Showing posts with label 3DS. Show all posts
Showing posts with label 3DS. Show all posts

Sunday, February 20, 2022

10 overlooked Nintendo 3DS games you need to play as soon as possible

The Nintendo 3DS is about to celebrate its 11th birthday and its eShop is set to close in March 2023. Neither piece of news is likely to mean much to many gaming fans. After all, most folks who had even a passing interest in Nintendo's second dual-screened handheld moved on to other systems some time ago. 

As you might imagine based on what I write here and what I share on Twitter, I am not one of them. I still regularly boot up my trusty "flame red" 3DS, in fact.

Are you in the same boat and keen to check out one of more of this portable's overlooked offerings? Or maybe you're returning to the 3DS to buy some of its hidden gems before they become difficult or even impossible to find? Either way, I'd strongly recommend that you consider the 10 titles highlighted below.


The Alliance Alive

OK, so an HD remaster of this JRPG is now available for PC, PS4, Switch, and even mobile, but I'm the kind of nerd who prefers to play the original version of a game whenever possible. As for why you should give The Alliance Alive a try (any version, not just the 3DS one), the main reason I'll offer up is that its turn-based battles are deliciously SaGa-esque. Specifically, you regularly, thrillingly, and randomly "awaken" special moves during tussles with this title's enemies. Its at-first-confounding "guild" system ramps up the excitement even more, as towers that dot the surrounding landscape aid your efforts by doing things like stunning all baddies for a turn or weakening their defenses.


Attack of the Friday Monsters!

If you've ever wanted to play one of those Boku no Natsuyasumi games dorks like me have been blabbing about for ages but you don't own a PS1, PS2, PS3, or PSP, here's your chance. Admittedly, Attack of the Friday Monsters! isn't a "real" Boku no Natsuyasumi game, but it was made by the same company and has a similar vibe. One of this game's strengths, in my humble opinion, is how it makes you feel nostalgic for a time and place you likely never experienced. Another feather in its cap: the rock-paper-scissors-esque card battles it has you play on occasion. Not only do they imbue the game with a welcome sense of tension, but they're pretty fun, too. As for negatives, the only one that comes to mind is that Attack of the Friday Monsters! is woefully short. Just think of it as allowing you to replay the game as often as your heart desires.


The 'DENPA' Men: They Came By Wave

This game first made headlines for being developed by the folks at Genius Sonority, chiefly known for working on various Dragon Quest and Pokemon spin-offs. That pedigree is well reflected in The 'DENPA' Men, though this game is more of a dungeon-crawler than either of the aforementioned RPGs. The main draw here is that you "catch" all of your multi-colored party members (who look a bit like spacemen) by scanning your real-life environment using the 3DS' AR capabilities. Each one can use a single skill--from "heal" and "revive" to "ice missile" and "rising flames"--or they can simply bash foes with their shapely noggins. The cherry on top of this quirky role-player: it's a deliciously streamlined affair that keeps the focus squarely on having fun.


Crimson Shroud

I love role-playing games. Always have--or at least I have ever since I played my first (Dragon Warrior for the NES). Although I still enjoy RPGs that are sticklers for tradition, I prefer ones that try something new. Crimson Shroud sits squarely in the latter camp. Chiefly, it changes things up by adding elements of tabletop games, like rolling dice, to the tried-and-true JRPG genre. Crimson Shroud even looks the part, with party members and enemies alike resembling board-game pieces. Beyond that, Crimson Shroud offers players an intriguing story and an impressive soundtrack composed by Hitoshi Sakimoto of Final Fantasy XII and Final Fantasy Tactics fame. It needs to be noted that the game can be annoyingly obtuse at times, to the point where you'll probably need to consult Google or an FAQ, but those experiences shouldn't overshadow the rest of its positive moments.


Fantasy Life

Truth be told, I've never been the biggest fan of the action RPG genre of games. Role-players with turn-based battles are much more my cup of tea. Still, I gave Fantasy Life a chance upon its release because it looked too charming to pass up. Charming is the perfect word to describe it, too. In particular, filling the shoes of the game's 12 "lives" (jobs) is a blast. Some, like angler and woodcutter, are more delightful than others, of course, but even the relative duds are fun for a while. As you also might expect, Fantasy Life doesn't entirely follow through on its promises--playing as a cook won't mean running a restaurant a la Order Up! or the like--but that shouldn't keep you from enjoying the overall experience.


Hey! Pikmin

Nintendo disappointed a lot of people when it revealed this game and showed it to be a side-scroller rather than the proper sequel they were expecting. Most of those folks probably passed on Hey! Pikmin as a result, and that's a shame. They're right that it's not the Pikmin 4 they wanted, but it's still a lot of fun--and quite intriguing, too. Hey! Pikmin feels like a mash-up of a Kirby, Yoshi, and Pikmin game, if that makes any sense. It's slower and more methodical or thoughtful than your typical Yoshi or Kirby title, though, and all the better for it, in my opinion.


Pocket Card Jockey

I've exalted the virtues of this Game Freak-made eShop title since day one, and for good reason. For starters, Pocket Card Jockey is thrillingly unique, combining horse racing (and breeding, to an extent) and quick rounds of golf solitaire in an adorably addictive package. It also features a Go Ichinose-composed soundtrack that's catchier than it has any right to be. Finally, it includes a colorful cast of characters, each of whom reveal surprisingly and increasingly intriguing backstories the deeper you delve into the game.


Rhythm Heaven Megamix

The best Rhythm Heaven game is the first, a Japan-only GameBoy Advance title called Rhythm Tengoku. This 3DS offering is a solid second choice, however. A few reasons for this: 1) it combines most of the series' best mini-games with a few all-new ones, and 2) it eschews the control gimmicks of the previous two releases and lets players use buttons. Rhythm Heaven Megamix also is among the most accessible options for folks who want to give this rhythm game a try.


Rusty's Real Deal Baseball

Although I think this eShop-only 3DS game was destined to fail, I'm glad Nintendo made and released it. Not only is Rusty's Real Deal Baseball a secret Rhythm Tengoku/Heaven game, but it also offers up one of the oddest--and maybe darkest--stories in a Nintendo-published release. I don't want to completely spoil the "fun," but expect to read about divorce, single-parenting struggles, small-business woes, and more.


