Showing posts with label FuRyu. Show all posts
Showing posts with label FuRyu. Show all posts

Sunday, January 12, 2020

The good, bad, and ugly of Heroland (or, why I'm thinking of walking away from this oddball RPG after putting 20-plus hours into it)

The topic of this post may surprise those of you who noticed that I named Heroland in my "favorite games of 2019 that aren't The Liar Princess and the Blind Prince or Lapis x Labyrinth" write-up.

Don't get me wrong, I stand by its inclusion there--despite the fact that I'm giving serious thought to pulling the plug on my lengthy Heroland playthrough well in advance of the game's end credits.

How could I both enjoy this unique PC, PS4, and Switch RPG--called Work x Work in Japan--and bounce off it before encountering its credit roll? That's what I'll hopefully explain here.


The good

Physical copies come with a frickin' instruction manual--And not only that, but Heroland's manual is pretty nice. It's 25 pages long, printed in full color, and filled with a ton of lovely illustrations. Oh, and it's small enough it actually fits in the game's case. I wouldn't suggest buying a physical copy of Heroland just so you can flip through this booklet whenever the urge arises, but it sure is a nice bonus if you purchase one for at least a couple of other reasons.

It dares to do things differently--I love role-playing games to death, but even I think they can be a little too samey. Well, Heroland approaches the well-worn genre from a unique angle. I guess I should've expected that. After all, it was made by folks who previously worked on Fantasy LifeMagical Vacation, and even Mother 3. Heroland doesn't play like any of those titles, though. It's actually kind of--gulp!--mobile game-esque in its design. To advance the story, you take on quests that revolve around guiding four-person parties through areas of a theme park. Said park has an RPG theme, so naturally it features battles with baddies. (Though the baddies here are just other humans in costumes.) Being a guide, you don't do any fighting yourself; rather, you bark out orders to customers who paid to partake in such tussles. That probably sounds boring to a good portion of you, but I've found it fairly fun so far.

Heroland's soundtrack is surprisingly magical--Or maybe I should call it sneakily impressive? I say this because Heroland's OST didn't strike me as superb right away. It wasn't until a couple of days after I started playing it, when I realized I was humming the game's main battle theme, that such a thought entered my head. On a related note, Tsukasa Masuko's work here is more playful than serious or somber--appropriate, given Heroland's amusement-park setting.


The bad

Everyone in Heroland talks too much--Everyone except the silent, afro-coifed protagonist, that is. I'm not always keen on silent protagonists in games, but Heroland's thrills me. I mean, if ol' Lucky (that's the main character's name) added his two cents to every conversation, this role-player would be even more blathery than it is already. Oh, well, at least Heroland's wall of text is witty.

I wish its developers would've gone further with the board game-esque playfields--Although it's possible things open up in this regard as Heroland approaches its denouement, I'm not betting on it doing so. Assuming I'm right, that's a real shame. While the game changes up its sorties now and then by tossing new environments and enemies at the player, they otherwise remain disappointingly straightforward. Personally, I would've loved it if the playfields that serve as the backbone of Heroland's silly quests were filled with twists and turns--or at least a few more slight bends.


The ugly

Battles don't become a whole lot more strategic or even interesting after the five- or 10-hour mark--Though there's more depth to Heroland's skirmishes than the game leads you to believe early on, things seem to level off in that regard once you're a few hours into its story. Admittedly, I'm still enjoying them quite a bit, but I'm pretty sure I'd enjoy them a lot more if I could make even a couple more choices while telling the park's customers what to do against the horde of adorable enemies they encounter during their Heroland adventures.

It lasts way too long--When I started playing Heroland, I assumed it would take me 15 to 20 hours to finish. Around the time I hit the 15-hour mark, I asked folks on Twitter how long it took them to beat the game. The answer I received shocked me: over 40 hours. Twenty hours in, I've long since forgotten the thrust of Heroland's story--which suggests to me it's already gone on far too long. How on earth am I supposed to give it 20 more hours of my time?

See also: 'A few impressions of the recently released Romancing SaGa 3 remake now that I've put more than 20 hours into it'

Thursday, July 12, 2018

Five things that made it really easy for me to put more than 60 hours into The Alliance Alive

If you follow me on Facebook, Twitter, or Tumblr, you may have seen me trumpet the fact that I finished The Alliance Alive a short time ago--after putting more than 60 hours into it.

Actually, you may have seen me celebrate the same accomplishment in one of my most recent posts here, too.

Regardless, you know now. And, really, as thrilled as I am that I reached The Alliance Alive's credit roll and devoted so many hours to it along the way, I'm even more thrilled that I enjoyed pretty much every one of the nearly 4,000 minutes I spent with this portable RPG.

Why? Here are the first five reasons that came to mind:


Awakening "battle arts" is completely addictive--If you're not quite up to speed on The Alliance Alive's inner workings, "battle arts" are special attacks or moves that are tied to specific classes of weapons. If you give one of your characters a spear, for example, one of her battle arts may be "Charge," which causes her to race toward and through an enemy. While using that art, you might "awaken" another one, like "Spear Fishing" or "Triple Strike." The key word here is might. There's seemingly no rhyme or reason for when a character will learn a new battle art. You may go a number of encounters without awakening even one, or you may awaken three or four in a single tussle. I know some players find the randomness annoying, but I love it. You never know when a new--and likely more fabulous--move is going to fall into your lap.


