Showing posts with label NIS America. Show all posts
Showing posts with label NIS America. Show all posts

Thursday, December 24, 2020

My favorite games of 2020: Moon, The Origami King, and Void Terrarium

I've spent most of 2020 ping-ponging between feeling terrified and traumatized. One of the few areas of my life that has bucked that trend over the last 12 or so months has been the time I've devoted to video games.

In fact, I've both played and enjoyed more games in 2020 than I have in many years. The three games I'm highlighting here are my favorites of the 45 or so I put at least some time into this year. Or at least they're my favorites of the games that came out between Jan. 1 and now. (I'll publish a similar post about my favorite games of 2020 that weren't released in 2020 shortly.)


Moon (Switch)

Although I'm a lifelong fan of role-playing games, I'm far from a stickler for tradition. As much as I adore old-school, by-the-numbers JRPGs (think Final Fantasy: The 4 Heroes of Light), I also appreciate attempts to deviate from the norm. Onion Games' Moon--previously known as Moon: Remix RPG Adventure--is a perfect example of the second category. So much so I hesitate to call it an RPG. What is Moon then? An adventure game, I guess. But it also features a liberal dose of simulation and puzzle elements.

Regardless, it's wonderful, not to mention wonderfully chill. There's no rushing while playing Moon. Hell, you can't even run while playing Moon. You saunter. You slowly scour Moon's modest surface in an attempt to help both its earthly inhabitants and its apparitional ones. The latter are the souls of creatures slain by a video-game's unhinged hero, while you are a real-world boy sucked into that make-believe world and charged with righting said madman's wrongs through the power of love.

Moon tends toward the obtuse and melancholic, but that just adds to its peculiar charm--as do the game's eclectic background tunes, which--in another delightful twist--you can change at will.


Paper Mario: The Origami King (Switch)

Although The Origami King is a more than fitting subtitle for this latest Paper Mario adventure, an even better one, in my humblest of opinions, would've been The Origami Odyssey. After all, this entry in Intelligent Systems' long-running RPG series feels like proper, globe-trotting trek. You zip from one eye-poppingly exotic locale to another while attempting to save Princess Peach (amongst other important--and far more interesting--tasks), sometimes via an appropriately recyclable vehicle.

The rest of The Origami King will seem a bit foreign to Paper Mario fans, too. In particular, this title's turn-based tussles are more like puzzles than the select-battle-options-from-a-menu affairs that are typical of the genre. I prefer the tried-and-true myself, though the new method introduced here grew on me by leaps and bounds once I became accustomed to it.

Even if you fall in love with these brainy fights from the word go, though, you're unlikely to consider them a highlight of the experience. Instead, you'll probably reserve that honor for The Origami King's witty text and wondrous soundtrack.


Void Terrarium (PS4, Switch)

Nippon Ichi Software's Void Terrarium does everything it can to turn off potential players. First there's its name, the full version of which is void tRrLM(); //Void Terrarium. Then there's its post-apocalyptic aesthetic, which seems more banal than breathtaking, especially early on. There's also its "human Tamagotchi" component, which is just... confounding--again, particularly at first.

And yet I found Void Terrarium utterly captivating. Sure, the desolate environments of this part-time dungeon-crawler can be samey, but if you're anything like me, you'll barely pay attention to them thanks to the game's heart-pounding soundtrack and surprisingly compelling story. Oh, and the robot-battling action on offer here is plenty exhilarating, too. Not bad for a title that started off looking like a real dud, eh?

Honorable mentions:
  • Disaster Report 4: Summer Memories (PC, PS4, Switch)
  • Mad Rat Dead (PS4, Switch)
  • Part Time UFO (Mobile, Switch)
  • A Short Hike (PC, Switch)

Thursday, December 19, 2019

My favorite games of 2019: Lapis x Labyrinth and The Liar Princess and the Blind Prince

If you had told me this time last year that I'd declare Lapis x Labyrinth and The Liar Princess and the Blind Prince my favorite games of 2019, I'd have laughed in your face.

Back then, these Nippon Ichi Software-made games were barely on my radar. I wasn't even sure I was going to buy the localized version of Lapis x Labyrinth. And though I'd already placed a pre-order for The Liar Princess and the Blind Prince by that point, I had a sinking feeling I wouldn't enjoy it.

