that the man genuinely loved her enough to learn her own language.  You can then go back in time to before Liese rejected him initially and show her this letter, though Liese is still hesitant to pursue this relationship due to the bad blood between humans and Satyros.  Stocke is given the option to either let her be or encourage her to pursue this after all.

If you let her be, though, you get a bad ending!  Everything still plays out like it does in the timeline that Liese rejected him originally, but now you see an alternate future where the Granorg army discovers that one of their own died in Forgia and blame the Gutrals.  This leads to Granorg declaring war on the Beastkind and, eventually, the combined forces of Granorg and Alistel committing a continent wide genocide of Beastkind, pushing them all the way back to a small force in Celestia.  Mind, this bad ending is dependent on the idea that Granorg AND Alistel survive the war, which our current campaign is hoping to prevent, but still.  A little messed up that you have to encourage Liese to pursue this relationship despite her reservations in order for the future to not be totally destroyed.  For what it's worth, when you go back to the point where Liese did choose him, he has now joined her father's traveling troupe as a sword dancer and the two seem overjoyed to be together.  Love wins, I guess.  Free will might lose out but love wins, lol.

As I approach the end of the Specint story, I am really just suspecting that the Rosch Brigade storyline was the one the writers cared about.  Like, judging by my walkthrough, I will finish the Specint storyline in the next play session, and honestly it feels like nothing is happening in this story.  Like all I did in this previous play session, and admittedly I am doing every sidequest so a lot of my time is being ate up doing that, but I moved out of Cygnus to the desert town of Skalla, met a contact Eruca had for the Gutral, and then moved into Gutral territory to start the quest to gain their trust.  And like, we still don't have Rosch or Gafka in the Specint timeline and I imagine we never will at this rate because I strongly suspect that after we gain the Gutrals' respect, our next goal is to march on Protea.  Like the Specint storyline is meant to be the "normal history", this is the timeline that would've naturally played out without the White Chronicle's interference, and don't get me wrong I like the story.  It's a good JRPG story.  But it's just so much less interesting than the other storyline in my opinion.

I guess one very big revelation did happen in the storyline in this part.  So, we finally find out what the ritual Eruca needs to perform entails.  The ritual normally requires two members of the Granorg royal family to perform because one of them must be sacrificed.  What happens is that the performer of the ritual sacrifices the sacrifice by draining all the lifeforce from their body and returning it to the Earth.  They then give the sacrifice half their soul to continue living on, producing more lifeforce to give back to the Earth until one day, many years later, the two halves of the soul become whole again, allowing the performer to ascend to the throne and killing the sacrifice.  This brings up a very important question: how does Eruca intend on doing the ritual by herself?  There is no other member of the royal family alive capable of performing the ritual, Protea is a commoner, her brother, Ernst is dead, and her father got assassinated.  

The only conclusion I can come to is that Eruca, probably rightfully assumes, that Stocke IS Ernst.  That the ritual was performed and that, for some reason, Heiss absconded with the sacrifice before it could be completed, wiping his memory in the process.  This would explain why Aht wanted to keep Stocke from finding Eruca back in Cygnus, that Aht suspects the truth about Stocke and, being a shaman, is aware of the ritual.  And she wants to protect Stocke more than anything, even tailing Stocke, Raynie and Marco as they attempt to leave Cygnus to quietly slip into Granorg and assassinate Protea.  When the conversation gets to "how Eruca intends to perform the ritual", in fact, Aht is very quick to change the subject, to the point where Eruca goes "Aht... do you know?"  I'm pretty interested to find out who Heiss actually is with this information, it seems likely he is a member of the Granorg royal family himself who maybe left before he could complete his own ritual because he refused to accept his own demise.  And that maybe why he absconded with Ernst, so that the ritual could not be performed and the planet would confront its fate, once again implicating Heiss as the Black Chronicle wielder.

Speaking of Aht and Eruca, by the way, good lord are they overperforming in battle at this point.  So, we're kind of entering that late stage JRPG thing where our best party members just all have field nukes and man that's true of Aht and Eruca here.  Aht has a lot cost high damage attack which hits in a cross pattern, potentially taking out 5 enemies at a time.  Aht has a lot of interesting attacks which hit in large patterns but they've always balanced by the fact that Aht has a really low attack stat, the lowest of the entire party, so these are normally just utility options to keep combos going as all you need to maintain a combo is for any enemy that was previously hit to be hit again.  But this attack that hits in a cross pattern is a magic attack, and Aht's magic stat is insane, it's part of her gimmick.  Before this all she could use it for is setting traps which dealt crazy damage because they were considered magic, but now having a direct offensive option makes her a monster in battle.  Oh and this move launches any launchable opponents into the air, and the way launching into the air works is that if you combo onto an opponent while they're in the air, they will also take fall damage when they land back on the ground.

Eruca, similarly, has just so many screen nukes at this point.  She is the only party member, in fact, who literally has a screen nuke, having an attack which currently deals ~200 HP to every square on the opponent's field.  She also has powerful moves the attack rows, columns, and her own cross shaped attacks.  As is often the case in RPGs like this, the dedicated mage becomes your win button in the endgame.  And because of how these moves often take out multiple enemies at a time, it makes combo-ing so easy now, so the bonuses you're getting off each battle are insane.  The only caveat with Eruca is that she is such a MP drain, her normal screen nuke tools cost minimum 15 and usually 20.  Eruca needs to heal every few fights because of how much MP she costs.  But also, at this point any first strike means a full enemy board wipe before they get to act because you get four turns before they get one, so really having to use some healing items every few battles is a small price to pay.