The soundtrack is sublime--And not only that, but it's surprisingly varied. Some tracks, like "Rainy World" and "Sealed Museum," are fairly ambient in nature, while others, like "Clockwork City Gearlock" and "Fiery World," pulsate and soar thanks to plucky piano bits and pleasantly synth-y strings. (My favorite of them all is "Flight," which pops up later in the game but is well worth the wait.) The brilliance of The Alliance Alive soundtrack came as no surprise to me, by the way, as I knew going in that Masashi Hamauzu had composed the bulk of it. Some of his previous credits: Chocobo no Fushigi na Dungeon for the original PlayStation, Final Fantasy X for the PS2, and this title's precursor, The Legend of Legacy. (Psst! You can listen to The Alliance Alive's entire soundtrack here.)


The "water devil dens" provide the game with just the right amount of toughness and creepiness--Truth be told, a lot of The Alliance Alive's content could be called "standard fare." That's not a complaint or a critique; it's a simple statement of fact. What am I talking about here? The locations you explore while wandering the game's expansive map are a good example, as are the beasts you battle along the way. I wouldn't make the same claim about its "water devil dens," though. These optional dungeons dot the landscape and can be accessed via malevolent-looking whirlpools. As you might expect based on their name, they're teeming with some of the nastiest baddies in the whole game. The best thing about these "dens," in my opinion: they give The Alliance Alive a sense of otherworldly tension that helps it break free from the "typical JRPG" mold the game's developers seemingly used to create a good chunk of the rest of this sprawling adventure. (The next best thing about them: the creepy lines enemies spout before battles begin.)


Once it finally clicked, The Alliance Alive's guild system proved to be surprisingly cool (not to mention helpful)--Another aspect of The Alliance Alive that helps it steer clear of "cookie cutter" territory are the guild towers that stick out from the surrounding environment like giant, Victorian weather vanes. Early on, it's hard to make heads or tails of these structures and their inhabitants. The game attempts to explain things, but none of it clicked with me until I was a good 20 or so hours into my playthrough. Which is a shame, because once you "get" The Alliance Alive's guild system, you realize what a cool game changer it is. The gist: if you're within a certain range of a guild tower, it may support you in battle. One type stuns all enemies for a turn. Another wallops them with a massive attack. Yet another weakens their defenses. That's awesome in and of itself, of course, but it becomes even more so after you build a network of towers and you come within range of a number of them at the same time. And that's just scratching the surface of the benefits these spires offer players who devote time and energy to them. (To learn more, check out this siliconera.com article.)


It's got a character who fights enemies while sitting inside a duck-shaped "power suit"--And not only that, but she eventually fits it with a floaty so it can cross pools of lava. This character, named Tiggy, isn't the only appealing one in The Alliance Alive, by the way. A few others include a "daemon" lady with fox-like ears and tail, a "beastfolk" that looks to be a cross between a lizard and an antelope, a loud-mouthed penguin, and a youthful, hard-nosed businessman (businessboy?) who uses a wheelchair and wears a pot with a teddy bear strapped to it on his head. That's a long way of saying this game has a colorful cast of characters. Sadly, you can't add that last one--the one with the bear stuck to his noggin--to your party, but believe me when I say you're sure to like a lot of the beings that populate The Alliance Alive despite that unfortunate oversight.

That's not the extent of what I found appealing about The Alliance Alive during the 60-plus hours I devoted to it, mind you. I also loved how its non-player characters change what they say to you based on who's currently serving as your main party member, for example. And I similarly enjoyed being allowed to speed up battles with the press of a button.


Is there any room for improvement after all of the above has been taken into consideration? Definitely. As colorful as its cast of characters is, there's no question it could be even more diverse. (Every human in The Alliance Alive seems to be white, straight, and cisgender.) And I would've killed to be able to add some of its more interesting NPCs, like the aforementioned boy with the stuffed animal attached to his skull, the Guild Girls (see above), and Princess Yukiha to my party, even if only after the end credits rolled.

Don't let those few shortcomings keep you from starting through The Alliance Alive yourself. I found it to be an almost shockingly special title, all things considered, and as such I can't recommend it strongly enough to anyone who still has a 3DS and who typically enjoys role-playing games.

Thursday, September 28, 2017

Anyone else planning to pick up The Alliance Alive when it hits North America in early 2018?

Actually, I'm not "planning" to pick up The Alliance Alive when it's released here this coming March, as I've already pre-ordered a copy via Amazon.

In case this is the first you're hearing of--or reading about--The Alliance Alive, it's basically a semi-sequel to another FuRyu-made 3DS RPG I found so appealing I bought it twice. (See my post on my Japanese copy of The Legend of Legacy, as well as my post on my North American copy of the game, for visual proof.)

Although different groups of developers and designers made The Legend of Legacy and The Alliance Alive, they're surprisingly similar, SaGa-esque games. Both are RPGs that allow players to select from a bevy of unique protagonists and then set them loose on a decidedly open-ended adventure.



One notable difference between the two games: The Alliance Alive provides a pretty traditional overworld for players to explore, while The Legend of Legacy offers up a single hub town and a series of maps that can be gradually unlocked.

To be honest, I'm not all that interested in owning the art book, CD soundtrack or keychain that will come packed inside the launch edition's sure-to-be-bulky collector's box (see above), but it seems there'll be no other way to buy a physical version of game early on, so I guess I'll have to stash away everything but the cartridge once it all arrives on my doorstep.

Anyway, that's where I stand on The Alliance Alive at the moment. How about you? Have any of you pre-ordered it, or are you planning to purchase it either before or after it's released in the West?