Sushi Striker

Sushi Striker would deserve a look even if all it offered players was a puzzle game focused on furiously slinging plates of sushi at an onslaught of oddball opponents. Although these food-themed tussles are the centerpiece of this indieszero-made game, and for good reason, there's far more to the experience. Sushi Striker also features tons of quirky side characters, a silly story that will regularly bring a smile to your face, and a soundtrack that gets and keeps you in the mood for the hours upon hours of sushi-tossing needed to finish it. (Seriously, I put more than 50 hours into Sushi Striker in 2018.)

Honorable mentions: Ever Oasis, HarmoKnight, Kirby: Planet Robobot, Miitopia, The Starship DamreyTheatrhythm Final Fantasy: Curtain Call, Woah Dave!, and Yoshi's New Island

Thursday, January 28, 2021

11 games I want to play in 2021

I played a lot of games in 2020—44, at last count.

The vast majority were Switch games, though I played several 3DS and DS games, too.

In 2021, I want to branch out a bit. Specifically, I want to add at least a few PSP and Vita games into the mix—with the ones highlighted below leading the way.


Boku no Natsuyasumi Portable (PSP)

I've been itching to play this distinctly Japanese life sim since I first became aware of it ages ago. Actually, I've owned a copy of the original PS1 release for years now—I've just never played it. I'm hoping this portable port will prove a bit more attractive in that regard.

Final Fantasy XII: Revenant Wings (DS)

This Final Fantasy XII spinoff is one of those DS titles I've long wanted to experience but have also long dragged my feet on purchasing and starting. Why have I waited until now to try Revenant Wings? The main reason is that I've never had the best grasp of its gameplay, and that's made me a more than a tad wary of it. 

Hades (Switch)

I've spent a lot of time with roguelikes in the last few months—first via Void Terrarium, then via Shiren the Wanderer: The Tower of Fortune and the Dice of Fate and Etrian Mystery Dungeon. Am I really in the mood for more of this genre after all that? We'll find out shortly after I start Hades.


The House in Fata Morgana (Switch or Vita)

Visual novel fans on the internet have hyped up The House in Fata Morgana since an English Windows version released in 2016, and probably even before that. Thankfully, that hasn't impacted my expectations of the game, as I know next to nothing about it. Fingers crossed I dig what I eventually encounter.

Labyrinth of Refrain: Coven of Dusk (Switch)

I have a great track record with Nippon Ichi Software-made games, so my hopes are high for this first-person dungeon-crawler. This is despite the fact that I'm hardly the biggest fan of into-the-screen RPGs—my mostly positive experiences with the Etrian Odyssey series notwithstanding.

Magical Starsign (DS)

Despite the fact that I've always adored the look of games made by Brownie Brown (now known as 1-Up Studio), I've only played a couple of them. And even those games, Mother 3 and Fantasy Life, were collaborative efforts with other developers. So, Magical Starsign will be my first real taste of this seemingly talented dev's abilities. Fingers crossed I like its gameplay as much as I like its aesthetic.


Poison Control (Switch)

Truth be told, I pre-ordered this game simply because it's coming from Nippon Ichi Software. OK, and because I previously asked the company to bring it to our shores. A few times. I only barely understand how it plays, and what I understand makes me think it might not be my cup of tea. I'm sticking with it anyway, though, as I loved Lapis x Labyrinth and Void Terrarium after being similarly unsure of them early on.

PoPoLoCrois (PSP)

I've heard that this PoPoLoCrois game is a kind of a mess, as it combines chopped-up versions of the series' first two releases with a connecting interlude. Normally, that would bug me. Since I'm mostly uneducated on these titles and so won't know what I'm missing, though, I'm barely bothered.

Project X Zone (3DS)

Don't bother telling me that this game is a dud. I've heard it all before—though I've also heard a few folks say they had a blast it. I recently bought a copy of Project X Zone based on my possibly delusional belief that I'll side with the latter group of fans. I mean, how could I not, with a cast that includes Arthur, Chun-Li, Ulala, and Valkyrie?


UFO: A Day in the Life (PS1)

Without trying to sound snarky, most of the games made by the crew of now-defunct Love-de-Lic have similar vibes and stories. That's fine by me, as I adore two titles fitting that description, Chulip and Moon. This 1999 offering sounds even more intriguing, though, thanks to its star—a super-cute, photo-snapping UFO.

What Did I Do to Deserve This, My Lord!? 2 (PSP)

Yet another PSP game that I always meant to buy and try but also always overlooked in favor of other titles. Like Final Fantasy XII: Revenant Wings and Poison Control, I'm a little iffy on its gameplay, but I'm sure to enjoy at least one of these games, so why not this one?

Are there any particular games you want to play—old or new—between now and the end of 2021? Tell me all about them in the comments section below.

Thursday, January 16, 2020

My unasked-for review of Hey! Pikmin: I liked it, I really liked it!

I bought Hey! Pikmin a couple of years ago when retailers were selling copies at a fraction of their original asking price.

It's been sitting in a drawer ever since it arrived on my doorstep, though, because the negative word of mouth that surrounds this side-scrolling Pikmin spinoff convinced me it was a dud.

What prompted me to slip my Hey! Pikmin cart into my flame-red 3DS at long last? This recent write-up played a role, naturally, but so did my desire to play a DS or 3DS game that wasn't an RPG.


Hey! Pikmin fit that bill as well as any other game in my collection, so I started my way through it late last week. Five days and just about 13 hours later, I was done with it--final boss, credit roll, and all.

Although this post's headline should make it pretty clear how I feel about the time I spent with Hey! Pikmin, I'm guessing most of you would like to know a little more about those feelings than just, "I loved it!"

For those folks, here are some of the positives--and negatives!--that stuck out at me while I traipsed my way through Hey! Pikmin.

