December 31, 2021

[2021] What happened this year to Rayque?

Another year's end, another summary.

This year marks the 11th summary on this blog. I have now been blogging for over a decade!
As always, the Rayque3 Staff wishes you a great 2022!

2021 has been an exceptionally busy year. So busy in fact, that I haven't even been able to finish my main goals for the year: the Definitive Edition article and my Hailfire Droid. Unfortunately, due to my declining health, the amount of work I can do on anything has become limited. Lately, most of my time during the day is spent sleeping... and for the few hours that I am awake though, I seem to have the same working deficiency of when I had a burnout in 2014.

That said, I'll share some information about the work that has been done on these projects, what I had planned for the year and what has been delayed to (hopefully?) next year. While I usually prefer to avoid mentioning my declining health, I do believe that in case of this year it helps to bring some insight, context or explanation to the situation.

At least this year's summary is extra thick. Anyway, let's get to those statistics of 2021.

December 11, 2021

[Other] Finally, it's here!

"Sometimes before you beat the game, the game first must beat you."

I had to wait two damn years for this, but it was well worth the wait.

This game was announced late 2019, where I pre-ordered it from the official Capcom store. Ordering this from the online store was not the easiest thing to do, since I had to use a VPN to access the website as the pre-order was not available in Europe. Additionally, I had to let this game ship to an address in the United States.

When it comes to importing stuff, I usually do it the old fashioned way where I let the product ship to a colleague from work and then wait until an overseas business trip is scheduled. It's pretty much what I'm most accustomed with, especially when it comes to Nintendo-related products. Although nowadays this hands-on approach can be considered obsolete, but it does get the job done. If you have a network, you only need to be patient. Or in this case, very patient.

Anyway, it's time for another history lesson! In the early days of the internet, indie game development became a common pastime activity with the growing popularity of free game development software. I was involved with a handful small projects as a spriter, since I found making sprites for games to be something I found interesting and fun to do.

Being that much involved with spriting grew my passion and preference for pixel-based graphics. Eventually I came across an old website called The Spriters Resource where it was easy to pluck lots of different sprite sheets. You could use these sheets to make placeholder images, which in return would make developing early builds of games easier.

It was fun to browse the expansive library on the website and I visited it daily to see what was added. Through this I eventually stumbled across sprite sheets of the then-released Mega Man Battle Network and Zero series, which is how I initially became aware of their existence. I even did end up using some of their sprites in a handful of projects.

A few years later, I was visiting my local Free Record Shop to purchase Pokémon Pearl, which then just came out.
On the same shelf, I found a copy of Mega Man ZX. Out of pure curiosity and familiarity with the sprites from its predecessors, I instead decided to buy ZX based on what was shown on the back of the box. Ironically ZX ended up being a better purchase than Pearl, as Pokémon Platinum's announcement wasn't too far away.

So yes, ZX was my entry to the franchise. It was still during a time when I was only interested in playing video games on the easiest difficulty, as I greatly struggled to beat games like these on even the easiest difficulty settings.

It was only until much later that I grew capable of overcoming challenging video games, simply by continuing to play them. By gradually raising the bar, I came to understand and appreciate the game loop of difficult video games. Eventually, I became skilled enough to beat them, to a point where game difficulty became a part of the enjoyment.

In 2016, I decided to pick up a copy of Mega Man ZX Advent, with the intent of beating Expert Mode. After that,
I purchased Zero 3 and 4 on the Wii U's Virtual Console. I also wanted to have ZX and Advent on the Wii U, but unfortunately Nintendo didn't include them with the service. Playing these types of games on a TV with a SNES controller really does bring out the best experience, and with the Zero/ZX Collection, it offers just that.

The collection itself isn't perfect, but it definitely raises the bar within its genre. It almost includes everything and the image quality is almost as good as it'll get. Unfortunately for whatever reason did they not include the Battle Network connectivity for Zero 3 and the pixel ratio for the DS games aren't 1:1. And for the sake of being a purist: the collection doesn't offer the original GBA versions of the Zero games as it only offers the DS editions. Thankfully though, what is included is a steal. Almost every regional release of each game is included (so you can play the uncensored Japanese versions if you want) and they went the extra mile by including the uncompressed audio/video files for the ZX games.

Anyway. I do hope that one day Capcom would hire Inti Creates again to do ZX3. As the most desirable games are not those that are guaranteed to eventually come out... but those that are unlikely to ever exist. Most want Half-Life 3, others wanted Metroid Dread, but to me, Mega Man ZX3 and Sin & Punishment 3 are those games.

November 06, 2021

[EMS] Maple Union: 8000 Total Levels!

Sweet, I've managed to get my Union to 8000 already. It wasn't part of the plan, as I got way too close to this milestone by accident. I guess that having milestones happen earlier is never a bad thing.

So, what happened? As explained a couple of times before, most of my Union levels are done passively through buying level up pots from the Union coins that are produced. Sometimes I make the mistake of buying the incorrect potions - in this case, I bought level up potions for my Wind Breaker that were too high for his current level to consume. To prevent these potions from going to waste, I decided to grind the necessary levels to make up for it.

Apparently that was enough to get close to 8000, in addition to the Tera and Mega Burninators that were distributed through the Lara pre-creation event. Usually the 8000 score requires players to grind out 38~39 Level 200 characters, but I could do with much less because my three highest characters combined are worth one hundred excess levels that I wouldn't need to grind elsewhere. That said, I will still eventually have all of my characters at least Level 200 because I find owning a copy of each class to be invaluable for research purposes. Plus, there's a bit of fun in having such a collection of characters, I guess. But now it's time for me to get back to work on my Constructor.

That's it for today - I'll see you guys again next post!

November 02, 2021

[EMS] Level 260!

Ding! Back to Cernium it is.

It's been almost two years since I last visited Cernium, back when it was part of the Glory update's event lineup. Now that it is added as permanent content, I've been eagerly waiting until I could visit it again.

The chapter of Cernium is among my favorites in the entire game. I love the presentation of it, as there's so much good stuff about it. The soundtrack is great, the English voice acting has come a long way, the humor is surprising, and the storytelling itself is up there with MapleStory's finest. Additionally, like with Tenebris, the permanent version of Cernium has additional cutscenes and dialogue, which only makes it more intriguing to discover the differences.

It's a damn shame that it's locked behind 260, which means not many players will ever get to experience it. 

Ah shit, here we go again. Why can't we just call these Grandis Symbols and Grandis Force? That would make more sense.

Now that I have access to the permanent version of Cernium, there's a new symbol available for me to work on. It's definitely going to take a while before I'll reach the next milestone, which is Level 265. That unlocks the second half of the Cernium arc, and access to the seventh 5th Job skill wave that I've been wanting to write about...

That's it for today - I'll see you guys again next post!

October 25, 2021

[EMS] The new Blink

Hero takes flight!
Imagine a skill single-handedly trivializing the current landscape of challenging bosses. Usually such a feat is caused by a newly released skill that's exclusively available to one class. A new bandwagon and meta is formed, the class in question becomes over-represented to a fault, and then nerfs follow soon after. This time however, it's different.

Blink was among the very first 5th Job skills, introduced in 2016. It is available to all classes, and it's commonly found when opening Nodestones. Yet it rarely saw any in-game usage and it was hardly a topic to talk about. For good reason, as the original functionality of the skill was lukewarm and unremarkable. It only made sense for Nexon to improve Blink, so that it becomes a worthwhile skill to use. That is what happened... but they overdid it.

In today's blogpost, I will discuss how much of a stupid idea the new Blink is, how exploitable it is, and how much of the game's difficulty was thrown out of the window because of it.