I like that as we move further on in the game, we have the option to go back and "correct" various points in the timeline.  Like there are various different inconsequential points where time technically diverges but in a way that does not matter for the true goal of the game.  If you do or do not come back and fix the timeline, it won't change anything in a way that matters, you know.  But you can still go back to these points and maybe save people who would normally die, or stop someone from betraying you that normally would.  In this session, for instance, I obtained a blade known as the "Sand Sword", a blade made by a specialized blacksmith in the Desert Town of Skalla.  We have no use for the Sand Sword, but a member of the Resistance who was in desperate need of a sword earlier on did ask for the Sand Sword.  That member of the Resistance is now dead, his blade gave out on him as he tried to carve a path for the Princess to escape Granorg in the midst of the fire, and he died on the steps to the castle.  But now you can go back, give him a Sand Sword, and he will survive the fires in Granorg, allowing him to show up later on to save the life of another member of the Resistance who would normally die.

I finally figured out what was happening with those ominous NPCs I keep running into.  At the bottom of a well outside of Cygnus sits a man named Sword.  Sword is an apprentice of the martial arts master Vainqueur, a warrior who wishes to meet Stocke, Eruca, and Aht to train them.  But first, they must travel the land in both the present and the past to find the master's other apprentices, answer their riddles, and find where they hid their marks of apprenticeship.  These are the ominous NPCs I keep meeting across my journey, their bizarre questions being prompts for Stocke to answer to prove he is worthy.  Once they return, Sword finally introduces them to Vainqueur who is, surprisingly, a goblin.  Vainqueur desire is to unlock the full potential of the trio, asking them to scour the world for various "Pacts" that, when returned to him, unlock many broken skills for the already broken party members.  Eruca's full screen attack is one of Vainqueur's teachings, as is a very handy move for Stocke where he pushes an entire row back.  Every party member, it seems, has a questline like this, "find x and return it to y to unlock new, powerful stuff for said party member", it's rather nice.

12/7/25

I knew I was probably finishing the Specint storyline in the next play session but man did it feel like that story wrapped up quickly.  So, we enter the Gutral temple to take on the ritual to gain their trust.  This is like the first proper dungeon we've had in a long time, it feels like.  And something I have to say here is that I wonder how much this game would benefit from a full on remake.  I enjoy Radiant Historia a lot, don't get me wrong, for a while I was even holding off on solidifying spots on my Top Ten list for this year because I thought it had a pretty good shot at making it on there.  But I feel like its scope was definitely held back by the fact that it is a DS game.  The Holff Ruins, the dungeon where we find the item needed to gain the Gutrals' trust, is kind of just three hallways, two of them immediately ending in dead ends.  I know this game probably had some space issues, it's one of the convenient things about its time travel narrative in theory, that they get to reuse so many locations.  But it's difficult not to become disappointed by how many areas in this game are only a handful of screens long, especially as you revisit them over and over.

The Black Chronicle wielder makes their first actual physical appearance at the end of the Holff Ruins.  We don't get any reveal of who they are, mind, but for most of the game the wielder of the Black Chronicle has been operating in the shadows, only directly interfering when their identity is threatened to be revealed by hitting a killswitch on those they've infected.  But now, clearly desperate to stop the party as their influence on the Specint timeline is all but dissipating, they alter events so a Gutral warrior infected by their meddling appears as the boss of the Ruins.  This is not actually the goal, of course, a singular Gutral warrior, even one enhanced by the power of the Black Chronicle, is nothing for our party at this point.  Side note, the beings that are infected with the Black Chronicle are called "Shadows" and something cute about them is that it always adds a fire weakness to the enemy even when there wasn't one normally,  Anyways, what the Black Chronicle wielder is actually doing is buying time for the temple's guardian, a monstrous spider that has the ability to kill your party members in a single swing, to arrive; hoping to finally bury Stocke and crew in the temple so that the true timeline will never come to pass.

Fortunately, this gambit does not pay off, and Stocke and crew make it out of the Ruins no problem.  They meet the Gutral chieftan, Bergas, outside of the ruins and discuss what their next movement should be.  And this is where the story just kind of stops.  There is an ending you can obtain by telling the chief that the party will go on ahead to the capital city and try to face down the Granorg army, leading to their deaths as they get caught in an ambush, but your other option is to be instantly transported to Granorg for the final assault.  We don't even get to meet the Gutral army we have recruited to the cause of rescuing Granorg.  I've mentioned it before but it does just kinda feel like the "Standard History" got the less focus of the two.  It feels a bit like they decided on these two storylines and then really liked writing one of them more than the other.  It's a little sad, I wish that the Specint storyline was as compelling as the Rosch Brigade storyline.