Hey! Pikmin pros

It looks great--Visually, Hey! Pikmin reminds me of Yoshi's New Island. Which makes a lot of sense, as developer Arzest made both of these 3DS games. Don't fret if you despise New Island's aesthetics. Not only are the graphics in Hey! Pikmin more consistent than those of its Yoshi-starring counterpart, but they're more consistently pretty, too.

The puzzle-centric gameplay is refreshingly unique--At times, Hey! Pikmin feels like it began life as a Kirby or Yoshi game. An example: you use the Pikmin you collect here to defeat enemies and solve puzzles, much like you use eggs to complete those same actions in your average Yoshi title. Overall, though, Hey! Pikmin's gameplay differs just enough from that of the aforementioned counterparts to feel unique. There's no real "platforming"--or even jumping--in this spinoff, for starters. Also, the pace is a lot slower and more deliberate than it is in most Yoshi and Kirby games. And then there are the eponymous, carrot-like creatures, which, as you might expect, provide their own twist to this well-worn genre.


It's almost blissfully short--When I was younger, Hey! Pikmin's brevity would've caused me to blow a gasket. These days, short games thrill me. I no longer have the time or attention span to play more than a couple of super-long games each year. So, Hey! Pikmin was perfect for me in that regard.

Another way it was perfect for me: it didn't overstay its welcome. You might be thinking, "Of course it didn't, you only played it for 13 hours!" My response is that if Hey! Pikmin had included one more sector (world), even one more boss, it would've actively annoyed me. In other words, it basically ended right around when I thought it should. How many times does that happen with modern games?


Also, it's perfect for short bursts of play--If you, too, prefer games that allow you to plug away at them a little bit at a time, you should track down a copy of Hey! Pikmin pronto. Assuming you're still in the mood for 3DS titles, of course. Most Hey! Pikmin stages can be finished in just a few minutes. And most sectors can be finished in an hour or so. It all makes for a pretty wonderful situation if you don't have a ton of free time and you're not a huge fan of games that take months to complete.

I'm pretty sure I'll replay it sooner rather than later--And that's not something I say about a lot of games these days. So why am I saying it here? Because I'm already looking forward to experiencing certain Hey! Pikmin levels a second or even third time, that's why. I'm especially looking forward to revisiting the frosty stages of the "Snowfall Field" sector--like the one that tasks you with controlling Olimar and his pluckable, pint-sized crew while sliding down a mountain atop a bottle cap.

Hey! Pikmin cons

It chugs a bit on an OG 3DS--It's possible Hey! Pikmin is like Poochy and Yoshi's Woolly World and performs better when played on a New 3DS. My only experience with the former title to date, though, is on an OG 3DS. And when played on an OG 3DS, Hey! Pikmin's frame rate struggles a bit on several stages. I'd even go so far as to say it struggles mightily on a few. That's never really bothered me, strangely enough, but I know it bugs others, so I thought I'd point it out here.

It's pretty easy--You know how in most Kirby and Yoshi games, the real challenge comes from nabbing all the collectibles in a stage or finishing a level without taking a hit? Well, the same is true of Hey! Pikmin. If you hate that sort of thing, you'll probably hate this side-scroller, too.


Too few stages force you to use multiple kinds of Pikmin--Considering Hey! Pikmin features five different Pikmin types, you might think it would be chock-full of levels requiring you to use all, or at least several, of them. Nope. The majority only let you use one or two. Just a handful let you use three, and I can't think of a single one that lets you use all five. A missed opportunity, if you ask me.

A number of stages are locked behind Amiibos--Of all the negatives I'm highlighting here, this one irritates me the most. Actually, it's the only one that irritates me, period. Thankfully, most--all?--of the Hey! Pikmin levels that are locked behind Amiibos seem to be of the "secret spot" variety. Meaning they're single-screened, puzzle-centric stages rather than full-fledged ones. Still, it's beyond annoying that you need to own Amiibos to access them.

See also: 'Five Nintendo 3DS games I want to play in 2020'

Wednesday, January 01, 2020

How I spent my time with video games in 2019

Not only did I finish more games in 2019 than I have in many years (read about them here and here), but I simply played more games in 2019 than in recent years, too.

Also, I spent more time with the games I played in 2019 than I can remember doing in ages.

Don't take my word for it; scan the following list and then compare what you see there to what you see on the similar lists I prepared for 2018, 2017, 2016, and 2015.

My 25 most-played games of 2019:
  • Final Fantasy Tactics A2 (DS) — 65 hours, 40 minutes
  • Ever Oasis (3DS) — 50 hours, 15 minutes
  • Pocket Card Jockey (3DS) — 43 hours, 30 minutes
  • Mother 3 (GameBoy Advance) — 32 hours, 35 minutes
  • Lapis x Labyrinth (Switch) — 29 hours, 35 minutes
  • World of Final Fantasy Maxima (Switch) — 26 hours, 30 minutes
  • Romancing SaGa 3 (Switch) — 26 hours, 25 minutes
  • Crimson Shroud (3DS) — 22 hours, 15 minutes

  • Dandy Dungeon (Switch) — 22 hours, 10 minutes
  • Heroland (Switch) — 20 hours, 25 minutes
  • Phoenix Wright: Ace Attorney (Switch) — 20 hours, 10 minutes
  • A Witch’s Tale (DS) — 17 hours, 45 minutes
  • Luigi’s Mansion 3 (Switch) — 17 hours, 30 minutes
  • The Legend of Zelda: Link’s Awakening (Switch) — 15 hours, 45 minutes
  • Rhapsody: A Musical Adventure (DS) — 15 hours
  • Last Window: The Secret of Cape West (DS) — 14 hours, 40 minutes
  • Kirby’s Extra Epic Yarn (3DS) — 14 hours, 40 minutes

  • Tetris 99 (Switch) — 12 hours, 45 minutes
  • Ghost Trick (DS) — 12 hours, 30 minutes
  • Kirby Triple Deluxe (3DS) — 10 hours
  • The Liar Princess and the Blind Prince (Switch) — 9 hours, 30 minutes
  • Katamari Damacy Encore (Switch) — 8 hours
  • Dragon Quest XI S (Switch) — 7 hours, 45 minutes
  • Yo-kai Watch 3 (3DS) — 7 hours, 45 minutes
  • Touch Detective (DS) — 7 hours, 15 minutes
So, how did all of you spend your time with games in 2019? Feel free to share your play-time stats in the comments section of this post.