All those fears flew out the window within minutes of starting The Liar Princess and the Blind Prince, and within a few hours of doing the same with Lapis x Labyrinth.

Warming up to and falling in love with The Liar Princess and the Blind Prince was easy. Everything from the start screen, to the opening cinematic, to the introductory tutorial, to the music that accompanied them set the perfect tone for what was to come.

So, what was to come? About five hours of blissful platforming and puzzle-solving.

Actually, it isn't the platforming and puzzle-solving in The Liar Princess and the Blind Prince that's blissful. It's the whole package.

On their own, neither of the above-mentioned components are overly impressive. The platforming in this game pales in comparison to that of CelesteHollow Knight, or even Super Mario Bros. The same can be said of its puzzle-solving elements and those of that sub-genre's stand-outs.

These shortcomings are easy to excuse when they're combined with The Liar Princess and the Blind Prince's story, characters, and atmosphere, though. In that context, they feel like two important-but-far-from-vital parts of a charmingly interactive fairy tale.

Still not seeing why I consider The Liar Princess and the Blind Prince to be one of my two favorite games of 2019? How about this: I can't stop thinking about it. Even after finishing it twice.

Also, I've spent more time thinking about The Liar Princess and the Blind Prince this year than I've spent thinking about Ghost Trick, Last Window, or Mother 3. If that's not a ringing endorsement, I don't know what is.

Lapis x Labyrinth hasn't had the same long-term impact on my psyche, but it sure affected me while I raced through it this past summer.

That's chiefly because this side-scroller is one of the most visceral--or maybe I should say instinctual--titles I've ever experienced. In fact, once I came to grips with Lapis x Labyrinth's controls and gameplay loop, I made it through the remainder of its frantic, frenetic adventure almost on auto-pilot.

A case in point: after a surprisingly short getting-to-know-you period, whenever "ENCOUNTER!!!" flashed on the screen to alert me of yet another enemy swarm (spoiler: this happens a lot), my fingers basically took over and did what was needed to rid the stage of them.

To be totally honest, I'm not used to feeling so skillful or powerful while playing a game. I usually feel like an oaf--particularly during side-scrolling action titles (a category that aptly describes Lapis x Labyrinth) that require perfect jumps or precise timing.

As such, you might think Lapis x Labyrinth's stressful, stay-on-your-toes action would've worn me out after a while. It didn't. On the contrary, I loved it. So much so that I stuck with it long enough to see its credit roll and put nearly 30 hours into it along the way.

It just hit me that what I've said so far may help you understand why I named Lapis x Labyrinth one of my favorite games of 2019, but it doesn't really help you understand what it's all about or even how it plays.

I'll try to tackle that in an upcoming post. For now, though, hopefully the following description will do the trick. In my mind, Lapis x Labyrinth is one part Etrian Odyssey, one part Muramasa: The Demon Blade, one part Mystery Dungeon "monster house," and one part slot machine.

Actually, I could toss in a couple more games here, like World of Final Fantasy, but I figure that would make things more confusing.

Honestly, it's too bad NIS America didn't put a Lapis x Labyrinth demo on the PlayStation Store, the Switch eShop, or even Steam. Telling people it's an exhilarating, side-scrolling, treasure-collecting dungeon-crawler only goes so far with most folks.

Still, if what I've said here, or what you see here, piques your interest at all, you could do a whole lot worse than take a chance on Lapis x Labyrinth at some point in the new year.

See also: 'Black Bird and Sushi Striker, my favorite games of 2018'

Thursday, November 07, 2019

You press a button to hold hands, plus four more reasons I can't stop thinking about and playing The Liar Princess and the Blind Prince

I've got to admit: I hemmed and hawed quite a bit when it came to buying a physical copy of The Liar Princess and the Blind Prince early this year.

Why? Although I've thoroughly enjoyed a number of Nippon Ichi Software's smaller offerings, like Cladun and Yomawari, in recent years, this PS4 and Switch game appeared to be inspired by, if not directly related to, the much-maligned htoL#NiQ: The Firefly Diary and A Rose in the Twilight.

