Forewarning: All I did during this update was finish most
(as in not “all”) of this chapter’s sidequests. So rather than strategically
skipping over them as I had been doing thus far, this entire recap is
explicitly dedicated to them. Consequently, you can skip the recap entirely and
just head straight to the write up, if you only care about the main story. I
just thought you should know how much CARE actually goes into this game’s
optional content.
RECAP: Who You Gonna Call?
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| Please, we're professio- *splash* |
Following up, the
bracers next decide to finish up their tasks in South Ruan by heading for the
mayor’s estate. Steward Gilbert greets them, immediately informing the teens
that the Sapphire Glim, a fancy candelabrum worth several hundred thousand
mira, has been stolen by a crook who fancies himself a steampunk Edward Nigma
(or Phantom Mask, considering his name is hilariously “Phantom Thief B”). The
calling card he left behind contains a clue about where the treasure is
located, though it is more than a little cryptic for the bracers, who just
arrived in Ruan to figure out on the fly. The bracers spend the day searching
around town while I check Gamefaqs and eventually figure out that the
clue points to the city’s lighthouse. Some wholly undeserved gloating is
had, but rather than finding the stolen macguffin, the bracers scrounge up
another piece of parchment extending the Easter egg hunt.
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| Did I mention that I love this game's writing? |
Estelle asks a nearby
worker about their little conundrum and, though he doesn’t know where these
particular barrels went, he remarks that there are many inside of a warehouse.
Considering that the bracers just dropped off a warehouse key, they capitalize
on their past deeds and convince a delightfully compliant Harg to open the
warehouse and excavate the barrel (just one) that he delivered during their
last visit (yes, that was actually important). After opening the warehouse,
however, the harbor master Portos (really?) walks out and questions why the
bracers have come to the warehouse. Harg convinces his boss to let the bracers
be, and saunter off. The drunk dock worker then upholds his end of the
bargain and pulls the barrel out of the warehouse. The clue this time, appears
hastily written, apologizes for the misleading nature of the preceding clue,
and states that the Sapphire Glim is inside of the barrel, thus ending the
great Ruan caper…until Portos comes back and perplexedly asks what the bracers
are doing at the warehouse. After some head scratching and double-taking, shock
and frustration descends. The bracers (and Harg!) were indeed, bamboozled by
Phantom Thief B.
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| Why do I feel like I'll be spending my vacation on Gamefaqs? |
With this business out
of the way, the gang heads back into the heart of the city to find their next
client. At the Ruan church however, they spot a familiar face. The man (named
Jimmy) is also coincidentally one of the bracers’ clients and reminds them that
they rescued him from a pack of monsters on the beach the other day. Getting
down to business he then adds that he’s looking for the treasure of the great pirate,
Schirmer who used to operate around
Ruan a hundred years ago (or so says Kloe).
Jimmy happens to have a map, and excitedly tells the bracers where to look,
though Estelle remembers that they had already been to the location marked and
produces the torn map and ancient daggers found earlier. Jimmy almost wets himself
and snatches the map fragment and exclaims that it must be a map to
Schirmer’s treasure (so, he had a map that leads to another map that leads to “actual
treasure”…seems legit). Regardless the man thanks the bracers for turning over
their finding and rewards them with the customary lump sum of…nothing, (the
daggers are supposedly a reward in and of themselves) and the bracers continue
on their not at all slighted way.
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| Hoooookay there, settle down buddy |
Inside they spot a
pack of travelers rabbling complaining about the Royal Army being
pushovers to some fatcat. None of this sounds appealing so the bracers look for
whoever is in charge. And atop the gate, they find him. Sergeant Hahn thanks
the bracers for arriving so swiftly and briefs them on the current situation. A
traveler currently in the dining hall is making things “difficult” for the
other guests and refuses to leave. The bracers are then to persuade him to get
his jerkass out of here move on by any means necessary politely.
Alas, the crowd of travelers is growing increasingly restless and nearly threatens
violence, so Joshua decides to talk them down while Estelle and Kloe negotiate
with the unruly guest.