Thursday, December 26, 2019

My favorite games of 2019 that weren't actually released in 2019

Although the number of old games I play often competes with the number of new games I play in any given year, I'm pretty sure the scales tipped in favor of the former in 2019.

As such, I thought I should write up a post about my favorite games of the last year that, you know, weren't actually released during the last year.


A Witch’s Tale (DS)--Truth be told, I bought this Nippon Ichi-made RPG simply because I liked how it looked. I'd heard the rest of it wasn't very good, though, so dragged my feet on playing it. Now that I've not only started but finished it, I'm here to say all the folks who suggested I'd hate A Witch's Tale were wrong. It's no Mother or Undertale or, um, Bravely Default, as you might expect, but I still found it both fun and unique. Regarding the latter, A Witch's Tale is completely touch-based--you don't use your system's directional pad or buttons for anything. Also, there's no overworld to explore here. Instead, you jump between a small hub town and six larger areas that sport curious themes. Oh, and you fill your party with an assortment of odd-looking dolls rather than with other humans, which I found to be a particularly interesting change of pace.


Cave Noire (GameBoy)--Although I've played this Japan-only GameBoy game before, none of those experiences lasted more than an hour at most. I'm not sure why that is, as I usually love roguelikes. At any rate, I stuck with it quite a while longer than that this year. My thoughts on the four or so hours I devoted to Cave Noire in 2019? I adored them. They allowed me to discover just how much it differs from your typical example of the genre. For starters, the dungeons you explore here are delightfully bite-sized and perfect for brief bouts of gaming. Also, conquering them requires you to meet various goals, like collecting a certain amount of money or saving a specific number of caged fairies. Speaking of which, I have yet to beat all of Cave Noire's challenges, but I hope to do so in 2020--with the game's exceptional soundtrack egging me on all the way.


Crimson Shroud (3DS)--If I were to tag a theme to my last year with video games, it'd be something like "playing games I stupidly ignored in the past." Actually, though, I haven't ignored Crimson Shroud. In fact, I bought it upon release--only to play it in fits and spurts until earlier this year. Once again, I'm not sure why I failed to stick with it up to now. Its dice-centric battles, inspired by tabletop RPGs like Dungeons & Dragons, are right up my alley. As are Crimson Shroud's gritty aesthetic and cinematic soundtrack. Some of its late-game tussles grated on my nerves, I have to admit, but they barely put a dent in my enjoyment of this novel adventure.


Ever Oasis (3DS)--Unless something drastic happens between now and midnight on Jan. 1, this GREZZO-developed RPG will end up second among my most-played games of 2019. That's pretty cool, and surprising, considering I bought Ever Oasis expecting it to disappoint me (at least a bit). Obviously it didn't. Although it wasn't as Secret of Mana-esque as I was told it would be, I thought its real-time battles were even better than those of Squaresoft's 16-bit classic. I also appreciated Ever Oasis' enormous selection of whimsical weapons--its humungous hammers shaped like cacti and pinecones and other odd objects, in particular. The main complaint I can aim at this 3DS cart: its town-building component wore out its welcome well in advance of the finish line.


Final Fantasy Tactics A2 (DS)--Despite the fact that I love the original Final Fantasy Tactics dearly, I've never played its portable spinoffs. Or I hadn't played them before I stubbornly set out to beat Final Fantasy Tactics A2 this summer. Over 65 hours later, I met that objective--and then promptly returned the cartridge to its blue-sleeved case. Did I do so happily, or grouchily? It's hard to say. Only one aspect of A2 made me grouchy, but it was a doozy: the final battle. I loved pretty much everything else about it, though--from the graphics, to the music, to the focus on quests over story. Speaking of that last point, I know a lot of people wish Final Fantasy Tactics A2 had a better story. I'm not one of them. Most RPG stories are bloated, boring messes, in my opinion, so I'm fine with the one in Final Fantasy Tactics A2 doing the bare minimum to move things along.


Ghost Trick (DS)--I feel like I've said this a lot over the last few weeks, but I have a bad habit of avoiding games that garner too much hype from the masses. Capcom's Ghost Trick is but one example of a title that's met this sad fate. My loss, right? I'd certainly say so after playing through it on a tear this autumn. I had no idea the core gameplay in Ghost Trick was so ... puzzle game-ish. That alone increased my interest in it tenfold, though I found its art style, animation, dialogue, and music more than a tad captivating, too. I guess what I'm trying to say here is that, while it took me a while to play Ghost Trick for the first time, it won't take me quite so long to play it a second or even third time.


Last Window: The Secret of Cape West (DS)--I loved Hotel Dusk: Room 215 when I played through it a number of years ago. I expected to play through this follow-up shortly after, but you know how it often goes with best-laid plans. Oh, well, all that matters is I finally tackled it. And that I enjoyed nearly every minute of my time with Last Window. I especially liked that the setting was so different from that of Hotel Dusk. I'm unable to say the same about the new cast of characters, but you can't have everything, right? At least Last Window's soundtrack lived up to my sky-high expectations after the brilliant Hotel Dusk OST knocked me off my feet.

See also: my favorite games of 2019 and, uh, my other favorite games of 2019, too

Sunday, December 22, 2019

My favorite games of 2019 that aren't The Liar Princess and the Blind Prince or Lapis x Labyrinth

I may have declared Lapis x Labyrinth and The Liar Princess and the Blind Prince my favorite games of 2019, but that doesn't mean they're the only games I enjoyed this past year.

In fact, here are seven titles I also had a blast playing at some point in the past 12 months.

Dandy Dungeon (PC, Switch)--I named another Onion Games joint, the brilliantly bleak shmup, Black Bird, one of my favorite games of last year. I nearly did the same this year with the company's Dandy Dungeon. What stopped me? The main reason is that I failed to finish it--or, rather, that I walked away from it at one point and never returned to it.

