Part 20: Serious Opinions Buried in My Video Games? Never Always.
Entry 18: Serious Opinions Buried in My Video Games?
This guy behind the giant gold-embellished desk looks important. Maybe he's kind and noble and will help us get water.
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Hey, this guy's not so bad, aside from the fake french accent. No one else in the game speaks like that, so he must've made it up himself. Maybe he's lonely and needs a friend.
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Ha ha ha! We're here to ask about--
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...And we're booted out. That could have gone better.
Let's try again.
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He sounded significantly less genial the second time. Let's not push our luck. Where else could we find water? There has to be somewhere around the desert.
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West of Ancheim is another obelisk, and further on, a cave.
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This is the standard message for areas you're not allowed to enter yet. As with the airship, this whole section of the game is more linear than it first appears. Most areas can't be visited until a quest objective sends you there.
Let's check east of Ancheim.
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Different terrain here. A forest, so there should be water.
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Okay, poisonous(?) water wouldn't be much help. With no luck, it's back to Ancheim.
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On the way, Norende completes the first level of a new shop. Like the item shop, the compound shop will give gifts as it's leveled up, so it's a good one to open early.
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That said, compounds won't be usable for quite a while. For now they're just strange and often disgusting items the characters are stuffing in their packs.
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All that wandering around the desert is enough to make anyone thirsty.
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Tiz has already forgotten the problem with the local water supply.
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This cutscene encapsulates Tiz: he does something oblivious, is temporarily but loudly shocked when others threaten violence...
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Then gets angry in the name of justice.
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I guess our next step is obvious. Time to complain to the management!
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We're not getting anywhere. Clearly the solution is to try again.
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Unfortunately, that's as far as we can push him. With that Lucasarts-like side-sequence complete, let's head to the real next destination, the oasis.
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But first, we rebel against The Man by taking a bauble from his bookcase.
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The oasis is west of Ancheim, not as far as Profiteur made it seem. As the party approaches:
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The man starts backing up. Always a good sign.
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The party walks towards the thieves.
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Why would he think we're with him? Doesn't he recognize his own crew?
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Well, that was... unexpectedly in the party's favor. Really, they wouldn't want to seriously take on 40--
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Tiz, why are you such a Tiz.
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That boy better watch his back. He's on Tiz's list now and our good shepherd doesn't mess around.
The thieves head out northwest, and the party's right on their trail.
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Pausing only to beat up a giant worm.
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The trail leads to the cave the party refused to enter earlier.
Considering the reference to 40 thieves, might've been interesting to have the party unable to enter cave without a password or something, but eh.
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Another dungeon with a muted color scheme, though this one does have a bit of atmosphere.
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Local enemies are dapper floating cats and snakes that will poison the entire party one-by-one if given the chance.
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...Ha ha, look at the cat's little hat! To elaborate on the anthropomorphized capitalism comment from earlier, the cat's and Profiteur's whole outfit schtick (probably known best today by the Monopoly board game mascot Mr. Monopoly/Rich Uncle Pennybags) is apparently originally based off of J.P. Morgan. The outfit became shorthand for the most, er, gluttonous aspects of capitalism, at least in the 20th century U.S.
With that in mind, I'm sensing the creators might have an opinion about capitalism.
It's a popular topic in modern Japanese stories, even -- perhaps especially -- in media aimed at a younger audience. This interest makes sense for the Japanese, as there's an unusually clear demarcation between old and new, their own culture before and after industrialization. Unlike places that slowly and semi-amicably changed their ways, Japan's route went from old culture to Westernized culture, isolationist to international player, in an extremely short period.
It was controversial at the time, and is still considered a divisive matter. It is likely why there's a theme in much of their media about corrupted spirits -- old being corrupted by the foreign, the new. Even for those who agree with the benefits of modernization, there's a fear of leaving behind the wisdom and beauty of the old ways.
Moving on...
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Edea picks up the Two-Handed support ability, which will be a must support ability for almost any physical damage character for quite a while.
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Here's Ise-no-Kami being wielded as a two-hander. All the better to dispense black and white justice with.
Next: Thieves may turn to dramatic backstories when cornered.
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Event Viewer
Sub-Scenario:
A Meeting with the Merchantry
Merchantry Meeting, Take Two
The Well's Owners
Merchantry Meeting, Take Three
Our Dishonored Guests
Thieves of the Oasis
D's Journal: Chairman Profiteur posted:
(Chairman Profiteur)
Chairman of Khamer & Profiteur Merchantry, which is based in Ancheim. The king gave him the rights to sell the water pumped from beneath Ancheim by the Grand Mill, and his place of business is second only to the king's palace in opulence.
D's Journal: Ancheim, the Land of Sand and Time posted:
Merchantry Building:
This mechanical tower in the east of the city was erected in a prime location second only to the Royal Palace. Inside is an open, soaring space all the way up to the ceiling, and underneath, strange, gigantic gears churn endlessly. It is brilliantly lit, despite the fact that all power is supplied by human labor now that the wind has stopped.