Showing posts with label ARPGs. Show all posts
Showing posts with label ARPGs. Show all posts

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

Thursday, April 06, 2017

Nice Package! (Landstalker, Mega Drive)

Sega's (or maybe I should say Climax Entertainment's) Landstalker is one of a small handful of games that really defined the 16-bit era for me.

As much as I loved the 8-bit systems--oh, boy, did I (and still do)--the color and resolution bumps showcased in games produced for their 16-bit successors blew my teenage mind.


If you aren't old enough to have lived through the transition from 8-bit to 16-bit gaming, compare the Famicom port of Konami's TwinBee to Pop'n TwinBee for the Super Famicom. Or compare, say, the battles in any of Enix's first four Dragon Quest titles to those in Tengai Makyou II: Manji Maru for the PC Engine Super CD-ROM2 system.

When Landstalker was first shown off in the gaming magazines I pored over as a youngster, I compared it to the likes of Square's Final Fantasy Adventure and Nintendo's The Legend of Zelda: A Link to the Past. Those titles were (and continue to be) gorgeous in their own right, of course, but back when Landstalker was released, especially, its aesthetic looked light years beyond what they offered up.


To be honest, I can't say I enjoyed playing Landstalker as much as I enjoyed playing Final Fantasy Adventure or A Link to the Past (the isometric perspective in Climax's effort often makes things awkward), but that's a different story.

At any rate, I'll always have a soft spot for Landstalker. Which I guess helps explain why I recently picked up a complete-on-box copy of the Japanese Mega Drive version of the game. (And before that, I bought copies of two other great Mega Drive games: Shining Force and Shining Force II. I guess I should add Shining and the Darkness to the pile ASAP.)



Would I have picked up a copy of Landstalker even if I hated the game? Given its eye-popping packaging, probably.

Hell, the cover art alone is worth the price of admission in my humble opinion, though its cart label (above) certainly is no slouch.


The Landstalker Mega Drive manual is a looker, too, as the photos included in this post hopefully prove.


Even the back of this Japanese game's box, below, is easy on the eyes.


Speaking of which, I love that someone at developer Climax named Landstalker's isometric engine. (That would be "Diamond Shaped Dimension System," or "DDS 520," for the curious.) Sadly, I don't believe they ever used it for another Mega Drive or Genesis game.

Are any of you Landstalker fans? If so, what are your favorite aspects of this 16-bit RPG?

See also: previous 'Nice Package!' posts

Tuesday, August 23, 2016

Thanks to this trailer, I'm probably going to buy The Princess is Money-Hungry (Vita) even though I doubt I'll understand much of its gameplay

You may recall that a couple of weeks ago I published a post about this upcoming Nippon Ichi-made Vita game.

At that time, I suggested I'd place a pre-order for it as soon as possible. That suggestion was made based on its pedigree, a couple of screenshots and a tiny bit of information.

Well, we now have a trailer that shows off a lot more of what The Princess is Money-Hungry has to offer, and ... I'm not sure if it makes me more or less interested in the title than I was before I laid eyes on it.

OK, that's not completely true. I'm still almost painfully interested in The Princess is Money-Hungry--thanks in large part to its wonderfully pixelated protagonist and enemies.



I'm more than a tad worried I won't be able to suss out its gameplay, though, due to my continued discomfort with the Japanese language.

Some of you likely are thinking, isn't it likely NIS America will release an English version of the game sometime next year à la World's Longest 5 Minutes?

That may be true, but I doubt they'll offer up a physical limited edition like Japanese Vita owners probably will get.

I'll let you know what I decide either way, of course. In the meantime, are any of you thinking of buying this action RPG?  Or maybe you're now hoping it'll make its way across the pond in the coming months?

Regardless, share your thoughts and feelings on the matter in the comments section below.

(Via gematsu.com)

Thursday, August 11, 2016

Who wouldn't want to play a game called The Princess is Money-Hungry?

Apparently the folks at Nippon Ichi Software didn't get the memo that I need another Japanese Vita game sitting on my shelf like I need a hole in the head.

Why do I say that? Because a couple of days ago the developer and publisher of weird and wonderful niche titles went ahead and announced one. It's name, as I'm sure can guess (and if you can't, lift your eyes and look at the headline at the top of this post), is The Princess is Money-Hungry.

OK, so that's its unofficially translated name. In the original Japanese, its name is Princess ha Kane no Mouja.

Whatever you call it, though, this upcoming action RPG sounds intriguing. Don't take my word for it; here's what gematsu.com had to say about it after reading through The Princess is Money-Hungry's just-launched Amazon Japan listing:

"You’ll defeat enemies and collect money, and when you find a really tough enemy, you can even buy them with money. You can use the money you earn on special moves. When you’re in a pinch, you can somehow use money to get past it."