Tuesday, October 18, 2016

No joke: this 48-second video of The Alliance Alive's protagonists racing across its overworld has sold me on the game

OK, so I actually was sold on this upcoming Japanese 3DS game as soon as folks started suggesting it could be a sequel or spiritual successor to 2015's The Legend of Legacy.

After all, I really enjoyed the 40 or so hours I spent with The Legend of Legacy last year--despite the fact that it has its share of flaws.

Another reason I'm feeling pretty excited about The Alliance Alive is it seems to maintain The Legend of Legacy's tiny-footed character models.

Now, no one who knows me would call me a foot fetishist (not that there's anything wrong with being one), but I've been a fan of this art-style choice since Square Enix unveiled it alongside the Final Fantasy III DS remake it released in 2006. (The company and its designers then perfected it with Final Fantasy: The 4 Heroes of Light and Bravely Default, of course.)



Also, it's pretty thrilling to see that The Alliance Alive replaces The Legend of Legacy's two-dimensional (well, except for the pop-up elements) backdrops with fully polygonal ones.

Now we just need to find out how The Alliance Alive's battles will play out. I'd obviously prefer turn-based fights à la The Legend of Legacy or its main source of inspiration, Square's SaGa series, but I'm open to anything as long as the alternative doesn't look boring.

Speaking of SaGa, publisher FuRyu will send me over the moon if it announces that, like The Legend of Legacy, some of people responsible for that long-running and much-loved series are working on The Alliance Alive. Even if that's not the case, though, I'll still likely buy a copy of this title, which is set to hit physical and digital store shelves in Japan sometime next spring.

Update: FuRyu uploaded a second trailer for The Alliance Alive this morning, and it features actual gameplay footage. Nearly four minutes of it, in fact. Anyway, I'm even more excited for its release than I was when this post was first published.

(Via gematsu.com)

Thursday, December 31, 2015

My favorite games of 2015 (that actually were released in 2015)

Although I bought and played a lot of games in 2015, the sad truth is that not many of them actually were released this past year.

In fact, aside from the ones highlighted here, the only other released-in-2015 games I remember playing are BOXBOY!, The Legend of Kusakari, Nintendo Badge Arcade and Pokémon Picross.

Still, I think the trio touched on below are worthy of all the praise I can heap on them.


The Legend of Legacy (3DS)--If I were forced to point out my absolute favorite of the current-gen games I bought and played in 2015, this weird, distinctly Japanese RPG would be it. Don't take that to mean it's perfect or recommended for everyone or anything of the sort, though, as The Legend of Legacy often goes out of its way to be repetitive, tight-lipped (as in, its story is the definition of sparse) and hair-pullingly difficult.

Still, I put nearly 40 hours into The Legend of Legacy since I got my hands on a copy of it a couple of months ago, so clearly its developers did something right. Specifically, I consider the pop-up backdrops, watercolor aesthetics and surprisingly deep battles they created for this 3DS title to be spot-on.

I wouldn't have complained if they'd added a bit more pizazz to that last component, mind you, but even in its current, somewhat unfinished state, The Legend of Legacy is pretty great, in my humble opinion, and well worth the hard-earned cash I spent on it.


Rhythm Tengoku: The Best Plus (3DS)--Am I surprised that a lot of folks were let down by The Best Plus after digging into it? Not really. For starters, like me, they probably spent a long time looking forward to a new entry in this quirky series of rhythm games--and as we all know, that sort of thing usually leads to disappointment.

Two additional issues that surely pushed at least a few people down that same path: this title's "best of" nature (as in, most of its content is pulled from past Rhythm Tengoku releases) and its insistence on wrapping an unnecessarily chatty story around the included package of mini-games.

Although I'm just as guilty as anyone in being turned off by those "problem areas," I still walked away from The Best Plus happy that I added it to my collection. The new characters more than hold their own against those who were showcased in previous Rhythm Tengoku installments, and the new mini-games, while perhaps not as stellar as their predecessors, are well beyond passable.

In other words, there's plenty of fun to be had with The Best Plus if you lower your expectations a smidge and then just go with the flow.


Undertale (Mac)--Full disclosure: at this point in time, I don't consider Undertale to be a better (or more enjoyable) game than any of Nintendo's three Mother (aka EarthBound) titles. Granted, I'm pretty sure I've only experienced a fraction of what it has to offer so far.

Also, although I may not be as enamored with this unique RPG as some others are, there's no question I've loved every second I've put into it. The touching--and almost shockingly dark--story and pleasantly odd art style on offer here are obvious high points, but I also really appreciate Undertale's fresh take on old-school RPG battle scenes. As a result, I very much intend to blast my way to this game's finish line in early 2016.

Now that I've blathered on about my favorite games of 2015 (or at least those that actually were released in the last 12 months), please feel free to talk about yours in the comments section below.

See also: 'My favorite games of 2014 (that actually were released in 2014)' and 'My favorite games of 2014 (that were released before 2014)'

Tuesday, October 27, 2015

Shall We Do It? (The Legend of Legacy, Undertale and the Yo-Kai Watch demo)

Hey, I actually stepped away from The Legend of Legacy, which I've spent about 22 hours with so far, this weekend to play a couple of other games. Who would've thought?

As for the games that took my attention away from the FuRyu-developed, Atlus-published mentioned in the last sentence, they would be Undertale (for the Mac) and the just-released Yo-Kai Watch 3DS demo.