I mentioned last time about "fixing" the timeline, saving the lives of Resistance members who would normally die if you didn't take certain actions.  Well it turns out that this is where that's important.  When you approach Granorg, you see that the Granorg army has secured the outer gate, with a sizable force awaiting the opposing armies.  Said force then gets decimated because the Resistance, now with all of its leaders still alive and still loyal to the cause, stages an attack from inside, flanking the Granorg army from behind with explosives and freeing the path for Eruca to enter the city.  From there, Stocke and crew will infiltrate the city, carving a direct path to Queen Protea, while the combined forces of Forgia and Cygnus will place the city under siege, ensuring the remaining Granorg army will be unable to flee.  The battle is a swift and decisive victory, with Protea's own generals abandoning her as they choose to flee instead.  With no more allies, and the party pressuring her, Protea yields, allowing Eruca to ascend to her rightful place as Queen of Granorg and to begin the preparations for the ritual.  With that, the Specint story ends for now.

Back at the Rosch Brigade storyline, now that we have gained the trust of the Gutrals in the other timeline, we can move into Forgia and ask for their assistance.  To catch you back up, Alistel in this timeline is winning the war instead of it being kind of a stalemate, and is using their favorable position to commit genocide.  They want to start a holy crusade across the continent, either killing or converting all the nations that were neutral in the war between Alistel and Granorg.  Two of the nations, Celestia and Cygnus, have formed an alliance against this threat, however a powerful weapon in Alistel's control has wiped out the majority of the Cygnus mercenary army before it could launch its assault on Alistel.  With Cygnus now licking its wounds and Celestia being ill-prepared for a full invasion, our heroes turn to Forgia to bolster their forces for a swift assault on Alistel before they can rearm their weapon.

I'm happy we got a little time with the original trio in this part of the story.  Unfortunately it feels so often like Raynie and Marco keep getting sidelined as we go further into the story, either because the plot doesn't really involve them or because gameplaywise they take a backseat.  When we get to Forgia, we are tasked with proving that we're trustworthy by freeing some Gutrals that the Alistel army is holding imprisoned in the nearby human town of Skalla.  This mission is, effectively, a original trio mission, as Rosch, Gafka and Aht are used as a distraction, starting a riot among the natives, while Stocke, Raynie and Marco disguise themselves as Alistel soldiers and order a fake retreat out of Skalla to attempt to siege the town again.  This bit kind of re-establishes why the original trio works so well, Stocke's reserved, stoic nature, Raynie's energetic, bombastic personality, and Marco's shy, analytical nature all play off each other very well.  These three feel like they've been friends forever, it's wild to think that in-canon they met like a month ago, they're super fast friends.  The siege, of course, never coming and forcing the Alistean soldiers fleeing Skalla to consider what punishment awaits them as deserters.  With that out of the way, we have gained the Gutral trust, and can now work on an aggressive push against Alistel.

There was a very sad sidequest I covered in this section.  So, way earlier in the game we found out that Aht's predecessor in the role of Shaman, a young woman named Isla, had ran away from her duty one day.  The reason being that the role of a Shaman is to help guide souls trapped on Earth for whatever reason into the afterlife.  It's an important role to the Satyros people and, honestly, to all people on the continent.  It appears to be the purpose of Aht originally traveling with her uncle's troupe in the first place, from there she could find trapped souls and free them.  Isla, however, became too attached to someone, someone she loved dearly.  Instead of allowing the soul to rest, she captured the soul and ran off with it, casting herself to the winds where no one could find her.  We finally discover, in this section, where Isla has been hiding and have the option to send the soul she is keeping captive.

The thing is, Aht is a small child.  This is a decision that is so far beyond what she's equipped to do.  So she leaves it to Stocke.  Aht looks up to Stocke a great deal, after all, what he says will have a great impact on her.  If Stocke chooses to allow Isla to run off, it tells Aht that this is an noble action, that when you truly care for someone, that overwrites your duty.  And so Aht does the same in turn, imprisoning Stocke within a paradise realm until the war is over.  Her doing this, however, causes the end of the world, as the desertification expands without Stocke being able to stop it and ultimately she dies before she can let Stocke out of this paradise realm.  Even Teo and Lippti have trouble reaching him there.  It's hard to blame her, though, Aht is just a little girl who is hyper aware of her favorite person's oncoming demise.  She doesn't understand concepts like "the greater good" yet, she's like 8.

I appreciate that the structure of the game is such that you are strongly encouraged not to return to the Rosch Brigade storyline until Stocke is so far ahead that he can easily carry Rosch and Gafka as they play catchup.  One of the key issues with this game is that if you do not have party members in the other timeline, they are just not gaining experience from any fights you're participating in.  So party members like Rosch and Gafka are often 10-20 levels behind the rest of the party.  I think Rosch was almost 30 levels behind when I got back to this storyline, actually.  But by the time you return to this story, you are level 50-something, you are fighting enemies that are in the high 40s to low 50s.   As such, because of how generous the first strike/positional combat system IS in this game, smart play means lower leveled party members can pretty reliably take down higher leveled goons.  So Rosch and Gafka can pretty easily catch up, leveling up basically every 2-3 battles without having to worry about taking too much abuse.  Unfortunately, this does mean the entire party is taking a backseat at this point while these two close that gap.

