Part 68: The Real Deal: Part 13: It's Been Real
THE REAL DEAL: PART 13
Time we got those shackles off!
From my updates, you might think the unshackling scene is just part of the story. You're wrong. It's optional for each individual spirit, which seems neat until you find out the method.

It's a matter of raising their CP, shown on the bottom right. For most characters, you'd do this with gifts, but material possessions are of no consequence to these ancient, magical beings! Also you can't give them presents.
You have two alternatives. The first is to ask them for advice by touching the question mark.

I talked about this in Real Deal 5. It's a fairly useless feature, but it will give 4 CP for the currently active spirit.
Option two is using spirit magic. This gives 14 CP for whomever you summon.

Each spirit's CP starts at 1200. You need to raise it to 3400.
Shall I calculate that for you? 550 taps on the question mark. Per spirit. 2200 in total. That's 2000 more requests for advice than there are pieces of advice (VERY generous estimate) and 2200 more than there are times you will actually need advice. (Exact figure.)
You can't just sit and mash it either. If you touch the question mark while the "advice" is already on screen, nothing happens, so you have to close and re-open the book before doing it again.

Pictured: The Passion.
But hey! What about magic? 14 points per use, so only 158 times per spirit. That can't be so bad. You use magic throughout the game anyway, right?
Firstly, no. You don't. We've gone over how useless it is. And remember, you only get the power boost after you unshackle, so they'll still be doing only 200 damage. Not to mention you have to watch the animation every single time.
Even if you disregard all that and resolve to spam the absolute shit out of it, guess what? You're gonna run out of MP! 50 MP a shot, remember? That's 2-8 uses before you have to recharge, depending on how many powerups you've collected.
Also, once you finally break 3400 CP, you still have to go home and sleep to trigger the scene. By the time you can map warp, it's much more efficient to teleport to an urn and get all your MP back instead of only 50, so you've probably forgotten your bed even exists.
It gets worse! Giving presents to wooable ladies will reduce Mieli and Neaki's CP by 50-100 points per gift, even if the recipient doesn't like it. I don't know, I guess they're jealous?


Same applies to male love interests/male spirits. Even if you're playing as Yumil, who can't have a boyfriend. So...the spirits are bi, but the protagonist isn't. Huh.
I suppose that makes sense. After spending a planet's lifetime alone in a bookmark, you wouldn't be picky either. Especially not with iron girders for hands.
In short, there is no chance in hell, heaven or purgatory of unshackling happening naturally. Furthermore, you're never told it's a possibility. You'll find out about it after beating the game, maybe by reading a guide, accidentally seeing spoilers somewhere, or from a friend who also played it. (PFFFFFFFFFT.) Then you sit down, load up your save, and realise you have to prod a question mark two thousand times.
And that's how Avalon Code cartridges end up on eBay.
Enough about the mechanics. Let's see this happening.



A negative response ends the proceedings immediately, with the spirit making some huffy comment. There's no reason to do that unless you can't be arsed to sit through the scene, though.










So throughout eleven chapters, all we've learned about the shackles is that they're removable via POF. That stands for Power Of Friendship. I call it "POF" because it deserves a medical abbreviation, considering its widespread use as a panacea.
Why were they there in the first place? Why should POF be the key? Still don't know, and now that it's resolved, we never will. Told you.
The remaining scenes are identical, dialogue aside. Spirit asks "Do you like me Y/N", suddenly you're at Sunny Hill, you approach the monolith, screen flashes, shackles come off, hooray. To save time and space on the others, I'll just show one screenshot and transcribe the rest.




















Ehh.
I think this would have worked better if it was part of the main story. Not because you wouldn't have to do all that bullshit to make it happen, although that would be a HUGE bonus.
If it weren't optional, they could have the spirits react to it beyond this one scene. That could be done as-is, but it would require two sets of dialogue, and they'd have to take into account who's unshackled and who isn't and it'd get too complicated.
If it happened by itself in Chapter 11, it could come up during the Kullervo confrontation. It could come up during the ending. As it is, it's just done and forgotten, and therefore feels like no big deal. They'd also be able to have the spirits talk to each other and get some real dialogue going, rather than the usual one person yammering at Yumil while he smiles and nods.
I know I'm pretty much saying they should have done what I did, but come on! I think I have a point here. If you actually had to get to know the spirits and build a relationship with them, that'd be different, but you don't. Earning their friendship means clicking a question mark a bunch of times. Your only indicator of rapport is a number on a page. This is not how to make me give a damn.
While we're at home, let's check out the Lauca romance, which is also initiated in this chapter by sleeping. Gutter, mind, extract.








