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If you’ve played an RPG, be it a JRPG, western RPG, Korean RPG, or ZuluRPG, you’re familiar with the bane of the item-hater’s existence: the status effect. With the power to turn a potential victory into a crushing defeat instantly, they’ve frustrated gamers for years. Why put up with it? What attachment do we have to status effects that developers still feel that it’s a good idea to include such a ridiculous set of rules? It might be argued that status effects add to the strategy of a game, forcing you to manage not only the dealing and healing of hitpoints, but also the constant threat of being poisoned, silenced, turned to stone, or even turned into a tiny bipedal frog thing. On paper, it might sound great, but the avoidance of status effects so often comes down to that same thing that causes countries to fight wars and families to be torn apart: money. For with enough money, one can keep a constant stock of potions and bracelets devoted to keeping these pesky properties at bay. Then, the battle against status effects becomes more a matter of remembering to visit the shop before embarking on your next adventure than strategically planning out each battle to ensure victory. Still not convinced that status effects are nothing but a nuisance? Let’s take a quick look at some of the most popular status effects and why they are utterly stupid. Poison
OK, I’ll start this off with a concession: poison makes a fair bit of sense in some situations. If Edge Maverick, hero and undisputed “best name ever” belt holder, gets bitten by a rattlesnake, that mopey little bitch is going to get poisoned. You probably won’t want to do this, but if you have an antidote bottle in your inventory, you could give it to him and cure his affliction. So far, everything seems to be matching up with the world of the sane. But, oh no! Skip ahead two seconds, and the rattlesnake has bitten Sarah Palin – uhh, Edge Maverick again, and those green bubbles reappear above his head. Didn’t I just fix this shit? Why do I have to do this like five times in the same damn battle? Let’s take the case, also from Star Ocean 4, of Bacchus D-79, a cyborg character who also has a tendency to get him dumb ass poisoned despite the fact that he’s covered in more metal than Scandinavia. Oh, you argue, but he was poisoned by that giant green cloud of bile that this little rabbit summoned! Yeah, ‘cause that makes sense. So, poison, I’m giving you a pass just this once, but not your kin like “on fire,” which acts in the same way in many games as poison. But, what the fuck, didn’t anyone ever teach you “stop, drop and roll?” My five-year-old niece knows that. Sleep
Ahh, sleep. In the real world, I love sleep. Nothing’s better than birthday-suiting up (save for my socks, of course) and tunneling under the covers. Sleep is truly a joy of this world. But it is not a joy that extends to the battlefield. No, the notion that someone could fall asleep in the heat of battle…and remain standing…is simply beyond my comprehension. There’s so much wrong with the sleep status effect, but let’s just cover the basics. For one, battles tend to be pretty noisy. You know, people yelling, reciting spells, dying. This wouldn’t keep them alert? Actually, perhaps that explains the sleepy protagonist trope…they all sleep like comatose babies. Regardless, the idea that someone could fall asleep in the middle of a battle and not wake up instantly is pretty ridiculous. The best part is that some games give you an “alarm clock” item that lets you wake a party member. Yes, because that will be the loudest thing during the battle. Just bang your sword next to his ear! But what of the waking up process? Games like the Final Fantasy series give you the option of waking up one of your afflicted party members by giving him a stern whack with your weapon. I mean, a full on attack. Really? You can’t hold back for your buddy? Not even a little kick to the shin? A bucket of water to the fact? You have to slice his fucking face off? Well, that’s certainly more effective than Folders in your cup, but oh the missed product placement opportunities! Silence
Here’s my problem with silence: it begins with the assumption that magic requires speech, which not all games really seem to conform to. Now, for a person to be unable to speak, I imagine that one of three things must happen. Either that person must have such a reduced mental capacity that he loses the ability to speak, his tongue is either removed from his mouth or otherwise seized in some manner, or the lips are temporarily sewn or melded together to completely prevent the escape of sound. All of these are dumb. On the side of the reduced mental capacity, how do we explain how a person is still able to fight and doesn’t just hang out in the corner watching Monkeybone? The tongue removal thing seems pretty permanent, so I think we have to discredit it since silence is a temporary thing. And the closed mouth? Kind of hard to ingest a potion that way, yes? Unless the use of a Neti Pot is sufficient. Neti Pot = Panacea? This blog just cured cancer…yet still silence plagues us. Reflect
Yes, there are positive status effects too! Reflect has become a staple in the Final Fantasy world despite the fact that it is shite. Why, you ask, is it thus? Why must I question everything that you love, especially when a spell like reflect actually does make you think more about strategy? Well, reflect is shite for the simple fact that it is nonsensical. If you’ve ever seen reflect cast, you’ll know that it’s basically this invisible spherical shield that makes you rubber and him glue. Cast, boing, zap. Where the hell are my physics? I’m pretty sure that if a bigass bolt of lightning strikes from the sky downward on a single point, it’s not magically going to bounce over to the person who cast it, unless it flies back up to Zeus himself, who says “Where the fuck did this come from?” and fortuitously chucks it in what just happens to be the direction of the latest, greatest Pikachu imitator. But that would make for a damn good game. The best part of reflect is that it makes healing totally useless, even from within the bubble. Tell me how this makes sense: you’re hanging out doing your best Jake Gyllenhaal impression in your reflect bubble when a truck comes out of nowhere and nails you head on. Ouch! You’d better cast heal! “Hell no,” sez reflect. It’s going to bounce away and heal that truck. “But I’m inside the bubble,” you say. It doesn’t make sense to me either. Where do the forces that create healing power originate from? Why aren’t they inside my bubble! Now you’ve made Jake Gyllenhaal sad. Way to go. You’ll never get to live out that twisted Donnie Darko sex dream now. Not even the bunny will show up. All right kids, this story is getting kind of long and it’s way past your bedtime, so I think we had better end here for the day and pick up tomorrow night (which has no actual relation to when I’ll write another one of these). But there’s plenty more to learn about these terrible blights upon the world. For now, we’ll just have to cast…STOP.