Speaking of Rosch, something I do think is sad is that the war with Alistel does not have a conclusion in the Specint storyline.  I understand that the way this game's understanding of time travel works is that if the Rosch side is able to successfully defeat Hugo in their timeline; that will ripple into the other timeline and the combined forces of the Alistel defectors and Celestia will defeat Hugo there.  But it is unfortunate that they introduced this element halfway through the Specint storyline that Alistel is preparing for their own crusade after the war ends and Rosch standing firm against them with a small force of rebels and Satyros.  I think this especially causes the ending of the Specint storyline to feel lacking.  Maybe it's because I did this one first, I think you could in theory finish them in the other order too as soon as you receive the Beast Mark.  But the Specint storyline doesn't really have a final boss.  You don't fight Protea, you fight a boss fight consisting of four enemies, two being stronger and two being weak mid game minibosses.  So it has no final boss for its part of the story and doesn't conclude all the plotlines in it, kind of leaving the ending feeling a bit empty until you do this other storyline.

I imagine I'll beat the game next time I sit down to play it.  In the walkthrough I'm using, I'm currently in part 56 of 66, though the length of parts is absolutely fluid (part 53 was a hallway).  I've been really enjoying Radiant Historia.  It certainly has its problems, obviously, but this is one of the better JRPGs I've played in my life.  I really like the combat, the core concept is super unique and interesting, and even though the cast can be underdeveloped and kind of play into JRPG tropes, I really like them.  That being said... this isn't a Radiant Historia specific problem, just the problem with playing long games in general, I'm pretty ready to be done with Radiant Historia.  It's a great game but I'm feeling that "I've been playing this game for 30 hours and I want it to be over" burnout I feel from a lot of RPGs nowadays.  I'm curious to see what the end game will be like, that's usually when JRPGs provide the bulk of the plot so maybe I might have two more play sessions.  We'll see.

12/13/25

I unfortunately did not get as much done in this play session as I wanted to.  I was really hoping I could finish the game, I even got done with stuff early so I could have time to do so.  But things never quite work out like you plan them, huh?  So I ended up getting through most of the rest of the Rosch Brigade storyline last night before I had to stop.  I was also hoping to get more done the night before but I ended up getting too invested in watching the Game Awards with friends and kind of dropped my plan to "watch the show and play Radiant Historia during".  I'll fully admit, I'm pretty disappointed in how long it's taken me to get through Radiant Historia.  Idk, it always feels like I need to dedicate a solid play session to it instead of just picking it up for an hour here, an hour there, and there are so many nights where I will get done with my after dinner routine and realize it's already like 9:30 and go "...guess I'm working on other things tonight".  Despite what it may have seemed like, I am actually working on a lot of posts for the blog, it's just you know.  Finding the focus to finish one, lol.

So, we found out what Hugo's mysterious superweapon actually is.  He, in a complete show of arrogance, calls it the "Divine Judgement" as he fully believes himself to be a god.  What it is actually, is that his head scientist has found a way to effectively reverse the power of the ritual needed to stop the desertification to instead drain people's life force and turn them to sand.  He then is able to direct it at a specific, large area to turn everyone in that area to sand, wiping out entire armies at once.  The only thing is that the weapon takes a long time to arm and fire, with his head scientist advising him to only use it sparingly, and that his use of it multiple times in such a short period of time has rendered the weapon ineffective.  So that's our ultimate plan to move into Granorg, where Hugo and the force of the Alistel army now resides to protect their superweapon, get to the weapon, and disable it.  Which means, finally, the whole party is together as Eruca joins the fray in this timeline, being the only one who can tamper with the ritual components as the last known member of the royal bloodline.

This chapter also has us capturing the Sand Fortress!  I love this stupid Sand Fortress so much, Like it's this super important military installation on the border between Granorg and Alistel that is obviously very important to the war, but also, nobody holds it for more than a few days.  Both for lore reasons and I presume because it's convenient for game design, every big military battle takes place in the Sand Fortress.  It's so funny.  I figured this would set up a big final conflict with our old friend Viola, a woman who would never betray Alistel because of her hardline beliefs in the Prophet Noah.  She, however, has been moved to Granorg to support Hugo's forces directly, a sign of Hugo's own desperation as he has historically tried to keep Viola as far away from him as possible due to her popularity with the people.  So instead we just fight an Alistel war machine, an upgraded version of their bulkier mechanized units built more for mobility.

We do end up going toe to toe with Viola in this section, however.  Viola is the last line of defense at Granorg Palace, she is there to ensure that Hugo's flight from Granorg is unimpeded.  We must defeat her to restore Eruca to the throne before we can refocus our efforts back on Hugo.  It's a sad confrontation, Viola was our friend, our ally, and she knows this is wrong.  Knows Hugo has corrupted the prophet's words, has used them to commit heresy.  But she needs to stand against the Rebel army, needs to stand for the people of Alistel, despite her knowledge of the truth.  To Viola, if she lays down her weapons, if she surrenders without fight, then the ideas she fought for die.  The Prophet's words would mean nothing, the rallying cry of the Alistean people, a people who fought for independence against a monarchy and fought a decades long war to keep it, would be supplanted by the words of the heretic who claimed to speak for the Prophet.  And so, despite the pleading of her former comrades, she must stand in service of the heretic.  So that the Prophet's legacy will live through her.