In the dining hall,
they find out that (surprise, surprise) the unruly guest is Duke Dunan with his
po
or butler, Phillip. Officer Kientz tries to give Estelle some basic advice on
how she might get him to leave (though casually leaves corporal punishment on
the table in case diplomacy fails). Estelle is the absolute worst person for
this job, but by channeling Joshua’s cold calculating demeanor she miraculously
succeeds and the duke leaves without incident much to Kientz’ dismay. Everyone
celebrates the wicked witch’s Duke’s departure and says their farewells. Before
returning to Ruan to collect their spoils, however, the bracers take a moment to
explore Sapphirl tower while they’re in the area. They don’t find anything particularly
noteworthy, but the chests and such contained valuable loot that is sure to
help the bracers going forward. And with all of their business FINALLY sorted,
everyone returns to town after a long day’s hard work.
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| So long as you hide the body |
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| You and Mr. Shonen Anime must've gotten along famously |
“It’s Alive!!!”
One thing I should mention before I get into the meat of
tonight’s observations is the potential inconsistency I noticed between Jean allowing
the bracers to go and help out Kloe when they supposedly have a mountain of jobs
to sift through. It seemed like a serious plot hole at the time considering
that the game never mentions the blatant negligence such a job would require.
However, I quickly resolved this theoretical plot-hole when I realized that the
requests that periodically appear on the guild board in the form of sidequests
are actually a representation of the guild work the bracers are supposed to be
completing for their day-job.
Thus far, Estelle and Joshua have usually had around three “real”
jobs on the board at the start of a chapter, while more are perpetually added over the course
of the story. In Ruan however, there were at least five jobs on the
board initially and a handful more that appeared while the plot was moving too
fast for them to justify taking a break. But, Falcom apparently recognized the
conflicting obligations and set the deadline of virtually every guild job for
after the bracers go to Jenis Academy, in addition to offering a reminder that
there is “still work to be done.” It’s pretty clever all things considered, and
is a nice way to coerce the player into attempting the optional content without
forcing it down their throats.
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| This game truly wouldn't be the same without you :( |
I know, I’ve been harping on and on about how amazing this
game’s NPCs are, and how they make the world feel incredibly lifelike despite
the fact that they communicate exclusively through text. But, this update also
demonstrated another interesting facet of these minor characters that firmly
goes beyond what most RPGs have ever convincingly managed: they travel and in a
non-dramatic fashion.
The characters aren’t merely recurring cameos as seen in a
number of recent titles like Mass
Effect, The Elder Scrolls and
various Final Fantasy games, but
people like any other who occasionally travel to try to live their lives to the
best of their abilities. Likewise, they don’t need some life-threatening/home
destroying invasion to decide that they’d like to move elsewhere.
Perhaps because I spent so much of the last entry talking
about FFX, the only other analogue I
can immediately compare this to are O’aka and Donna from the same game. However, the former
is really just a thinly disguised means of providing the player with a shop at
desperate times when there clearly
shouldn’t be a merchant in the vicinity (like on a monster-infested, snowy mountain summit). And the latter is
meant to offer a foil to Yuna’s pilgrimage, and lend extra weight to the idea
that Yuna is not the only summoner trying to save the world. They are both
important in one sense, but because such significance is given to both of them
through the plot, they come across more as exceptions to an unspoken rule that
NPCs are static in every sense of the word.
The constantly updating dialogue, and unique personalities
granted to each NPC, naturally helped bring a sense of life to the Liberl
kingdom as well, but nothing sells a world more than seeing the stories of
familiar characters continued almost twenty hours later in a wholly new
location for entirely character specific purposes. Gold. Star. Falcom.
*There were a lot of spectacularly snarky chests this time around, and since this is largely an extraneous update and I largely ended up glossing over my trip through Sapphirl Tower (which took almost 20 minutes of real time), here are all of the chests that tickled me pink this session. Nesxt time, we get the plot moving again with- wait for it..........SILENT MONTAGES!!!
Previous: #10 This is the Part Where She Punches You pt.2 NEXT: #12 Telegraphing
*There were a lot of spectacularly snarky chests this time around, and since this is largely an extraneous update and I largely ended up glossing over my trip through Sapphirl Tower (which took almost 20 minutes of real time), here are all of the chests that tickled me pink this session. Nesxt time, we get the plot moving again with- wait for it..........SILENT MONTAGES!!!
Previous: #10 This is the Part Where She Punches You pt.2 NEXT: #12 Telegraphing












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