I guess you could say it sounds a tad like Nintendo's Freshly-Pickled Tingle's Rosy Rupeeland, but that's fine with me. Especially since this Vita title's sure to feature Nippon Ichi's charming, trademark spritework.

Does this mean I've already pre-ordered a copy of this sucker (it's set to hit the streets of Japan on Nov. 24)? No, but only because no one's allowing it at the moment.

As soon as that changes, though, you can bet your sweet patootie I'll slap down some money for it. How about you? 

Wednesday, December 23, 2015

Another Year of the GameBoy: Seiken Densetsu

Like most people my age who have enjoyed video games since they were youngsters, I distinctly remember my reaction to Seiken Densetsu's unveiling in the early 1990s.

"It's like Final Fantasy and The Legend of Zelda blended together!"

(And in case you're wondering, yes, this is the exact same reaction I had to Secret of Mana's unveiling a few years later--which makes sense, as that game's Japanese title, as most of you surely know, is Seiken Densetsu 2.)

Did the reality of Seiken Densetsu live up to that fantasy once I finally was allowed to put it through its paces? I'd say so.


Sure, the game--renamed Final Fantasy Adventure in North America and Mystic Quest in Europe--isn't as deep as its 16-bit sequel, but it was more than deep enough for my teenage self. Hell, it's more than deep enough for my no-longer-teenage self.


Which should go a long way toward explaining why I finally picked up a complete-in-box copy of the Japanese version of this much-loved action RPG a couple of months ago.


I'm not sure why I waited so long, to be honest. I mean, just look at the photos included in this post. I'd want to own that box and cartridge and instruction manual even if I only kind of liked Seiken Densetsu's gameplay.

I especially love the little enemy illustrations that are hidden on the box's inner flaps. 


Seiken Densetsu's cartridge label is pretty darn nice, too--don't get me wrong. I guess it's the least exciting portion of this particular package thanks to the fact that it uses elements that also can be found on the front of the game's outer box, but I like that cart art is more minimalist.


As for this GameBoy title's manual, well, just take a gander at the snapshot above. A number of similarly great illustrations fill the remainder of its instruction booklet. 


Speaking of which, I'll do my best to scan and share--in another of my "Manual Stimulation" posts--the Seiken Densetsu manual in its entirety sooner rather than later. I know I've said that before, but I hope to make good on all of those promises shortly.

In the meantime, are any of you fans of Seiken Densetsu--or Mystic Quest or Final Fantasy Adventure? If so, please share your thoughts and memories in the comments section below.

See also: previous '(Another) Year of the GameBoy' and 'Nice Package!' posts

Thursday, December 17, 2015

PSP PSA: Nihon Falcom's Brandish is now just $10 on the PlayStation Store

I kind of can't believe I'm mentioning the above news here, as I've never played any version of this dungeon-crawler. (It first saw the light of day on some rather ancient Japanese computers--the NEC PC-9801 and the FM Towns, to be exact--in 1991 before being given a second chance on the PC Engine and Super Famicom in 1994.)

Don't take that to mean I'm indifferent to it. In fact, I'm quite interested in it. The only reason I haven't bought some iteration or other of Brandish yet is that I can't decide which one to pick up.



I have narrowed things down a bit, though. Specifically, I'd like to own either a physical, boxed copy of the Japanese PSP release or XSEED Games' recent English localization of it.

Because the former can be acquired for about $20 these days, it's probably my first choice at the moment. Or it would be if the latter weren't just $10 on the PlayStation Store. (It's playable on both PSP and Vita, by the way--in case you're curious.)

A video showcasing the gameplay of this most recent version of Brandish can be found above. After watching it, do any of you think you'll be adding it to your digital PSP or Vita collections?

Monday, July 08, 2013

Box art déjà vu

A few weeks ago, the folks at Nippon Ichi opened the proverbial floodgates related to its upcoming (it'll be released in Japan on Sept. 26) PS3-based ARPG, Arcadias no Ikusa Hime.

Shortly after it released a bunch of stunning screenshots of this Odin Sphere-esque game, in fact, it also unveiled its beautiful box art:


Call me crazy, but the first thing that came to mind after I stumbled across the box art above was the imagery that will front Japanese copies of another coming-soon-to-a-store-near-you PS3 title, Square Enix's Final Fantasy XIV: A Realm Reborn.


Granted, this kind of "arrange all of the game's characters in a circle" design is hardly new--see the cover art produced for Tactics Ogre: Let Us Cling Together, among others--but I was still a bit shocked when I realized just how similar the two examples above are to one another.

See also: 'Let's Play: Which Box Art is Better? (Final Fantasy XIV: A Realm Reborn edition)'