Speaking of the Prophet, it turns out he was fake!  So what had happened is that about half a decade ago, Noah fell ill.  That was when Hugo, being the highest ranking member of the Alistel military and effectively it's leader, became the "Voice of the Prophet", his original goal being to simply communicate the words of the Prophet.  Unbeknownst to the people of Alistel, the Prophet died, an action that Hugo covered up to gain absolute power.  Since then, "Noah" has been a dummy, staged so that when people see him, he is not fully visible and that Hugo is capable of standing in front of him.  This was perfectly fine in the city of Alistel, where the palace of the Prophet was very vertical and had a lot of high balconies for the Prophet to appear on.  But when Hugo moved into Granorg, "Noah" had to move with him, and the first time the Prophet was to appear, the illusion was shattered.  The Granorg Palace doesn't have balconies, and so the unruly people of Alistel, wanting to finally meet their Prophet, manage to overwhelm Hugo and get close to the Prophet.  They, of course, react in horror when they find out that the person from who Hugo justified his tyranny and genocide was little more than a scarecrow.

It's also really telling what happens when the Alistel citizens move into Granorg.  Tensions are very high, as the Alisteans begin to treat the native Granorgites as second class citizens.  They spend all day proselytizing about the Prophet Noah out in public, shouting at the citizens of Granorg to repent.  The Alistel army watches the Granorgites like a hawk, ready to intervene at any show of disruption from them.  Hugo has ordered the local merchants, including those who provide food to the people, to sell to Alisteans first, meaning the natives are starving.  Alistel has started conscription, forcing the Granorgites to bear arms in Hugo's "Holy Crusade", a daunting task for the people of Granorg as, you know, Hugo turns entire battlefields to sand.  It's a depressing sight, the people of Granorg were ruled by one despot and now they have another, someone who is even worse than Protea ever was.  And the Granorg military has fully supported Hugo, with both Dias and Selvan, the two leaders of Granorg, pledging their full support to Hugo's crusade.

This section had a pretty interesting sidequest.  So, throughout the game, there were various decision points that, strangely, did not immediately result in a bad ending depending on what you chose.  These decisions were actually leading up to a Raynie focused sidequest that becomes accessible during this part of the game.  Marco notices that Raynie is behaving strangely, as they prepare to move out to combat Alistel, she is hesitant.  He asks Stocke to investigate why and Raynie tells Stocke in no uncertain terms that she has fallen in love with him.  That her mind is struggling to focus on the battle because she can't stop imagining the world after, a world of peace where maybe there's a chance for them.  And she asks Stocke if maybe the war isn't important, maybe the two of them should run off together and try to find a different way to prevent the end of the world.  Stocke can accept this outcome and get one of the saddest bad endings in the game, an ending where he chooses love in the hope that he can find another way, but an ending where the calamity becomes an inevitability regardless.  Raynie and him must remain unrequited, with only the vague promise of considering this future when this is all over.  A promise that is unlikely to be fulfilled, as all signs point to Stocke's demise.

I'm pretty sure Aht just hates Eruca at this point.  It's very clear that Aht knows something about the future, the future that Eruca wants to bring about.  As an aside, Eruca not only knows about the White Chronicle, but also knows Stocke is the wielder of it.  Meaning that the trio of them are bound together in yet another way.  Anyways, Aht is trying her hardest to ensure that Stocke and Eruca never get a moment of peace as she is unable to accept what will happen to Stocke at the journey's end.  When the two of them are alone, Aht chases after them to interrupt their moment.  She talks over Eruca at strategy meetings, attempting to convince the party that the best course of action is to keep Stocke in reserve.  Aht totally knows whatever fate awaits Stocke will see Stocke dying at the end of this and she is desperate to prevent this action, poor kid.  I can imagine Aht being a lot of people's least favorite character because it's like "this is the end of the world at stake and she keeps being selfish about everything" but she is a very small child who, even if her job is literally to ferry the souls of the dead, clearly still doesn't understand mortality.

Gafka is pretty quickly joining the pantheon of busted party members in the late game.  Gafka started out being kind of mediocre to bad, he has so few skills and is really just a giant beatstick to throw at enemies as needed.  But as you complete his questline and level him up more, Gafka becomes one of the best combo extenders in the game.  Gafka has a lot of moves that impact entire rows and columns, but more importantly unlike other party members, these moves also push enemies into each other, setting up combo potential.  Gafka also has a lot of multihit moves, his first move he gets off his sidequest, Musou, is a 10 hit move.  Musou is very effective not just for high damage but for inflating your combo meter for maximum EXP and money bonuses.  The caveat with Musou is that it only hits the opponent in the center square, the most inconvenient square to force enemies on in the grid, but bosses usually start on the center square.  So Gafka just wrecks through bosses, this is actually an important strat vs. Viola.  Viola has a natural aura that regenerates on her turn that makes her immune to the first five hits she would take.  Musou is a ten hit move.  It destroys Viola so quickly.  Gafka having the potential to be the strongest party member is even part of his questline, you can undergo a ritual to have Gafka become a "Beast God".  Him becoming a Beast God is actually the bad ending, Gafka loses himself completely to the animalistic power and ravages the continent in an unstoppable fury, but like, that's the kind of power Gafka CAN wield.  The good ending grants him an incredibly powerful weapon, for what it's worth, which is effectively his ultimate weapon I'm pretty sure.