Although I can tell you exactly why I dropped it (I went on vacation and didn't take my Switch), I can't tell you why I didn't pick it up again. Maybe it did the unthinkable and became too repetitive? I say that's unthinkable because I usually don't mind a bit of repetition in games. I mean, you're talking to a guy who happily spends hours grinding in pretty much every RPG he plays--even when it's not needed. But there's a forced grind to this one that perhaps wore on me a tad.

Still, I was full-on obsessed with Dandy Dungeon during the 22 hours I'd put into it before that point, as this post proves. Its gameplay loop, which adroitly combines dungeon-crawling and loot-gathering with time-sensitive puzzle-solving, is both exhilarating and amusing. Actually, amusing describes several other elements of Dandy Dungeon, too, including its graphics, soundtrack, and story. Wait, remind me why I'm not playing this brilliant game right this second?

Heroland (PC, PS4, Switch)--I'm still working my way through this one, an odd, mobile-game-esque RPG made by folks who previously worked on Fantasy Life, Magical Vacation, and Mother 3, but I've spent enough time with it (about 12 hours now) to know I like it a great deal.

My first impressions of Heroland weren't favorable, as the opening hour or two were filled with blather and early battles veered far too close to they-play-themselves territory for my liking. Both areas of complaint improved by leaps and bounds as I continued to plug away at the game, I'm happy to report. Especially the fights.

In case you haven't heard, you don't directly control your parties in Heroland. Instead, you guide them--by periodically giving orders either to the whole group or to an individual member. It's kind of a bummer at the start, but their tactical nature eventually makes itself obvious, and that's when my opinion of this FuRyu product turned toward the positive for good.

Helping matters along tremendously: the game's earworm-enducing soundtrack and appealingly unique look.

Kirby’s Extra Epic Yarn (3DS)--I'm fully aware that both the original Kirby’s Epic Yarn and this barely enhanced 3DS port have their fair share of detractors. For me, though, they're the video game equivalent of comfort food. They're what I turn to when I want to relax, or when I'm longing for the "good old days."

The accessibly enjoyable gameplay of these titles is a big reason for that, of course, but their cozy graphics and whimsical soundtracks play major roles, too. I guess that's why I gobbled up Extra Epic Yarn when it came out this past spring, and it's also why I'm now naming it one of my favorite games of 2019.

Phoenix Wright: Ace Attorney (3DS, mobile, PS4, Switch)--I wish I could tell you why I waited until the release of Gyakuten Saiban 123: Naruhodo Selection (that's the Japanese title of the Phoenix Wright: Ace Attorney Trilogy) to finally play my first Ace Attorney game. Whatever the case may be, I'm glad I got my act together and went through the long-running series' opening entry earlier this year.

Its brilliantly crafted characters and story as well as its eclectic soundtrack were the clear standouts for me, but I liked pretty much every other component of Phoenix Wright: Ace Attorney, too. OK, so Capcom could've done a better job on the revamped visuals. And the game stumped me on several occasions. Neither of those things dampened my enjoyment of this visual novel, though. Hopefully they also won't keep me from digging its follow-ups when I tackle them in 2020.

Romancing SaGa 3 (mobile, PC, PS4, Switch, Vita, Xbox One)--There was a time not so long ago that I thought Romancing SaGa 3 might squeeze its way into the running for full-on favorite game of 2019. In the end, I put it here instead.

As for what prompted me to consider it a GOTY contender, that would be its tastefully updated graphics, its appropriately epic soundtrack, and its open-ended, quest-focused design. I also had a blast with its battles--or at least I did at first. The different formations, the odd party members, and especially the "sparking" of new abilities thrilled me for a good while, but at some point Romancing SaGa 3's fights lost a bit of their luster. I think it's because they happen a smidge too frequently (despite not being random, technically) and because the aforementioned sparking doesn't happen frequently enough.

Don't worry, I'm not giving up on it despite that disappointing turn of events. I'll definitely return to my playthrough, currently at the 26-hour mark, sometime next year.

Tobu Tobu Girl Deluxe (GameBoy Color)--I may have stubbornly avoided giving this homebrew GameBoy game a go until several months after its initial, non-deluxe release, but once I broke the seal in that regard I quickly made up for lost time.

If you haven't read any of my other write-ups or interviews related to this Tangram Games-developed title, it's a glorious mix of Nintendo's Balloon Kid and Ferry Halim’s Winterbells, if that makes any sense whatsoever. The same can be said of Tobu Tobu Girl Deluxe, which came out in late October. It's basically a colorized and otherwise slightly tweaked version of the original, though it also tosses in a new infinite mode for good measure.

If I had my way, I'd be ably to play both iterations of Tobu Tobu Girl on my Switch (or even my trusty 3DS), but since that's unlikely to happen in an official capacity, I'll keep plugging away at it on my hacked Wii. It's not the optimal solution for me, but the alternative--not playing this classic-in-the-making at all--is just not an option.

World of Final Fantasy Maxima (PC, PS4, Switch, Xbox One)--I started through this enhanced version of World of Final Fantasy early in the year with fairly low expectations. Though I'd heard good things about the original release from folks whose opinions I respect, I couldn't help but think it wasn't going to be my cup of tea. Without mincing words, the non-chibi character designs horrified me and the battles--featuring party members with captured enemies stacked perilously on their noggins--baffled me.

Well, neither of those niggles bothered me at all after I spent a couple hours with the game. Which isn't to suggest World of Final Fantasy Maxima is without issues, mind you. In fact, I've found it strangely rough around the edges for a Square Enix product so far.

Still, Maxima's many charms--including the baffling battles I mentioned a few sentences ago, curiously enough--have outweighed its handful of blemishes to this point (my playthrough is hovering at 26 hours), so I'm hopeful that will continue when I circle back to it in the new year.

See also: 'My favorite games of 2018 that aren't Black Bird or Sushi Striker'

Sunday, December 15, 2019

Mini-reviews of the 19 games I finished in 2019, part one

Back when I was a teenager, I finished a ton of games each year. These days, I'm lucky if I can beat even a handful.

Well, except for the last two years. In 2018, I finished 15 games. And I've finished 19 games so far in 2019.

I enjoyed every single one one of those games, so I thought I'd share mini-reviews of them in a pair of blog posts. Here's the first batch; look for the second in a few days.