What follows are a handful of thoughts on all three of these intriguing titles.

The Legend of Legacy (3DS)--Why have I played this kinda-sorta RPG (more on that in a second) for more than 20 hours since it arrived on my doorstep two weeks ago? I guess it's because I like grinding. Or, perhaps more accurately, I guess it's because I really like this game's battle scenes. Sure, they're miles away from the fireworks-filled fights found in, say, SaGa Frontier, but they're still pretty fabulous--and fun. (In my opinion, of course.)


Can the battles here be tough as nails? Sure. In fact, they often are--especially when you start the game, or when you start a new area. For me, though, it's a welcome change of pace from the overly easy fights most RPGs offer up these days. Also, the steep challenge forces you to do what's needed--dig through the e-manual, scan GameFAQs, post questions on Twitter--to figure out the game's surprisingly intricate battle engine. When's the last time you had to do that in a modern game?

I also really like exploring each area and, in the process, filling out its map so I can sell it to the shopkeeper in what appears to be The Legend of Legacy's lone city for a few extra bucks. (If a place with a handful of buildings and citizens can even be called that.) Admittedly, I'd probably thoroughly scour each locale even if I weren't forced to do so, but I like that I'm awarded for it here.

I do wish there were more cities or towns or whatever you want to call them. And I also wish there were more people to talk to in those towns--or that the existing ones had more to say. (This includes the king, by the way, who seems pretty much useless after the first couple of hours.) That said, those same elements tend to be so much fluff in other RPGs, so maybe I should be happy that this one's developers decided to make it so they wouldn't get in my way as I work my way through this peculiar, portable adventure.


Undertale (Mac)--I almost feel like I should talk about this game here, as I'm only a smidge past where I was the last time I wrote about it.

In part, that's because I've focused more on The Legend of Legacy and the Yo-Kai Watch demo than I have on this game in the last week or so, and in part it's because I basically had to start over after I bought the full version of this EarthBound-esque RPG. (My previous comments were based on its demo.)

Something I can say here that I think I failed to mention in my earlier write-up about Undertale is that I'm head over heels in love with its soundtrack. Even at this early juncture, it's packed with the sort of amazing, earworm-worthy tunes that make you want to pause your playthrough so the notes can work their way into your bones.

Is that enough for me to heartily recommend handing over $10 for a copy of this digital title? Not entirely, but don't take that to mean anything horrible. After all, there are plenty of additional reasons to pick up Undertale if you're still on the fence about it--with the on-point, retro-inspired visuals, the genre-busting battles and the wittier-than-it-has-any-right-to-be text being three perfect examples.


Yo-Kai Watch demo (3DS)--I've been looking forward to playing Level-5's Pokémon-esque RPG for a long time now. Or maybe I should say I looked forward to it for a long time until I read some comments on line that suggested its battles are yawn-inducing.

Because of those remarks, I downloaded Yo-Kai Watch's North American demo with a bit of trepidation. Would I still like the game I'd pre-ordered some time ago, or would I wish I'd waited before making that decision? Thankfully, I was able to answer that question within a few minutes of booting up this teaser.

Specifically, I quickly figured out that the above-mentioned critics were wrong and that Yo-Kai Watch's fighting scenes were the polar opposite of boring. For me, they're electrifyingly frantic, and the mini-games at their core do an admirable job of keeping things very interesting.

Some other interesting aspects of this demo, in my humble opinion: the wonderfully charming character designs, the amazingly detailed setting and the appropriately energetic soundtrack.

Given all of that, it'll probably come as little surprise to hear that I'm feeling a lot more positive about my decision to pre-order Yo-Kai Watch after spending just 30 minutes or so with its just-released (in my neck of the woods, at least) demo.

Have any of you spent any time with the Yo-Kai Watch demo so far? If so, what do you think of it?

See also: previous 'Shall We Do It?' posts

Thursday, October 22, 2015

You've ogled The Legend of Legacy's lovely Japanese packaging, now ogle that 3DS game's North American packaging

Don't remember the fabulousness of The Legend of Legacy's Japanese packaging? Check out my blog post about it, which features photos of that release's case (interior and exterior), cartridge and folded-up "manual," as well as its soundtrack sleeve and CD.

As for the North American version's packaging, continue reading (or scrolling) to see how it compares to that of the Japanese original.


Admittedly, beyond its size, the North American iteration's outer box--above and below--isn't all that amazing.

That said, I quite like the illustration of the little cat-like character (do any of you know if he or she has a name?) that can be seen in the lower-right corner.


I'm also pretty fond of the random pieces of art that can be spotted on this box's sides and flaps, such the following example.



If you ask me, though, all of the above pales in comparison to the beauty that's showcased on the front and back sides of The Legend of Legacy's North American soundtrack sleeve.





Can anything top that bit of design work? I'd personally suggest--perhaps only meekly, though--that the game's main cover art achieves that goal, although I'd also understand anyone who opposes that line of thinking.



Some of those folks surely prefer the illustrations that grace the front and back covers of the art book that's packaged along with launch-window copies of the North American iteration of The Legend of Legacy.


That book's front cover can be ogled in the photo above, while the back cover can be ogled in the photo below.


Did any of you pick up the North American release of this SaGa-esque 3DS RPG? If so, what do you think about it so far--assuming you've played at least a smidge of it?

I've put about 18 hours into my copy of The Legend of Legacy so far, and I have to imagine I'll put in at least 18 more before I'm done with it.

