Showing posts with label Global A. Show all posts
Showing posts with label Global A. Show all posts

Tuesday, April 14, 2015

Shall We Do It? (BOXBOY! plus more Danganronpa and My World, My Way)

I may have only added one new game to my "now playing" roster in the last couple of weeks, but that title--Nintendo's BOXBOY!--has proven to be quite a thrill, so at least my precious time hasn't been at all wasted.

Along with the above-mentioned 3DS effort, I've also put some additional time into two games I slobbered over in my last installment of "Shall We Do It?"--the cult-ish, Vita-based visual novel, Danganronpa, and the oddly endearing DS RPG known in this neck of the woods as My World, My Way. (Elsewhere, which in this case means Japan, it's known as Sekai wa Atashi de Mawatteru, a phrase that apparently translates to something like The World Revolves Around Me.)

Here are a smattering of my thoughts on each of these captivating titles:

BOXBOY! (3DS)--In the hours and days since I bought and downloaded HAL Laboratory's BOXBOY!, a just-released 3DS eShop title, I've spent a good bit of time with it. 

Actually, I've only sunk about two-and-a-half hours into this intriguing puzzler-platformer thus far, but that's been enough for me to get to its eighth world (each world is stuffed with five or more stages), so I'm not about to punish myself for not giving it an acceptable amount of attention.



In conquering those 35 or 40 bite-sized stages, by the way, I've experienced a surprisingly broad array of gameplay elements, although all of them are showcased within similar set pieces--monochromatic, minimalistic affairs that wouldn't have looked out of place during the GameBoy "era."

Anyway, the aforementioned variety definitely is the main thing that's keeping me glued to my digital copy of BOXBOY! at the moment. There's simply a depth to what you can do with this game's protagonist, or to what you can make the protagonist do, that makes the overall experience a grin-inducing blast.

All the said, one slight piece of criticism I'd lay at the otherwise gorgeous feet of BOXBOY! is that I'm not sure I'll ever return to it after I complete it. Of course, the same could be said of the majority of the games I've played over the years, and this one cost me just a couple of bucks (as opposed to many times that), so maybe that won't seem like such a big deal when all is said and done.

Danganronpa (Vita)--Considering how much I loved my first hour or two with this dark Vita adventure, I assumed it would basically take over my life for the next couple of weeks. That didn't happen, surprisingly enough, although I think the addition of BOXBOY! to my ever-growing list of "now playing" titles had a little something to do with it.

Still, I've continued to kind of methodically plug away at it, and over the last few nights I've devoted two or three more hours to its nail-biting story.



I have a feeling I'll devote even more time to it in the coming week, as Danganronpa really turned up the drama dial during my last 60-minute-or-so stint with it, and now I'm chomping at the bit, so to speak, to get back to it and see how things pan out for the colorful cast that sits at the center of this title.

I've still yet to experience any of Danganronpa's trial segments, by the way--though I know one is going to be forced on me shortly--so it'll be interesting to discover how they manage to change things up.

Hopefully I'll be able to chat about that in my next installment of this series.

My World, My Way (DS)--Despite the love I expressed for this quirky, Atlus-published RPG in my last few posts about it, I basically gave it the cold shoulder after I started BOXBOY! and Danganronpa.

Thankfully, that only lasted for about a week, and a few days ago I started playing it again in earnest. Well, maybe I shouldn't say "in earnest," as I've only put about two more hours into it in the last couple of days, but considering this time last week I was worried I'd never play it again, I'd say a two additional hours is worth at least a mini-celebration.



As for how far I was able to progress during those two hours, the CliffsNotes version is that I made it through two more of the game's rather miniscule maps--which, as I believe I've mentioned in earlier posts about My World, My Way, usually contain a town, an exit gate (which allows you to access the next map location) and somewhere between 20 and 30 or so "overworld tiles" that can be traversed, step by step (almost like you would in a board game), and which offer up enemy encounters, items and the like.