A Witch’s Tale (DS)--I approached playing this role-playing game with the lowest of expectations thanks to the fairly terrible word of mouth that surrounds it. It didn't take me long to develop my own, far more positive opinion of A Witch's Tale, though. I'd never call this touch-heavy offering a classic, don't-miss DS RPG, mind you, but I think it's both unique and fun enough to warrant a playthrough or two if you still own (and use) one of Nintendo's dual-screened systems.


Another Code (DS)--You may have heard that this point-and-click adventure, known as Trace Memory in North America, is on the short side. Well, it is. In fact, it took me less than five hours to reach Another Code's end credits. That said, it packs a lot of intrigue, not to mention interesting puzzles, into the brief, coming-of-age journey of its heroine, Ashley Robbins. One thing I would recommend to folks who've yet to play any of now-defunct developer CiNG's DS games: start with this one, then move on to the far superior Hotel Dusk and The Last Window at a later date.

Crimson Shroud (3DS)--Although I bought this Yasumi Matsuno-helmed RPG the day it hit the 3DS eShop back in late 2012, I barely put more than a few minutes into it until early this year. I guess all the talk about it being inspired by tabletop games like Dungeons & Dragons intimidated me a bit? I needn't have worried. In the end, I found Crimson Shroud to be a thrilling change of pace. OK, so a few battles near the end aggravated me, but not so much they caused me to walk away in a huff. I did feel a bit, well, huffy after watching the game's initial ending sequence, but even that didn't ruin the otherwise-lovely experience for me.

Ever Oasis (3DS)--This 2017 release was made, in part, by Koichi Ishii, who also had a hand in such gems as Secret of Mana, that game's sequel (Seiken Densetsu 3), and one of my all-time favorite RPGs, SaGa Frontier. Ever Oasis resembles the first of those titles, but it's far from a copycat. Unlike that 16-bit classic, this overlooked 3DS gem includes town-building, material-gathering, and quest-fulfilling components. To learn more about those and other aspects of this game, check out the blog post I published a few months ago, "A whole lot of thoughts on Ever Oasis for the Nintendo 3DS."


Final Fantasy Tactics A2 (DS)--Here's another DS title I long avoided because of the negative word of mouth that surrounds it. Now that I've played it, I'm baffled as to why so many others pooh-pooh A2. Sure, its vibe is decidedly different from that of the original Final Fantasy Tactics, and it's quest-based rather than story-focused, but I found those changes refreshing rather than off-putting. Actually, the only issue I had with Final Fantasy Tactics A2 was its annoying final boss--and that's a complaint I could level at most Square Enix RPGs I've bothered to finish.

Ghost Trick: Phantom Detective (DS)--People have been begging me to play this Shu Takumi-directed adventure game from 2011 for ages. Now that I've done so, I can understand their passionate pleas. For whatever reason, I always assumed Ghost Trick was just Ace Attorney with a different coat of paint. Instead, it's more of a puzzler. With an amazing art style. And an impressive soundtrack. And a surprisingly touching story. What I'm trying to say here is: if you've yet to play it yourself, do so as soon as possible.

Katamari Damacy Encore (Switch)--As much as I love the original PS2 release of Katamari Damacy, I rarely pull that system out of the closet these days. I play my Switch all the time, though, so you know I jumped all over this port--especially since it's portable. (I pretty much only play portable systems at the moment.) The eight hours I spent with it were among my most joyous of the year, as far as the time I spent with games were concerned. As a result, I sincerely hope Bandai Namco gives us a Switch port of We Love Katamari in 2020.


Kirby’s Extra Epic Yarn (3DS)--I know a lot of people reacted to the announcement of this barely enhanced portable port of Kirby’s Epic Yarn with a shrug or a sigh (if not worse), but my own response was far more positive. Granted, I adore both the original Wii game and the 3DS system, so the idea of playing through the former on the latter sounded like a dream come true. And you know what? That's basically what it was for me. The only way I could've loved it more would've been if it had included new stages or been playable in 3D.

Kirby Triple Deluxe (3DS)--Despite my love of cute games, I've never been the biggest Kirby fan. I had such a good time with Epic Yarn, Return to Dream Land, and Planet Robobot, though, that I broke down and bought a copy of Triple Deluxe early this year. I didn't find it as thrilling as I found Epic Yarn or Planet Robobot, but I still had a blast with it. It felt like a portable Return to Dream Land, and that was more than fine with me.

Lapis x Labyrinth (Switch)--I hemmed and hawed a lot before buying this Nippon Ichi Software title. Why? The main reason was preview trailers made me think Lapis x Labyrinth's gameplay might not be my cup of tea. My reticence seems silly now. I loved nearly every second of the 30-ish hours I put into this frantic, side-scrolling dungeon-looter. I get the distinct feeling it's one of those "not for everyone" titles, but it definitely was for me.

See also: 'Mini-reviews of the 19 games I finished in 2019, part two'

Sunday, July 14, 2019

A whole lot of thoughts on Ever Oasis for the Nintendo 3DS

I bought a copy of Ever Oasis all the way back in early 2018--when Walmart was clearing out its stock of 3DS games for some reason or other. Sadly, it sat on a shelf, unopened and unloved, until a couple of weeks ago.

While considering which game I should take on vacation with me at that time, my stress-addled brain kindly reminded me of Ever Oasis. So, I stuck the cart into my trusty OG 3DS and tossed the whole she-bang into my carry-on bag.

Surprisingly, I avoided both like the plague on my nine-hour flight as well as throughout the rest of my two-week vacation. I came to my senses on the trip home, though. Not only did I start my way through Ever Oasis during this lengthy leg of the journey, but I put more than four hours into its desert-focused adventure before I landed in Austin.

If you follow me on Facebook or Twitter, you may have seen the posts I've published in the week-plus since I returned home that extol Ever Oasis' virtues. None of them went into much detail about why I've enjoyed the title so much up to now (or which aspects have done their darndest to keep me from enjoying it), though, so I thought I'd rectify that here.