Don't worry, I'll share some additional impressions of the game long before I reach that point, but in the meantime, I hope these snapshots will serve as a suitable stand-in.

Thursday, October 08, 2015

A few more thoughts on The Legend of Legacy demo now that I've put almost nine hours into it

Actually, I've put "just" eight hours and 40 minutes into the Legend of Legacy demo thus far, but it's easier to say "almost nine" in a blog headline so that's what I went with here.

With that out of the way, some of you probably are wondering how on earth I could spend nearly nine hours playing this upcoming 3DS game's downloadable teaser. That's surprisingly easy to explain, actually. In fact, here are six reasons that just popped into my head:

It allows you to play as a frog--OK, so anyone who's at all paid attention to The Legend of Legacy's development or release probably knows that one of the game's potential party members is a frog. Unsurprisingly, he's been my "main" for the entire eight-plus hours I've spent with this demo since I nabbed it from the 3DS eShop a couple of weeks ago. (If you're wondering who my second-favorite character is at the moment, that would be the saucy Eloise.)


It features some deliciously "old school" RPG fights--I know a lot of gamers have moved on from turn-based battles, but I still love them. Not only that, but I still prefer them to the kind of MMO-esque battles that are at the heart of so many modern RPGs (like Fantasy Life and Xenoblade Chronicles). Anyway, if you, too, are a fan of turn-based battles, you should get a kick out of that particular component of The Legend of Legacy.

Its battle scenes also call to mind SaGa Frontier--Kind of. Like the ones that serve as the centerpiece of that PlayStation classic, this current 3DS offering's fight scenes are far more thrilling that your run-of-the-mill ones thanks to the random bursts of light that signify one of your party members has learned a new move. Sadly, The Legend of Legacy's battles aren't as kaleidoscopically complex as those in SaGa Frontier. Specifically, the former don't allow you to produce the eye-popping combos that help make the latter such a joy to experience.


Its soundtrack is the definition of sublime--Considering how many game soundtracks he's worked on over the years, it's a crying shame that this is the first time I've heard any of Masashi Hamauzu's music. The stuff he created for The Legend of Legacy is so lovely, though, that there's no doubt in my mind I'll keep an ear out for additional examples of his work in the following months and years. Thankfully, I can turn to a few games already in my collection if I want to accomplish that quickly and easily, as it appears he had a hand in Chocobo no Fushigina Dungeon (PlayStation), SaGa Frontier 2 (PlayStation), Unlimited SaGa (PS2) and Sigma Harmonics (DS)--all of which I've owned for some time now.

It's shockingly light on story--In fact, I'm not even sure I'd say The Legend of Legacy's demo includes a story. Sure, a blink-and-you'll-miss-it cut scene kicks things off, but after that the focus is squarely on making maps and battling baddies. Which is fine with me, as I happen to be one of those crotchety "old" gamers who believe today's RPGs are far too wordy. Granted, I won't mind at all if a smidgen more of a story pops up in the full retail release of this Atlus-published title, but I also won't mind if that aspect stays as lean and mean as it is in this bite-sized version.


It's obtuse as all get-out--OK, so I'm not sure I should point to this as a positive. That said, there's something kind of cool about playing an RPG that treats you like you have a brain, don't you think? Or maybe I should say it treats you like you're smart enough to track down an online FAQ or to ask your Twitter followers for helpful advice. I also like that there's an air of the first Dragon Quest to this demo. It plops you into The Legend of Legacy's diminutive world and says "figure it out" before hightailing it out of there like it's late for a dinner date.

Have any of you played The Legend of Legacy demo? If so, what did you think of it? Did it leave you feeling desperate for the game's full retail release (due out next week in North America), or did it leave you feeling kind of cold? However you may feel about this 3DS teaser, let me know about it in the comments section below.

See also: 'While we wait for me to get off my lazy butt and begin to play The Legend of Legacy, let's drool over its lovely packaging'

Wednesday, September 30, 2015

Shall We Do It? (Danganronpa, The Legend of Legacy demo and Mr. Driller: Drill Spirits)

Now that I've wrapped up my many-hours-long playthroughs of 9 Hours, 9 Persons, 9 Doors and Hotel Dusk (read my impressions of this pair of top-shelf DS games here and here), I'm finally spending time with some other titles I've been eyeing up for ages.

Specifically, I'm spending time with Danganronpa: Trigger Happy Havoc, The Legend of Legacy demo that hit the 3DS eShop last week and Mr. Driller: Drill Spirits.

Here are a few thoughts on the above-mentioned games based on my recent experiences with them:

Danganronpa: Trigger Happy Havoc (Vita)--I started playing this Vita-based visual novel earlier this year but then moved it to the back burner because ... actually, I have no idea what prompted me to walk away from it for a bit.

Regardless, I’m back to playing it again—although I’ve got to admit I’m only doing so in fits and spurts at the moment. (You can blame that on The Legend of Legacy demo that commandeered my attention shortly after I downloaded it late last week. Thankfully, I think I’ve nearly exhausted that teaser’s content, so my schedule should open up again shortly.)


Anyway, the few hours I’ve played of Danganronpa since I wrapped up 999 a couple of weeks back have been pretty darn enjoyable. In large part, that's because I really like this game’s unsettling atmosphere. Its jazzy, low-key soundtrack is partially responsible, too.

One aspect of Danganronpa that I’m currently reveling in and reviling in equal measure is its free-roaming nature. On the one hand, I love being able to move around as I please, but on the other, that flexibility makes it easy to get lost—or at least become confused as to where I'm supposed to go or what I'm supposed to do next.