And that's it!
Turns out post-tournament love interests get the short end. Everyone else has two scenes leading up to the romance, then a third at the fountain where they admit they like you, then a fourth where you just chill together. And a fifth at Sunny Hill, if you revive them. And a couple of actual lines from Yumil (voiced).
Lauca gets the above scene, and no lines.
To reiterate, the snotty princess, the racist elf and the child predator get five scenes with Yumil, while the nice girl, the one I ended up pursuing thanks to you people, gets one. Justice is mankind's collective delusion.
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Revenge against whom? Okay, probably the murderers, but until now, he's only been interested in getting his sister back. Never said anything about the people who did it.




















Rex is probably the best-written character in Avalon Code. Not high praise, especially coming from me, but it's worth noting.
He stays important throughout the story, whereas most characters fade out once they've served their purpose, if they had one at all. Oh sure, some have more to them, but it's all just kinda there. Like Anwar. Anwar conks you on the head once, then does nothing for the rest of the game. He does have a backstory explaining why he is the way he is, but you only find out about it by feeding him cookies.
This is why some characters in the narrative (Sylphy) got sidelined, because they just sit and wait for you to talk to them. They don't leave their rooms. They don't involve themselves. When the overarching plot is the end of the world, you need to make an effort to be relevant. Rex does.
More importantly, he comes closest to acting like a real person. He has a few moments that feel genuine, which is more than I can say for anyone else. When he was telling us all the things he'd say to Meenya, I could kind of hear his voice crack.
Of course he ruined it by lapsing right back into exposition speak, but you have to wonder. Did the writers have some talent, but not the time or freedom to use it? Were there problems with the translation? Or was this just the broken clock's fleeting moment of truth?

Shame it doesn't run in the family. Meenya's insipid third-person saccharinity turns my stomach. "Eeee, Meenya loves her
But yeah, she doesn't go anywhere after this. Just sticks around to be a ghost. Forever. Happy end?
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Okay. I was thinking we could fight these two together, then destroy Kullervo's body at our leisure. But I guess there's a reason we aren't doing that. Right? I mean, you are going to explain why your idea is better, right? You're not just trying to force a sacrifice for drama's sake?
I can semi-justify this in that some part of Heath might want to atone with a heroic death, and some part of Yumil still resents him and is okay with leaving him to it, but I'd still rather he hadn't run off here. Sadly, like I've said before, I can only do so much without redesigning the game.





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YUMIL THERE ARE SERIOUSLY TIMES WHEN YOU SHOULD NOT BE SMILING.



Uhh
Ask him what?











Oh my god, I KNOW. THEY KNOW. WHY ARE WE STILL REPEATING THIS?

Me neither!









Okay, I have to be honest. I like this.
Kullervo doesn't have much of a presence in this game, and when he does show up, he has little to say. While he hates humans in general, we aren't sure how he views Werman. Is he excused for his loyalty? Is he "One of the good ones?" Nope. He's a whiny toady looking to elevate himself, and Kullervo just ran out of reasons to tolerate him. This moment right here tells you everything you need to know. Also, Kullervo does not say "Sinful/foolish human!"
He says that a lot. I don't know if you noticed.
But I can't get all positive on you now, so what's with Kullervo's voice? Pretty underwhelming! I seriously think it's just Valdo's voice with a bunch of effects applied to it. And since I'm almost certain Valdo shares an actor (actress?) with Yumil, that means Kullervo and Yumil have the same voice. That's nice for the parallels they have going on, but bad for your imposing, demonic giant of a villain.








enough with the legend shit, please



What? There's a key to the world? Why is that the first I'm hearing of this?
Guys. The point of a macguffin is to drive the plot. To give the protagonist a goal to work towards. It defeats the entire purpose to have it suddenly materialise in the epilogue, where a character says "This is important and we needed it." Did we, Ur? Did we really?

Hmm. Unusual shot. I'm sure it'll prove irrelevant.
Yumil ascends to the cemetery, turns to Heath, and...

Of course.
At least this does make sense in a stupid kind of way. Both Werman and Kullervo have precedent for being dumb and bad at killing people.
What I can't explain is how he still has his shield. You know.

This one.
Overall though, no surprise. By the time we were told the tornado victim could be revived, I'm sure we were all expecting everyone to survive. This game does not have the moxie to kill someone 100% indisputably dead.

PROVIDED THEY AREN'T TOO UGLY.

It seems Heath isn't even injured enough to need help, because Yumil just runs up to him, nods, then leaves.

Then he runs up to Georg, Sylphy and Vis, nods at them, and leaves.

Then he runs up to Xenonbart and Dorothea and this is the ending. This is it. Yumil runs up to someone, nods, then leaves. Repeat for the entire cast. Then the credits roll. That is what the ending of Avalon Code is.
Don't believe me? You should! You really should!