I've yet to play either of those pretty puzzler-platformers, sadly, but I've read and heard enough about both of them to get the feeling they may not be my cup of tea.



Still, The Liar Princess and the Blind Prince's announcement trailer made it seem so damn charming that in the end I couldn't keep myself from pre-ordering a copy.

Fast forward to today, and I just finished playing through the game for a second time.

I've been thinking of doing so since I wrapped up my first playthrough shortly after it released in my neck of the woods. Why? Here are the main reasons I've had The Liar Princess and the Blind Prince on the brain for most of 2019.

I think its story is the sweetest I've ever encountered in a game--Honestly, this is the reason I haven't been able to get The Liar Princess and the Blind Prince off my mind this year. It feels kind of silly to say so given the story here is little more than a fairy tale. Still, the folks who wrote and localized that tale imbued it with such sincerity and tenderness that it hit my ill-prepared heart like a Mack truck. Their efforts made me truly care about the eponymous characters and their unfortunate situation, and that's not something I can say about the text in many games.



Its gameplay is simple, but not boring--While playing The Liar Princess and the Blind Prince, you spend 90-plus percent of your time performing one or more of these four actions: moving left and right, jumping, holding the prince's hand (but only while you're a princess), and clawing enemies to death (while in wolf-monster form). I'm sure that makes it sound like a snore-fest, but I'm here to tell you it's anything but. Hell, just grabbing the prince's paw and pulling him through each stage is such a thrill for me that I'd be perfectly happy if that were all the game had to offer. That it also provides players with some light platforming, baddie-slashing, and puzzle-solving is the icing on the proverbial cake.

It doesn't overstay its welcome--My two playthroughs of The Liar Princess and the Blind Prince lasted nine-and-a-half hours total. Although I've long championed shorter games, I'd usually balk at one that takes only four or five hours to beat. Especially when its asking price is $40. (Don't worry, that's for the now-out-of-print physical version. Digital copies cost just $20.) Not in this case. In my humble opinion, five hours is the perfect length for this particular title. It allows the endearing story to unfold without completely unraveling. And it keeps the straightforward gameplay from grating or boring. Plus, it entices players to do as I've done and stroll through its otherworldly set pieces multiple times.



It looks marvelous--Not so long ago, I wasn't a fan of the kind of "Flash game" aesthetic showcased in The Liar Princess and the Blind Prince and its ilk, like the aforementioned htoL#NiQ and Yomawari. These titles would look so much better if they were sprite-based, I stupidly thought. At some point, though, I did a 180. I can't tell you when or why, just that it happened. And now? I find this title's hand-drawn, watercolor-esque graphics stunning. The only thing I'd change about them at this point would be to allow players to disable--or, better yet, adjust via a slider--the effect that darkens the edges of the screen. It's fine now and then, but sometimes I'd like to fully see my surroundings, you know?

Its soundtrack is pretty wonderful, too--If your experience with The Liar Princess and the Blind Prince is anything like mine, its background music may seem a bit samey as you work your way through its side-scrolling world. Listen to the soundtrack when you're not worrying about the well-being of the game's, erm, "royal" protagonists, though, and it'll immediately become clear just how varied it is. Some tunes soothe with lilting harp-, guitar-, or flute-focused melodies. Others rouse with triumphant xylophone- or piano-heavy hooks. True, most have a decidedly chill vibe, but they're appealingly distinct when you give them the attention they deserve.

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

Wednesday, October 23, 2019

Six reasons all the people who suggested I'd hate A Witch's Tale were wrong

Shortly after I announced on Twitter that I was starting through A Witch's Tale, my old podcasting pal Mollie Patterson sent me a GIF of Morgan Freeman nodding his head and saying, "Good luck."

She wasn't the first to warn me away from this Hit Maker-developed, Nippon Ichi Software-published Nintendo DS RPG. In fact, I'd say most folks have responded negatively whenever I've expressed an interest in it.

Still, I'm the sort of bloke who prefers to come to his own conclusion about such things. So, true to form, I stubbornly stuck my long-ignored cartridge of A Witch's Tale into my trusty 3DS a couple of weeks ago and prepared for the worst.

Eighteen-ish hours later, I'm here to tell you those naysayers were wrong. Or at least they were wrong to believe I'd hate the game.