This does, however, point out an issue in the party balancing of this game.  I'm not going to sugarcoat it, Radiant Historia's party balancing is terrible.  I've mentioned previously about how I haven't been using Raynie and Marco that much in the late game and a pretty large reason for that is that so many of my party members are having to play catchup due to being in the timeline where they weren't available for so long.  But also it's just that... they're not as good as some of the others.  Raynie has the unique tools at her disposal that she not only has access to all elemental magic at the ready (Stocke only has access to Fire, Eruca only has access to Ice, and Aht can only lay magical traps) but also has access to Lightning magic that no other party member does.  While in theory this makes her a powerful aggressive mage, exploiting enemies' elemental weaknesses, Eruca is just so much stronger AND has more natural MP, meaning that even if her magics don't exploit many weaknesses they also tend to overpower this fact. 

Marco, meanwhile, is kind of meant to be the resident support unit, giving lots of buffs and healing the party.  The issue is that if you have a base understand of the mechanics of the game, you usually don't need to heal.  The first strike mechanic is so powerful that it completely invalidates a party member, with you very frequently being able to take out a whole board of your opponents before they can move.  Moreover, Marco's support buffs are just equivalent to items you're able to get in shops, meaning that everyone can use their turns to do what Marco can do.  Rosch also suffers from being invalidated in a lot of ways, not only because he's so often out of the party but because his big thing is being able to attack rows and columns easier, an ability that becomes less and less necessary as time goes on and everyone gets this capability.  It's unfortunate that the early game party members end up kind of mechanically behind as the game goes on.  This is also one of those games where the protagonist is never allowed to leave the party, so you're not really able to experiment with every possible party to figure out who really supports who.  Stocke is always in the lead and as such your strategies will always, in some way, be built around him.  I like this game a lot still but between how much less interesting the plot has been as we go on and how weird the balance is, it's getting kind of wonky in the late game.

12/15/25

I was originally going to come back to y'all like "so, didn't beat the game again, oopsie" because the final stuff with Hugo ended up taking way longer than I thought it was going to.  But I decided to just not update last night since all I effectively did was "find Hugo and beat him".  Contrary to what I thought, Radiant Historia's final chapter(s) are actually pretty breezy?  There are a couple kind of long dungeons I guess but it's not the "backloading the game with another 10 hours of story" I expected it to be from my previous experiences with JRPGs.  I probably could've finished this all in one night if I hadn't been doing every sidequest.  But it was important that I did, this game's "true ending" requires you to do most if not all of the sidequests and I really enjoyed getting to see all the ending scenes based on what I did.  Who would've ever imagined that the most important sidequest in the game is the one where we teach a guy how to grow coconuts!?

So in the last bit storywise, Eruca ascends to the throne after we defeat Viola, ending the Alistean occupancy of Granorg.  This led Hugo to flee back to Alistel, where he stands with a small force of 500 men hoping that Granorg will simply see him as so little of a threat that they ignore him until he can redouble his efforts.  Unfortunately for him, his last remaining allies (the Granorg strategist Selvan and Heiss), both abandon him in his last hours, leaving him desperate and alone, knowing that Stocke and company are likely to descend on him at any moment.  With no other way forward, he calls upon his chief scientist and retreats to the underground Mecha lab for one final play, a play to put the power of his ultimate weapon into his own body.  As our party infiltrates Alistel, Hugo steps out of his machine, no longer simply a man, but something more, something that can control time itself.

After Stocke finds his way through the underground lab, he confronts Hugo only to find the confrontation suspiciously easy.  Hugo goes down without much of a fight, him rambling and raving about how he now truly hears the Prophet from beyond the grave and seeming uninterested in fighting the group.  But then we get a display of his power, him reversing every cut we gave him, literally returning to the moment before the fight.  He has drained the magic from his blade, a mystical sword originally belonging to the Satyros known as "Historica", and now he contains that magic within him.  The magic of the Celestial tree itself.  To stop him, we must restore the blade, going back to before the war even started and alerting the Satyros general, Elm, of what happened to the original wielder of the blade, a close friend and potential lover of herself, and ask for her assistance.

Restoring the blade's magic and returning it to the point in time where we face Hugo breaks the spell, and this time we defeat him for good.  As he dies, he believes he sees the visage of the Prophet, a man he believes he loyally served throughout his life.  The party is frustrated by this outcome, speaking on how this monster died happy, believing he was the hero and being granted what he felt was eternal paradise.  But they take solace in the fact that history will remember him for what he truly was, a genocidal maniac who tried to take over the world and eradicate its peoples.  The prophet's words will live on through those who truly followed him, and Hugo will be a footnote in the history of the now unified continent.  And so they leave him, laying in the underground lab.  There will be no burial for the tyrant.  No honor given.  He shall simply disappear into the sands of history.