Of course, that’s a problem I've had with every single visual novel I’ve played to date, so maybe I shouldn't point to it as an example of something that's wrong with this particular example of the genre.

I'd recommend taking all of the above with at least a medium-sized grain of salt, by the way. I still have a long way to go before I see Danganronpa's credit roll, so it's more than possible my opinions of this much-acclaimed game will change between now and then.

The Legend of Legacy demo (3DS)--In the six days since I downloaded this demo, I've put nearly five hours into it.

That alone should indicate how much I'm digging it, as only the most special of games are able to grab that much of my attention these days.


So, which of The Legend of Legacy's components are most responsible for me feeling so gaga about it at the moment? One would be the map-drawing focus of its overworld and another would be the strategic, turn-based nature of its fights, that's for sure.

Speaking of The Legend of Legacy's overworld, I've become similarly enamored with the pop-up effect that's used with such confidence in each and every area you're tasked with exploring within this demo. I'm sure some will find it maddening, but I think it meshes well with the rest of the game's coloring-book aesthetic.

So, which of this FuRyu-made and Atlus-published (in North America) RPG's many components have yet to trip my trigger, as that quaint old saying goes? The best example I can come up with is its character designs. Although I love the frog prince, Filmia, and the bosomy Amazon, Eloise, I find the rest of this game's potential party members to be a snooze.

Sadly, I consider even the most boring character designs to be downright thrilling when compared to the majority of The Legend of Legacy's enemy designs. A few of the bosses showcased in the demo are OK, but the rest of what's on offer here is blah at best and tragic at worst.

All that said, I'm very much looking forward to getting my hands on the full, retail version of The Legend of Legacy halfway through October. I don't suppose any of you are in the same boat?

Mr. Driller: Drill Spirits (DS)--I've got to be honest here: when I bought Drill Spirits, I did so expecting not to like it very much. My previous experiences with the Mr. Driller series left me cold, mainly because they made me think there was absolutely no depth to its gameplay.


Still, I've always loved the series' protagonist, Susumu Hori, and I've also always loved its Candy Land graphics, so I picked up Drill Spirits in the hopes that they would prompt me to fall in love with the rest of what Mr. Driller has to offer.

Has it succeeded? Actually, I think it has. After all, I've devoted more than three hours to Drill Spirits in the last week or so.

An even more impressive feat, if my opinion: all of that time has been spent on the first two of this game's "Mission Driller" stages. (I call that impressive because usually spending such a long time on just two stages would drive me batty--to the point that I'd rather toss the cartridge in the trash than continue to plug away at it.)

I'd say the most positive thing about my playthrough (if it even can be called that) of Mr. Driller: Drill Spirits so far is that it's gotten me to stop thinking of this series as being one full of releases that feature paper-thin gameplay. No, there isn't a ton of depth to be had here, but there's more than initially meets the eye, that's for sure.

Even if that weren't the case, though, I'd still probably get a kick out of Drill Spirits' frenetic excavating action. I don't know that I'd call it fun, exactly, but it's definitely satisfying--especially whenever I'm able to complete a level without any special-item assistance--and that's more than enough for me right now.

See also: previous 'Shall We Do It?' posts

Friday, July 03, 2015

I don't usually 'do' Nendoroids, but that isn't keeping me from drooling over this Himouto! Umaru-chan-inspired one

Making all of this drooling even stranger is that I'd never even heard of Himouto! Umaru-chan before a couple of days ago.

Assuming some of you are in the same boat, here's the gist: it began life in 2013 as a Japanese manga series (written by Sankaku Head) and an anime adaptation of it is going to start airing in just a couple of days.


Oh, and its titular character is a teen who appears perfect at school, while at home she wears an animal hoodie and spends her time eating junk food, playing video games, reading manga and watching anime.

All of those interests are depicted in Umaru-chan's Nendoroid form (and related accessories), as you hopefully can see in the photo below. 


I especially like her little Vita-like game system. 

Speaking of the Vita, the folks at FuRyu (makers of The Legend of Legacy, among other titles) recently announced that they'll be releasing a Vita game based on Himouto! Umaru-chan this winter.


Apparently it'll be a "sister-raising simulation," which admittedly doesn't sound as appealing as, say, an RPG, or a rhythm game or even a Game Center CX ripoff based on the property would, but I'll take what I can get. 

Anyway, enough about that. Back to the Nendoroid. It'll hit Japanese store shelves this August. (You can pre-order one now via amiami.com.) Will any of you be buying one?

Monday, June 22, 2015

Shall We Do It? (The Legend of Legacy and Rhythm Tengoku: The Best Plus)

Those of you who follow me on Twitter (or even Instagram and Google+) may already be aware of this, but since I have no idea how much crossover there is between all of the aforementioned social-media platforms, I'll share the info here, too: late last week, I returned home from work to find a copy of  Rhythm Tengoku: The Best Plus (or Rhythm Tengoku: The Best+, if that's how you like to refer to this just-released Japanese 3DS game) on our doorstep.

Considering I've been looking forward to getting my hands on Rhythm Tengoku: The Best Plus since it was first announced many moons ago, it probably should come as little surprise to hear that I spent a bit of quality time with it over the weekend.

Specifically, I put just over three hours into it on Saturday and Sunday. In that time, I've gotten to experience a good number of the mini-games included in this, the latest iteration of Nintendo's popular (in Japan, at least) series of quirky music-centric titles.