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Yeah, of course I'm being unnecessarily harsh on status effects for the sake of comedy. But I do genuinely agree with the most basic level of my argument: status effects need to be better or disappear completely.
Also, you were right. I did enjoy this.
One thing that I didn't mention in this blog, but I might in the future, is when you're given the same status effects as the enemy, but they never work properly. That is, every boss is immune to every status effect, and it's pointless to use them on regular enemies. Why even bother?
Man, this reminds me of how much I need to get back to DS2.
In Digital Devil Saga I was a whore for spells that would mute enemy spells.
Great job giving me something to get riled up about right before bed.
Silence spells numb the vocal chords so you can't speak. It's their vibrating that make sound come out of your mouth, so if they can't vibrate, you can't make sounds.
In Dragon Quest, if you cast Bounce(The reflect spell), the person can still heal themselves with spells, but the other party members get their heals reflected. At least, that's how it works in DQ8.
@Wry Guy: DDS Mute was fucking incredible since it boosted the power of drain spells. Mute + MP Drain meant you were never going to run out of MP. Ever.
Persona 3 abused the status ailment gameplay endlessly. Once you or a healing character were 'charmed', you may as well turn off the game because 8 times out of 10, you were dead. There was nothing to stop this save for really rare items or the odd Persona. It turned the idea of tense battles in to frustrating events that could wipe 45 mins of hard work at any given time.
Although, Etrian Odyssey 1/2 actually let me use status effects on bosses, and in some cases I wouldn't have won the battle if I didn't go all out on getting them as disabled as possible. Probably one of the few games I've seen where status effects are very important.
@Bat Country: I'd still read it!
And yes, confuse/charm and the "all status effect" thing are definitely upcoming :)
Dis-Charms were not rare. You could buy them for like 500 yen at the mall. And getting charmed was rarely a problem if you knew how to deal with it. SMT has some of the most punishing status ailments out there, but it also has some of the best status ailment workarounds.
I rememeber in Final Fantasy 8, on one of the final bosses, he'd keep casting reflect on himself, so in order to attack him, I had to cast reflect on my party and cast everything on my team so it would "bounce" to him. And any time I needed to heal I had to cast those spells on him, so they would "bounce" onto my team. Healing was annoying though because I couldn't control who the spell ended up healing.
*sigh* good tiemz
Sometimes I wonder how I managed to finish P3:FES after The Answer part was one big 'cheap moves-fest'.
I have to praise you for that line alone.
First, there are the binds (arms, legs, head), which disable certain abilities, and in the case of arms gives a flat damage reduction on top of that. They can save your ass, because some abilities are just too powerful to risk getting hit with.
Then, the ever-classic Poison, which is a MOTHERFUCKER in this game. We're talking death in two turns if you're not paying attention. You don't have a choice of curing it after the battle, you need to take care of this shit, right now. When one of my party members gets it, I literally panic. And on the flip side, the Hexer character, who ONLY does status effects, can be one of your top damage dealers with the Poison status.
None of the others are REALLY notable, but almost all of them can be cast on bosses, making them super damn useful. Hell, one or two of the bosses are even vulnerable to instant death! And lots of character classes have abilities that have added effects when used against status-afflicted enemies.
Etrian Odyssey is quite probably not many gamers' cup of tea, but it handles status effects very well.