It's gorgeous--Visually, Ever Oasis reminds me of a trio of other games I similarly adore: Fantasy Life, Miitopia, and Secret of Mana. All three are cute as buttons and feature chibi-ish character and enemy designs, of course, but that's only part of what I'm talking about here. The main aspect that ties these four titles together for me is they all use warm, soft color palettes that call to mind sherbet and beachy sunsets. As a result, I basically never tire of looking at them--Ever Oasis, in particular.

The soundtrack gives off serious Secret of Mana vibes, too--And by that I mostly mean there's a breezy, laidback feel to the bulk of it. The rest is made up of atmospheric tunes and tunes that are bombastically epic. All in all, it's an pleasingly eclectic soundtrack that cuts its own path while also offering a bit of nod to one Hiroki Kikuta forged many years earlier.

Fighting in Ever Oasis is a ton of fun--In fact, combat in this game feels a lot like the combat that's front and center in another 3DS game I just mentioned, Fantasy Life. I'd argue it's even more satisfying here, though, thanks to the fact you typically control a three-member party, and each party member tends to hoist different weapons and have different abilities that can be put to creative use while exploring as well as in battle.



I love the unique weapon designs--I'm especially smitten with the hammers wielded by Ever Oasis' portly, frog-like Serkah characters. One has a spiky cactus for a head. Another is capped with a giant pinecone. All of them put a smile on my face. The same is true of many of this game's other weapons, too--from its bolas, to its bows, to its magical wands. Sadly, only Serkahs can use the aforementioned hammers, but that's a pretty minor complaint, all things considered.

That said, I think there are too many weapons in Ever Oasis--I can't believe I'm saying such a thing, to be honest. Usually, I welcome any and all weapons an RPG is willing to throw at me. In Ever Oasis, though, you have to craft--or "synthesize"--the vast majority of them out of materials you collect while in the field. Only a select few can be bought from one of the game's rarely encountered merchants. As a result, you quickly build up a sizable cache of weapon "recipes" that overwhelms more than it impresses.

On the flipside, I wish there were more outfits in the game--I've found about seven turbans so far and maybe 15 coats or robes. That's not a whole lot, especially compared to the slew of weapons Ever Oasis offers up. Still, I'd be fine with this dearth of clothing options if what was available were more useful. Instead, the coats and robes and turbans are purely superficial. Accessories like anklets and rings and mirrors do boost your defenses in a couple of ways, but they're not visible during play--another big bummer for me.



The strategic aspect of the dungeon-crawling here is surprisingly engaging and intriguing--It's quite Zelda-esque in this regard. In fact, one could argue it one-ups Nintendo's classic series now and then thanks to the vast number of ways you can solve its puzzles. An unfortunate downside of this aspect of the game: you have to switch out party members with annoying regularity. Doing so is a lot easier than it could be thanks to the game's "aqua gate" function, but it's still pretty exhausting.

Speaking of which, I'd like this game even more than I do now if I could switch out party members via the pause menu--Considering the "aqua gate" mechanism I just referred to is far from realistic, I wish Ever Oasis' developers had taken things one step further and let players change party members quickly and easily via the game's pause menu.

That seems to be Ever Oasis' only missing "quality of life" component, however--Ever Oasis may fumble a bit with the above, but it makes up for it elsewhere. Don't like gardening? Ask some of your residents to handle it for you. Restocking their shops--or "Bloom Booths"--with materials you gather while spelunking is made similarly easy after a certain point. Early on, you have to go door to door to accomplish this task; later, it requires little more than the press of a button. The game is full of such shortcuts, and they help make it as tedium-free as possible.



I could do without a lot of this game's town-building and NPC-pleasing--Many like to describe Ever Oasis as a spiritual successor to Square Enix's Mana series. And while that makes some sense--especially since Secret of Mana's director, Koichi Ishii, also served as this title's director--it only tells half the story. That's because overworld-stalking and dungeon-crawling are just a part of Ever Oasis' gameplay loop. The other part focuses on town-building, material-gathering, and NPC-pleasing. Those actions are a nice diversion at first, but for me they became increasingly tiresome and time-consuming as I delved ever deeper into the game.

It's a crying shame you can't recruit any of the adorable Noots as party members--As much as I like the designs of most of Ever Oasis' controllable characters (of which there are many), I can't help but feel sad the developers of the title didn't allow players to add even one of the game's cute-as-hell Noot beings to their dungeon-crawling parties. Maybe they saved it for a sequel?

Note: the screenshots showcased here are from this wonderful Ever Oasis walkthrough and guide

Monday, February 04, 2019

To whom it may concern: I bought 15 3DS games in 2018

Actually, I bought 16 3DS games last year if you count my Japanese and North American copies of Dillon's Dead-Heat Breakers separately.

Which other 3DS games did I purchase in 2018?
  • 7th Dragon III Code: VFD
  • The Alliance Alive
  • Captain Toad: Treasure Tracker
  • Creeping Terror
  • Dillon's Rolling Western
  • Ever Oasis
  • Jake Hunter Detective Story: Ghost of The Dusk
  • Kid Icarus: Uprising
  • Luigi's Mansion
  • Monster Hunter Stories
  • Shin Megami Tensei: Strange Journey Redux
  • Sushi Striker
  • WarioWare Gold
  • Witch & Hero 3
The most impressive aspect of this whole thing--or at least it's impressive to me--is only three of the 3DS titles I picked up last year were small eShop offerings. All the rest were full-fledged (and often full-priced) experiences.



Also, I finished five of the games mentioned above and put a good dent into two others by the time the year came to a close. (The Alliance Alive, Creeping Terror, Luigi's Mansion, Sushi Striker, and WarioWare Gold make up the first batch of titles, while the second consists of Dillon's Dead-Heat Breakers and Shin Megami Tensei: Strange Journey Redux.)

Although there's no doubt in my mind I'll buy fewer 3DS titles in 2019 than I did in 2018, I don't expect that number to drop to zero.

In fact, zero is an impossibility at this point, as a couple of weeks ago I purchased a copy of Kirby Triple Deluxe.