Sadly, only a handful of those have been all-new affairs, with the rest being returning "greats" that were pulled from earlier Rhythm Tengoku (aka Rhythm Heaven or Rhythm Paradise) efforts.



Actually, I'm not sure why I just typed "sadly" in that last sentence, as I didn't exactly drown in salty tears after I heard that The Best Plus would include a ton of songs and skits that first appeared in the GameBoy Advance, DS and Wii Rhythm Tengoku games. On the contrary, I did the exact opposite when I became aware of that fact. (That said, I'm still a bit miffed that one of my all-time favorites, that being "The Bon Odori" from the GBA original, was completely ignored by the folks who were responsible for piecing together this collection.)

Anyway, as pleased as I am with "old faves" that have been crammed onto this 3DS cartridge, I'm also pretty happy with the all-new mini-games that are introduced in The Best Plus. (I like "Stair Catch," which tasks players with controlling a pair of characters as they attempt to grab oranges and pineapples as they bounce down a set of stairs, the most at the moment.)

Unlike the previous three Rhythm Tengoku titles that have made their way to market over the last decade, this fourth one changes things up a bit by wrapping all of its mini-games in what seems to be an appropriately silly story. I've heard a lot of people complain about this particular addition on line, but I can't say it's bothered me much up to this point. 



Sure, it slows things down a tad, but I really like the colorful cast of characters that are showcased in the related cutscenes. Also, the diorama-like rooms that are tied to each story segment (and that contain four thematically unrelated mini-games) are stunningly realized. So, if a smidge of story was required for these components to exist, I'm all for them.

That's about all I can say about Rhythm Tengoku: The Best Plus so far, as I've yet to tackle some of the other intriguing modes that have been added to this sequel, but you can rest assured I'll do my best to talk about them in a future post.

As for the other game mentioned in the header above, The Legend of Legacy, I've only devoted about two hours to it since I first popped its cartridge into my Japanese 3DS LL, but that's been enough to give me the distinct impression that I'm going to enjoying working my way through it in the coming weeks and months.

Specifically, I love the art style employed in this SaGa-esque role-playing game--although I'm not as enamored with the aesthetics of its battle scenes as I am with the rest of its content. Also, the soundtrack is the definition of fabulous and the gameplay is both engaging and addictive. 



In regard to the latter, I'm especially getting a kick out of those battle scenes I just disparaged in the previous sentence. Although they're far from lookers (so far, at least), they're surprisingly satisfying thanks to their strategic nature. (You really have to think your way through many of the fights that pop up every few minutes; you can't just bludgeon foes like you can in many Japanese RPGs.)

They're also surprisingly tough, though, so make sure you're the kind of person who can laugh off being annihilated during a random encounter before you decide to pick up a copy of The Legend of Legacy.

As with Rhythm Tengoku: The Best Plus, expect to read more impressions of The Legend of Legacy in an upcoming write-up.

Have any of you played either (or both) of these 3DS imports, or are any of you looking forward to playing them. If so, let me and others know about your experiences--or your interest--in the comments section below. 

Friday, June 12, 2015

The question is: am I going to put any time at all into my Japanese copy of The Legend of Legacy before the North American version of this 3DS RPG hits the streets in a few months?

The most likely answer to the question posed in this post's headline is "probably not," I sadly have to admit, although I'm going to do my best to turn that ho-hum response into something that's far more appealing--you know, like, "yeah, but only a couple of hours."

Seriously, though, I've wanted to dig into my Japanese copy of The Legend of Legacy ever since it arrived on my doorstep in early March. Unfortunately, all sorts of annoying things--like work, work and more work--have kept me from doing so.

Actually, that's not completely true. My day job and my on-the-side freelance gigs aren't solely responsible for my failure to pop this cart into my Japanese 3DS LL even once over the last three months. At least a bit of blame can be heaped on the technical writing certificate program I just wrapped up (imagine me doing a little happy dance right now), my slow-as-a-snail Japanese studies and my insistence on having some sort of life outside of work, class and blogging about games.



At any rate, one of my many gaming goals at the moment is to spend at least a little time with this SaGa-esque, FuRyu-developed 3DS RPG before it makes its way to North American store shelves (as well as this region's eShop) later this year.

No, your eyes aren't deceiving you--an English version of The Legend of Legacy is being prepped as we speak. Specifically, it's being prepped by the folks at Atlus, who revealed today that both physical and digital versions of the game will be released in both North and South America sometime "this fall." Oh, and it'll sport a perfectly acceptable (to me, at least) $39.99 price tag.

Does this news thrill any of you as much as it thrills me? If so, share your excitement in the comments section below. (Also, if you'd like to catch a glimpse of the Japanese version's beautiful packaging, check out my post about it when you've got a spare second or two.)

Monday, March 23, 2015

While we wait for me to get off my lazy butt and begin to play The Legend of Legacy (3DS), let's drool over its lovely packaging

An admission that should shock no one who has been visiting this blog for any length of time: since my copy of The Legend of Legacy arrived on our doorstep a couple of weeks ago, the only "action" it's seen so far has involved me groping and ogling and photographing its packaging--and not necessarily in that order.



All of the groping, ogling and photographing surely make sense, though, right? I mean, just look at the snapshot above, which showcases the art that graces the covers of this Japanese 3DS RPG's game and soundtrack cases.


The interior of The Legend of Legacy's game case is worthy of some meaningful stares, too, thanks to the attractive character art that peeks through its many openings. 