My World, My Way's still pretty darn repetitive, by the way, but I can't say I'm all that bothered by it. In large part, I think that's because the game does an excellent job of throwing new environments, baddies and abilities at you right around the time you begin to feel bored with the existing ones.

A case in point: shortly after I gained access to My World, My Way's desolate desert zone, I was introduced to a new pout ability that allowed me to produce unique areas called "southern islands." These map-altering creations feature sandy beaches, crystal-blue waters and even breaching whales--as well as a couple of curious-looking enemy types that only can be encountered while within their borders.

For whatever reason, all of the above have re-ignited my interest in this weird role-playing game--which is a very good thing indeed, as I have a feeling I'm still a considerable distance from its credit roll.

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

Monday, April 06, 2015

#ADecadeofDS: My World, My Way


Amount of time devoted to this game in the last week--Six hours, 44 minutes.

Most recent boss toppled, location reached or milestone achieved--In order: I defeated the Succubus Queen that laid in wait at the bottom of the straightforwardly titled Succubus Field Dungeon, after which I sashayed into Bonfire Town and fulfilled its mayor's inane quests (I put up with them because they netted me the Merchant's License I was so desperately seeking at the time) before moving on to the Underground Farm Dungeon, where I mowed down all of its creepy comers.

Overall comments on the experience--As I mentioned in my very last post, this Atlus-published DS RPG (it was developed by a company called Global A) shows right from the start that it's going to do things a bit differently by focusing its story on a princess who's basically a spoiled brat. She's also pretty darn stubborn, a character trait that's put on display nearly from the get-go when Elise (the afore-mentioned princess) decides to exchange her beautiful tresses and her comely dresses for the more practical and utilitarian wares of an adventurer--all so she can attract the attention of a mysterious and not easily impressed stud.

As you can probably imagine, it's a nice change of pace from the tried-and-true, straight-faced fare that serves as the backbone of your typical Japanese RPG, and it certainly put me in the mood to tackle its pastel-hued adventure.

Has it lived up to all of that early-game hype? In many ways, yes, as I've come to absolutely adore its puerile protagonist and its silly story. I'm nearly as fond of the couple of unique contributions it offers to the RPG genre, with the main ones being its much-ballyhooed "pout system"--which allows Elise to alter the landscape that surrounds her as well as attract additional enemies to an area and more--and its weird, board game-esque overworld.

That last component is kind of off-putting at first, I have to admit, but after a while it feels something akin to refreshing. After all, if you're anything like me, shuffling back and forth across an RPG's seemingly endless map screen is thrilling at first but quickly loses its luster, and this alternative--every area is made up of anywhere from 12 to maybe 30 squares, and players can traverse each one in a single step--is a lot more streamlined.

Aside from all of the above, the only other aspects of My World, My Way that are worth mentioning are its battles, which are decidedly mundane but not altogether boring thanks to their zippy nature, and its soundtrack, which is banal to the point of being completely forgettable.

Will I continue to play this game in the coming days, weeks and maybe even months?--Absolutely. Actually, I plan to complete it--assuming it doesn't overstay its welcome by taking up more than, say, 20 or 25 hours of my time.

Do I recommend it to others?--Yes, but not without a few reservations or words of warning. After all, as thoroughly as I've enjoyed playing My World, My Way so far, I still get the distinct impression that many gamers will be bored silly by it. Yes, the writing often is silly (in a good way), and the much-touted "pout system" is unquestionably unique, the remaining components of this portable RPG are far less riveting. In fact, some are sure to find its graphics to be downright ugly and its Dragon Quest-esque battles to be snooze-worthy. Both of these aspects ended up growing on me mightily over the course of my multi-hour playthrough, though, so maybe the same will be true for other folks (especially those with fairly open minds), too?

Next up--Nothing, as I'd really like to play My World, My Way for one more week before moving on to another DS game.


See also: previous 'A Decade of DS' posts