On the contrary, I loved it. The more time I spent with A Witch's Tale, the more I enjoyed it. And now that I'm done with it, I can honestly say it's been a highlight of my year. Here are a few reasons why.

It looks lovely--At first glance, A Witch's Tale isn't anything special, aesthetically speaking. Oh, it's colorful and cute, but so are countless other DS titles. What eventually set it apart from the ho-hum pack in my mind was how it deftly combines charming spritework and deliciously lush backdrops. Usually I'm not a fan of this kind of commingling, but it produces eye-popping results with such regularity here that it's easy to embrace.

Its battles really grew on me--Early on in my playthrough of A Witch's Tale, I found its turn-based battles rather annoying. It didn't help that every single action required me to utilize the system's touch screen. I'm fine with that in some DS gaming situations, but it can make for slow-paced fights when shoehorned into an RPG like this one. That's what I thought in the beginning, anyway. My opinion on the matter changed mightily a little later on, though--so much so that I actually relished the occasional tussle as this quirky adventure approached its conclusion.

I especially like how "ancient magic" works in A Witch's Tale--The element that slows down this game's battles the most is called ancient magic. To unleash one of these bigger-than-usual spells on the enemies lined up in front of you, you have to correctly trace a "rune" on your DS' touch screen. It's a source of frustration at the start, as screwing up--and thus failing to send forth a ring of fire, a torrent of water, and the like--is easy as can be if you race through the experience. In time, though, I came to appreciate the careful nature of this aspect of A Witch's Tale--mainly because it keeps you from spamming high-powered magic and forces you to use at least a smidgen of strategy while taking on baddies.

The locations you explore in it are a breath of fresh air--OK, so A Witch's Tale does feature the requisite "snow area." Even then, though, it's more Christmas-y than wintry. The rest of the locales on offer here are not so clichéd. My main--and almost only--complaint with this part of the game is it almost entirely ignores the Halloween-ish Shadow Town. Also, you don't fight any enemies there, which I consider an even bigger missed opportunity. Shouldn't this be where me and my bad-ass doll posse battle the final boss--or at least challenge her second-in-command?

The text is surprisingly witty--No one with any taste is going to tell you A Witch's Tale features the best writing around. They should tell you it's far better than average, though--or far better than you're probably expecting it to be. Speaking of the latter, I went into the game with fairly low expectations in this regard, so that may be why it impressed me as much as it did. At any rate, the thing I like most about this title's localization is that it convincingly transforms the pigtailed protagonist from an annoying brat to, well, someone who still tests your patience but is a lot more likable overall.

It's a properly bite-sized RPG--Although I don't mind playing a lengthy RPG now and then, I far prefer playing ones that take 20 or fewer hours to finish. A Witch's Tale fits this criteria, if only just, but that's not all. It's also designed to accommodate shorter stints of play. Rather than give players an overworld to traverse, it offers them a hub--the aforementioned Shadow Town--that conveniently connects each of the game's six lands. Those lands are fairly well contained, too. Sure, it's possible to get lost in them, but mostly they ensure you move on to the next well before the current one overstays its welcome.

Does all of this mean you'll love A Witch's Tale as much as I did if you give it a try? It could. I think your chances of matching my positive experience will be best, though, if you're the type who likes games that dare to do things differently--even if it doesn't always produce, or even approach, perfection.

Saturday, March 18, 2017

Shall We Do It? (Balloon Kid, Dragon Quest Builders, Yomawari: Night Alone and more)

After beating Dragon Quest VII, Kirby: Planet Robobot and Poochy & Yoshi's Woolly World in recent weeks, I decided to ignore my ever-growing pile of 3DS games and focus on some other handheld titles in my backlog for a bit.

If you'd like to read my thoughts on my Dragon Quest VII playthrough, by the way, you can do so here. This post, on the other hand, focuses on my experiences with Kirby: Planet Robobot and Poochy & Yoshi's Woolly World.

As for the games that are currently monopolizing my time, here are a handful of impressions that'll hopefully give you an idea as to what they're like and whether or not I'm enjoying them so far.