And not only that, but two other 3DS carts--Etrian Odyssey Nexus and Yo-kai Watch 3--are on their way to me as we speak. Two others--Kirby's Extra Epic Yarn and Persona Q2 will join them in March and June, respectively.

Plus, I'm seriously considering picking up Detective Pikachu, Etrian Mystery Dungeon 2, Persona Q, and Yo-kai Watch Blasters as well.

I don't suppose any of you are still buying and playing 3DS games these days? If you are, let me know which ones you're planning to buy or play this year in the comments section below.

Saturday, January 19, 2019

How I spent my time with video games in 2018

I don't know about you, but the 3DS has spoiled me as far as tracking the time I spend with games is concerned.

And let there be no doubt: I like tracking the time I spend with games.

Why? I honestly have no idea. I guess it's just pure curiosity--as in, I think it's interesting to see how much time I put into the games I play (especially ones I finish).

Anyway, because none of my other systems track play time like my 3DS does, I have to track it the old fashioned way--by keeping my eye on the clock as I play and then compiling the results in a text file after I'm done.

That's what I did to come up with almost all of the figures you see below, which represent how I spent my time with a variety of video games in 2018:

  • Sweet Home (Famicom)—12 hours, 10 minutes
  • Death Mark (Switch)—11 hours, 20 minutes
  • Space Dave! (Switch)—10 hours, 30 minutes
  • Luigi’s Mansion (3DS)—10 hours, 25 minutes
  • Undertale (Switch)—9 hours, 05 minutes
  • Dillon’s Dead-Heat Breakers (3DS)—7 hours, 15 minutes
  • Tobu Tobu Girl (GameBoy)—5 hours, 45 minutes
  • Creeping Terror (3DS)—5 hours, 00 minutes
  • Phantasy Star (Master System)—4 hours, 45 minutes
  • The Legend of Zelda: Breath of the Wild (Switch)—4 hours, 30 minutes (plus 7 hours, 45 minutes from 2017)
If you'd like to learn a bit more about some of these games, by the way, click on the links above.

Also, do you keep track of how much time you spend with games? If so, share your 2018 stats with me via a comment.

See also: how I spent my time with video games in 2017, 2016, 2015, and 2014

Sunday, December 30, 2018

My favorite games of 2018: Black Bird (Switch) and Sushi Striker (3DS)

I know what at least a few of you are thinking right now: you put more than 100 hours into Octopath Traveler and published numerous posts about it, but didn't pick it as your favorite game of 2018?

Nope, I didn't.

Which isn't to suggest I disliked Octopath Traveler. On the contrary, I loved it. Sure, a few aspects annoyed me here and there, but those flaws did little to keep me from thoroughly enjoying its sprawling adventure. (Read my write-up, "10 things I adore about Octopath Traveler," for more on that particular subject.)

As much as that SaGa-esque RPG delighted me, though, it wasn't one of my two favorite games of this year. That honor belongs to Black Bird for Switch and Sushi Striker for the 3DS.

What's so special about this pair of titles? Here are a few thoughts:

Fabulous Black Bird fan art by @croppar

Black Bird

This Onion Games release doesn't provide the most appealing of first impressions. Before you've actually played it, it looks like little more than a "dark" Fantasy Zone rip-off that costs $20. Thankfully, Black Bird is far more than a simple clone of Sega's classic looped-level shoot 'em up.

First, there are the bullet-hell elements. These are most obvious during the game's four boss fights, but they're woven into the stages that precede them, too.

Illustration counting down to Black Bird's release,
by @momenko774
Also, there's its score-attack focus. In other words, the point while playing Black Bird isn't to finish its small handful of levels. Rather, the point is to improve your high score and climb the worldwide leaderboard.

To accomplish that, you have to wrap your head around and come to grips the game's many systems--bombs, combos, collectible gems, and more.

Finally, there's Black Bird's soundtrack. It deserves all the praise that can be heaped upon it simply for being so sonically impressive and interesting. (One minute it's marvelously vaudevillian, the other it's otherworldly operatic à la "that scene" in The Fifth Element.) That's not all it brings to the table, though. In addition, it times the introduction of most enemies to the backing tunes in a way that's reminiscent of--if not as interactive as--ASCII's Otocky for the Famicom.

Curious to learn more about why I love Black Bird so much? Check out this post of mine. Also, if you need some help conquering this curious shmup, scroll through my "10 Black Bird tips, tricks, and tactics" write-up. And maybe this one, too: "How to beat Black Bird's final boss in 'True' mode"

Sushi Striker's protagonists, by @meshi3

Sushi Striker

I guess you could say it took me a while to warm up to this indieszero-developed title.

Actually, I was gaga over it after Nintendo unveiled it during E3 2017. After playing the demo the company made available via the Switch eShop early this year, though, my interest in Sushi Striker nearly fell off a cliff. It felt far too frantic for my liking. And it seemed to lack the kind of surprising depth and strategy I usually look for in puzzlers.

Still, I wanted to support its release, so I kept my pre-order for the physical 3DS version of the game.

After putting a couple of hours into the cartridge that made its way to my doorstep in mid-June, I was glad I did. For starters, the final product quickly proved to be a lot less superficial and straightforward than the demo suggested would be the case.

Celia, possibly my favorite Sushi Striker character,
b
y @carmeladansen
Also, a few of the components I wasn't sure about while playing the demo's three measly stages--the characters, the cutscenes, and the soundtrack being prime examples--displayed their true, eye-popping colors in Sushi Striker's full form.

To learn more about this game's many positive attributes, read my post, "Five reasons I've fallen head over heels in love with Nintendo's Sushi Striker."

Not in a reading mood? Maybe this'll sway you to at least consider picking up a copy of Sushi Striker sometime soon: I devoted more than 51 hours to the 3DS iteration before tearing myself away from it. (And after finishing its lengthy story mode.)

Oh, and I enjoyed the experience so much I bought it for my Switch, too.

So there you have it: my absolute favorite games of 2018. That's not to say I hated every other title I played this year. In fact, I liked a handful of them nearly as much as this pair. Which ones am I talking about here? I'll spill the beans in my next write-up.

In the meantime, what were your favorite games of 2018? Tell me all about them in the comments section below.