Which brings us to our final chapter, the true villain of the game.  Yeah it's Heiss.  Heiss has been the Black Chronicle's wielder all along.  This is a very choreographed reveal, as I've sad in the past, it was so choreographed that I expected some big twist where it wasn't Heiss this entire time.  In this case I should've just taken the game's story at face value, I guess.  Heiss breaks into the ritual hall, the massive labyrinth under the castle in Granorg where members of the royal family are sacrificed, and shuts off the power of Flux, the power that controls time itself that the royal lineage uses to perform the ritual.  Stocke and crew are called to the castle to assist Eruca in finding him, and when they do, he issues a challenge to Stocke.  He will be awaiting him at the ruins of the Empire, the last place on the map that we have never been to.  There, he will reveal the truth to Stocke, a truth that he believes will permanently turn the warrior against Eruca and to his side.  He disappears, knowing Stocke must follow if he wishes to restore the powers of Flux.  With that, the part (minus Eruca) sets off for the Imperial Ruins.

I want to take a step aside here to once again compliment the OST by the one, the only, the greatest to ever do it, Yoko Shimomura.  Genuinely speaking, Radiant Historia is a top 5 Shimomura score and, honestly, may be my favorite period.  There are a lot of tracks I loved in the interim since I last talked about the OST, but I didn't talk about them because after the halfway point of this story there aren't really new tracks.  In between the last time I talked about it and this one, I think two other tracks were heard because it's a pretty small soundtrack.  You can tell the budget for this game was a little tight.  But the final dungeon theme, Memories of the World, is superb.  It's a beautiful composition for starters, just absolutely gorgeous.  But it's also so sad and melancholic, you know.  The final dungeon is the ruins of a lost empire, one whose greed and arrogance caused not just their death but the deaths of the world itself.  And the song captures it perfectly.  While also being so urgent, reflecting that you're chasing down Heiss and need to keep moving, you can't linger on what is happening, on the tragedy of it all.  It also has some motifs from the final boss theme, which is always good.  Just a great track, love Memories of the World.

We track Heiss to the Imperial Ruins where we finally meet the "wielder of the Black Chronicle" we have been seeing across the journey.  It turns out, it's King Victor, Eruca and Ernst's father and the tyrant king whose arrogance caused much of the problems facing the current world.  Heiss used the power of the Black Chronicle to resurrect him as a puppet, something Aht picks up on immediately, that this man has no soul.  After a conflict with Victor, who quickly gets destroyed as Heiss no longer has any use for him, our party is taunted by the man, prodding them to venture deeper for the truth.  As they go on, Heiss reveals his true identity, the actual reason he hates the ritual, the reason why Stocke, a person everyone notes as looking identical to Eruca's brother, came to be.  Stocke IS Ernst, to no one's surprise, Heiss kidnapped him and brainwashed him into believing he was someone else.

Heiss reveals that he is King Victor's brother, and he himself was intended to be the sacrifice for the ritual.  King Victor has always been a bit conceited, believing that his ability to perform the ritual was grounds for being a tyrant.  Eruca talks about him as if he was even worse than Protea.  Heiss, being raised with his brother, developed a very different outlook on the ritual.  To him, the ritual is pointless.  Humanity is delaying the inevitable, letting people sacrifice themselves for very little gain to pat themselves on the back for doing anything at all.  The Sacrifices have lived meaningless lives to fade into the tomes of history so that humanity can extend itself for another generation, and people are so comfortable with this idea that they are apathetic to finding an actual solution.  

So Heiss abandoned his role, took the Black Chronicle and tried to find a better way.  Instead, all he found was chaos and destruction, the inevitability of humanity's demise.  So he returns to his own time, bitter and jaded, hoping to find an end to the ritual.  To his horror, he instead finds his brother in the process of sacrificing his own children to the ritual.  Heiss, now an old man from how long he's been searching for a solution, takes Ernst, who he always had a close relationship with and whose ideals in many respects match his own, erases his memories, and decides to raise him to see the world as he does.  Heiss has been rigging things from the start to put Stocke in the right places to see humanity's cruelty, its destruction, its apathy, for himself.  Heiss granting Stocke the White Chronicle and assigning him to Raynie and Marco, a duo that he has found are necessary for Stocke awakening his true potential, was no mere accident.  Heiss believed, by granting Ernst time travel, he would see things as Heiss saw them.

Stocke does not dismiss Heiss' ideology outright.  Humanity IS cruel, and they can be apathetic.  Hugo's holy Crusade, the duplicity of Dias and Selvan, Protea's tyranny, being sold into slavery, the Beastkind's contempt.  Everyone is always fighting, always dying, and in service of "saving the world".  But Heiss' folly was that he did not try to convince Ernst, a person already receptive to his ideals.  He created a new person, who could be defined by new thoughts, new opinions, new ideals.  Stocke has seen the cruelty of man, but he also has seen its kindness.  He has unified the peoples of this continent together, had them put aside centuries old conflicts for the purpose of the greater good.  He has made unbreakable bonds, bonds that transcend time and space, bonds so powerful that they work retroactively.  He agrees that the ritual may not save the world forever, that the royal family has been complicit and complacent in the desertification, unambitious in finding a real solution.  But unlike Heiss, Stocke believes this is a world worth saving, and so chooses to still sacrifice himself for a world that he believes will learn how to save itself.  Which leads us to the final confrontation between these two men, the ideals of them determining what will happen.  And because this is a JRPG, Heiss absorbs a bunch of souls and becomes a time god that we have to fight in a big multiphase fight.