Balloon Kid (GameBoy)--Although I play the first few stages of the GameBoy Color version of this title fairly regularly (on my Japanese 3DS), I haven't played the black-and-green original for quite a while. In the wake of my "most influential games" write-up about it, though, I thought I should boot up the latter again. So I did. Two hours (spread over about four days) later, I beat its final boss and grinned from ear to ear as its end credits scrolled by.

This latest Balloon Kid playthrough made me ponder the game in a way I hadn't previously. For instance, it didn't hit me until this most recent jaunt through Pax Softonica's title that the difficulty of its stages leaps rather than progresses. I guess that shouldn't have come as a surprise to me, as I played the game a ton when it first came out in 1990. The thing is, I was in my early teens then, and at that point in my life it took a lot for a side-scroller of any sort to shake me. My reflexes have slowed a tad in the ensuing years, so the transition from Balloon Kid's fifth to sixth stage this time around was tough.

Something else that struck me over the last couple of days was that, in many ways, Balloon Kid is half-baked--and this obviously is coming from someone who loves and respects the game in its current "unfinished" state. I say that for a few reasons. One, it features just eight levels. (The whole she-bang can be wrapped up in less than two hours if you've got the skills.) Two, its level design is all over the place. On the positive side, you've got the first stage and its pencil-shaped buildings as well as the fourth stage, which takes place in the bowels of a whale. On the negative side, the rest of its stages are disappointingly clichéd in terms of their themes.

Still, the overall journey through Balloon Kid is so charming and so different from pretty much every other side-scrolling game in existence that it's easy enough to overlook those niggles and focus on the fun at hand. Which is just what I did earlier this week--even when I found myself dying over and over and over again in the game's final three stages.



Dragon Quest Builders (Vita)--Of all the games discussed here, this is the one I've put the most time into over the last couple of weeks. In fact, I've already devoted around 12 hours to this portable Minecraft clone. That number would be a good bit higher if I hadn't dedicated myself to finishing Balloon Kid or starting (at long last) Link's Awakening, but don't expect me to complain about that.

Anyway, back to Dragon Quest Builders. Before we move on, you should know I've never played any version of Minecraft. I put many more hours than I should've into the Minecraft-esque Harvest Moon: The Lost Valley, but that's hardly the same thing. I guess what I'm trying to say here is that I can't comment on how good or bad Dragon Quest Builders is as a Minecraft clone. Which may be just as well.

At any rate, I love Builders so far. I love its rather languid pace and "do whatever you want" attitude. I love its aesthetic. Surprisingly, I love its town-building component. (I'm usually not a huge fan of such things.)

More than anything, though, I'm loving just running around its world, battling iconic Dragon Quest baddies and gathering materials from the earth around me. I probably should have accomplished more by this point in my playthrough (I'm still in the first chapter, though I've leveled up my town a number of times and it currently has four inhabitants besides myself), but I'm in no particular hurry to finish this game, so I'm fine with slowly savoring the experience for now.

The Legend of Zelda: Link's Awakening (GameBoy)--I have a feeling a lot of people will be shocked to hear I've never played this portable Zelda adventure before now. Hell, it even surprises me. As for why I've ignored it for so long, I wish I could tell you. My assumption is that I'd recently played A Link to the Past and assumed Link's Awakening would be too similar to it to be worthwhile. Or maybe I'd moved on from the GameBoy by the time of this cart's release? That was 1993, after all. Whatever the case, I passed on buying it then, and I continued to do so until I purchased a digital copy from the 3DS eShop earlier this year.

As of now, I'm about three hours into its adventure. My verdict thus far: I think it's great. It looks and feels to me like a portable cousin to A Link to the Past at the moment, although that's not to suggest Link's Awakening is a carbon copy of its 16-bit counterpart. It actually offers up a number of unique quirks that help it stand out not only from A Link to the Past but other top-down Zelda games as well. Some of my favorites: the Super Mario Bros.-inspired enemies, the side-scrolling segues and the intriguing abilities (Link can jump!) and accoutrements (the BowWow that accompanies Link for a time early on) players acquire.

Obviously I'm still at the beginning of this Zelda title, so it's hard to say if I'll still adore it after I finish it (or even if I'll finish it), but right now I'm finding it thoroughly engrossing, and I look forward to seeing what's in store for me and Link as I continue to explore its dungeons and overworld.