The game's fold-up manual and cart label are lookers, too, as this next shot proves. I especially love the art showcased on the manual's front side, which calls to mind the art that's often been produced to promote Square Enix's wonderfully weird SaGa series over the years.



Unsurprisingly, the interior of The Legend of Legacy's soundtrack slipcase (below) is more of the same--as in, it's equal parts beautiful and SaGa-esque.




The backside of the game's case, and the backside of the soundtrack's slipcase, are nearly as pretty as their fronts. Seriously, the art included here is so SaGa it's almost ridiculous--which of course is why I love it so much. It almost seems inspired by art nouveau, but with a Japanese twist.



With all of that said, have any of you played The Legend of Legacy yet? If so, what do you think of it? 

And if you haven't played the game, what do you think of the box art, cart label, soundtrack and more shown throughout this post?

Tuesday, November 11, 2014

I just pre-ordered a copy of The Legend of Legacy (3DS), which means a North American localization should be announced any day now

Actually, I pre-ordered a number of 3DS games--Japanese and otherwise--in the last week or so, with two of the "otherwise" games being Code Name: S.T.E.A.M. and The Legend of Zelda: Majora's Mask.

Getting back to The Legend of Legacy, though--as I've said before, this Japan-only (for the moment, at least) 3DS RPG is being developed for FuRyu by a bunch of the same people who worked on Square Enix's now-defunct SaGa series back in the day.


That, along with the game's interesting art style and unique pop-up-book world, was enough to push me to pre-order a copy (it's supposed to hit Japanese store shelves on Jan. 22) via amiami.com recently, despite the fact that I'm sure to flounder horribly while attempting to play through it.

While I was pre-ordering The Legend of Legacy, I also pre-ordered a copy of Sega 3D Fukkoku Archives, which combines six of the Sega 3D Classics eShop titles that have been released in that region so far (Fantasy Zone, Ecco the Dolphin, Out Run, Shinobi III, Space Harrier and Streets of Rage) as well as two bonus games--updated versions of Sega Master System's (or Sega Mark III's) Out Run 3D and Space Harrier 3D titles.


This budget-priced compilation is set to hit the streets (again, in Japan only--at least for now) on Dec. 18.

Considering Nintendo announced its intentions to publish Level-5's Fantasy Life in the West shortly after I picked up a Japanese copy of that game, I'm hoping these recent pre-orders of mine will prompt similar announcements regarding The Legend of Legacy's and Sega 3D Fukkoku Archives' overseas prospects.

Wednesday, October 29, 2014

This new SaGa, I mean Legend of Legacy, game continues to look great

Or at least what's shown of it in the video below continues to look great to me.

Of course, I've always been a sucker for games with "unique" aesthetics, and this FuRyu-published RPG, which is set to hit the streets (and the eShop) of Japan early next year, certainly fits that bill.

By the way, in case this is your first encounter with Legend of Legacy, it's being made by many of the same folks who worked on Square Enix's all-but-forgotten SaGa series in years past.



Those games were known for being rather quirky (if not downright crazy), so I'm hoping that will be true of Legend of Legacy in the end as well.

Actually, I'll let you know whether or not that's the case after I sink my teeth into the game, as I recently pre-ordered a copy of it via amiami.com.

(Via japanese3ds.com)

Friday, September 26, 2014

I love everything about this Legend of Legacy (3DS) trailer except for maybe the English text

Actually, I guess you could say the English text in the following trailer--which, as I mentioned in the header above, is for the upcoming 3DS RPG called Legend of Legacy--is good for chuckle, but it also could be described as cringe-inducing.

That said, pretty much every other aspect of this rather lengthy preview--yes, including the pop-up scenery--pleased me, so who really cares it if featured some wonkily translated text?



By the way, if this is the first time you've heard of Legend of Legacy, here's the gist: it's an RPG that's being made by a bunch of former Square Enix staffers, many whom have worked on some of that company's SaGa games.

Oh, and the finished product is set to be released in Japan on Jan. 22 carrying a price tag of 5,980 yen (about $55).

Thursday, March 29, 2012

Goodbye, UnchainBlades ReXX; hello, Unchained Blades

How's this for a pleasantly surprising piece of news: The folks at XSEED Games announced yesterday that they will be bringing both the PSP and 3DS versions of FuRyu's dungeon-crawling RPG, UnchainBlades ReXX, to the US later this year as Unchained Blades. (Here is an article about the differences between the two versions, in case any of you are interested.)

In case you've never heard of UnchainBlades ReXX, which hit store shelves in Japan last summer, here's all you really need to know: It's a Wizardry-esque dungeon-crawler that was directed by Lunar's Toshio Akashi and penned by Grandia's Takashi Hino.

Should that not mean much to you, you may want to check out the following, action-packed trailer (of the PSP version, I believe), which preceded the game's Japanese release:



Personally, I've been interested in this game ever since I first laid eyes on the video above. I'm especially intrigued by how colorful the battle scenes seem to be. I'm also rather fond of the pyrotechnic special attacks that quite literally litter this particular trailer.

Another compelling aspect of Unchained Blades: Although parties are limited to just four human-ish characters (from a cast of 13), players can attempt to convince the monsters they encounter in the field to follow them. In fact, each character can be aligned with up to four “unchained” (as they are called in the game) creatures at any one time, with each monster assisting said party members by blocking attacks or supplying them with special offensive abilities.

One final, curious fact about this delicious-looking (to yours truly, at least) dungeon-crawler: Both the 3DS and PSP versions will be released as digital downloads.