To no one's surprise, Aht knew the whole time who Stocke actually was.  Her being a shaman caused her to pick up on the fact that Stocke only had half a soul immediately, a thing which causes her to be immediately fascinated by him.  It can then be posited that when she met Eruca, she pieced together what was going on, as Eruca would have the other half of that soul.  Aht is the last dissenting voice in the party as we reach the endgame, being unable to accept that her hero's fate is inevitable.  That he cannot run away from his duty, that to save the world is to sacrifice himself.  When Stocke leaves the alternate history, the Rosch Brigade timeline, for the last time, she's furious at Rosch, Raynie, and Marco, asking them how they could let him go like that.  To which they say, they had to.  Stocke would never have been okay with letting the world be destroyed on his behalf.  And that they know that somehow, some way, he will return to them.

Heiss reveals in this section that he was responsible for murdering Raynie and Marco's entire group.  Raynie pieced it together very quickly when Heiss revealed his manipulation, that her belief that one of the creatures specifically attacked the mine instead of them so only they would survive was confirmed in this moment.  She, as you can imagine, doesn't handle this well.  Raynie is someone whose loyalty is absolute, the idea that she was betraying Heiss and Alistel almost caused her to quit the team in one timeline.  Raynie's loyalty to the people who gave her a home is so strong that Stocke only fully wins it back by choosing to stand for Cygnus, saving a place that is important to Raynie.  Finding out that the people who took her in, the exact person who gave her a new purpose in life, used her as a tool to get his adoptive child to reach a conclusion finally solidifies to Raynie that her only home, truly, is with Stocke.  It makes me kind of sad that Raynie is probably the worst party member in the game gameplaywise, because man do I wish it were justifiable to have her at the end.

The final boss area is an interesting take on a boss rush.  Radiant Historia does not have many named bosses, I'm not sure if you've picked up on that.  Basically all the bosses are just combinations combinations of normal grunts, which is kind of interesting.  It feels more in line with a proper war storyline to have most of the bosses be inconsequential.  You never actually face Dias nor Selvan, the two Granorg generals, as they both get assassinated and absorbed by Heiss to make himself stronger.  So what the final boss area does is take you back to four of the most significant named bosses and have you fight them.  The logic being that Heiss has made a mess of the timeline one last time, creating tiny pocket branches that require Stocke to battle against friend and foe alike.  Heiss even takes over Viola, corrupting her into the Dark Valkyrie and forcing Stocke to kill his friend and former commander one last time, as she begs him to free her from Heiss' influence.  It's a pretty unique lore bit to add to a boss rush, instead of just the usual "oh these people have been resurrected as dark copies".

The intended use for the Chronicles is also very interesting.  Teo and Lippti reveal in this section, now that Stocke's journey is almost over and they can tell him without worry what impact it will have on the timeline, what the Chronicles are meant to be used for.  The Chronicles are not meant to oppose each other, they're not two equal forces, one of good and one of evil.  They're meant to be given to the royals of Granorg, one to the sacrifice and one to the one who remains.  The White Chronicle's purpose is to allow the sacrifice to view the goodness in the world, relive their entire life and know what they are sacrificing themselves for.  The Black Chronicle, meanwhile, is meant to be given to the one who isn't sacrificed, to look upon the sorrow, to mourn those who have been sacrificed and ensure their sacrifice is never forgotten.  It's an important balance to maintaining the ritual, one that ensures no royal of Granorg will ever forget what is important.  King Victor never saw either Chronicle, being too blinded by his own arrogance to bother with joy or sorrow.  If he was a kinder man, a more measured man, then maybe none of this would've happened.

The ending of the game does that really wonderful thing where we get a whole bunch of "where are they now sequences", showing the longterm impact of Stocke's sacrifice.  It's a nice little bit to tie it together, that by completing every sidequest you see the world not healed but healing.  The races of the world openly interacting.  People mourning, but also celebrating.  Marriages happening, new life being formed.  People you thought were going to die having hope for the future.  It's a bittersweet end, as people reflect on what they lost, who they lost, while thinking about what they've gained.  They linger on the history, but look to the future.  And it ends with Raynie, Raynie who is still waiting.  In a callback to an earlier point in the story, a point you have probably revisited dozens of times as you complete this game, she's waiting outside the tavern.  Because if both Raynie and Marco were inside, Stocke couldn't find them.  He promised he'd return to her.  He promised that when the war was done, they could have a future.  And who knows, maybe he'll find a way to fulfill that promise.

I really enjoyed Radiant Historia.  I'm a bit sad it actually took me this long to get to it, like I said I've had this game since it was new and just never got around to it.  Is it one of the best games of all time?  Heck no.  It has severe balancing issues, the individual storylines don't resolve in ways that feel natural, it has wonky pacing at times.  But it is a super unique, incredibly fun little RPG.  I think it's one of Yoko Shimomura's best works, I think it's one of Atlus' best works.  It's sad that it's not more available.  From what I understand about Perfect Chronology, the remaster that, should this game be made available in more modern hardware, would likely be the version, it's kind of a betrayal of this game's vibe too.  It kind of takes out the nuance in a lot of ways, depicts a more good vs. evil story where people are evil because the evil being told them to be.  It'd be sad if this version stops existing long term, though I know a lot of people just believe more content equals better game and don't really mind it.  I really liked this though, it was the last hanging thread in my original DS library and what a way to go out.  8.4/10