Yomawari: Night Alone (Vita)--No one ever said I was the brightest bulb on the tree when it comes to how I spend my hard-earned cash. Case in point: although I've had a boxed Japanese copy of this Nippon Ichi Software-made game (see photos of its case and cartridge here) since it first hit the streets in late 2015, I just bought a digital copy of its North American release--despite the fact that I've yet to even boot up the aforementioned import cart.

Hey, whatever gets me to finally play the game, right? And play it I have--for about two hours, I'd say. That may not sound like a lot, but it's definitely been enough for me to get a good feel for what it has to offer.

Speaking of which, Yomawari is a conundrum--or at least a curiosity--so far. On the one hand, it's surprisingly cute. Some may say it looks kind of cheap and "mobile-like," too. I wouldn't argue with those folks, but I also wouldn't agree with them. For me, Yomawari looks great, especially since the adorable aspects of its aesthetic help make its more hideous aspects as shocking as possible.

"Shocking" is a key word here, because you will be shocked while playing Yomawari. In general, Yomawari is about exploration. Your dog runs away, your older sister goes missing (while trying to find the previously discussed pup) and you head out after both of them in the dark of night. Unfortunately, you're not alone as you stalk the town that serves as this game's setting. Filling the streets and alleys and parks and other locales alongside you are ghosts and ghoulies that are more nightmarishly designed that you'd probably assume based on the rest of Yomawari's visuals.

These spooks and specters aren't just apparitions, though. Once they see you, they give chase. Fail to avoid or get away from them (they can't be fought) and they'll kill you--represented by blood that splashes across the screen. Such deaths are pretty common, if my experience is anything to go by. I'd say I died about five times within the first hour of my Yomawari playthrough. Granted, some of that was due to me not fully understanding the game's rules. (Very little is explained at this title's outset, so you have to figure out almost everything on your own.) Some of it, though, was due to the game not being a pushover.

As much as I'm enjoying Yomawari right now, I can't help but feel it may eventually wear out its welcome and grow tiring. Regardless, I'll keep plugging away at it and let you know as soon as possible whether that's the case or not.

In the meantime, have you played any of the games mentioned in this post? If so, what are your thoughts on them? Also, what are you playing now? Let me (and others) know in the comments section below.

Thursday, November 17, 2016

Nippon Ichi's Roze to Tasogare no Kojou coming to North America as A Rose In The Twilight

I don't know why, but I was genuinely surprised to see NISA announce yesterday that it's bringing a localized version of its Japanese parent company's Roze to Tasogare no Kojou to North America this coming spring.

If this is the first you're hearing of Roze to Tasogare no Kojou, it's basically a spiritual successor to another Nippon Ichi Software-made Vita game, 2014's htoL#NiQ: The Firefly Diary.

For more information on this pseudo sequel, check out my post about its first Japanese trailer.

Am I planning to buy a copy of A Rose In The Twilight? Not at the moment. The main reason for my lack of interest is that I have a physical copy of the Japanese release--and haven't played it yet.

Still, I'd be lying if I said I wasn't stoked for North Americans who are looking for another cartridge to stick into their Vitas.

If that describes you, you'll probably like hearing NISA is selling two different versions of A Rose In The Twilight via its site. The standard edition is $19.99 while the limited edition is $39.99. The extra $20 for the limited edition gets you: a collector's box, a soft-cover art book, a soundtrack, a double-sided rubber strap and a giant stress ball.

Are any of you going to pick up one of the above-mentioned iterations of A Rose In The Twilight once it hits the streets on this side of the pond?

Thursday, August 25, 2016

Is it wrong that Yasuhiro Wada's upcoming game, Birthdays, makes me wish I owned a PS4?

OK, so I'm sure I could think of at least a few other PS4 games that make me wish I owned Sony's latest console. At the moment, though, Birthdays is the only one that's coming to mind. (And, yes, this is despite the fact that Yasuhiro Wada's last game, Hometown Story, was quite a turd.)

What is Birthdays, you ask? Based on the handful of screenshots that've been released so far and the trailer found below, I'd describe it as being a thoroughly Japanese mix of Minecraft and an old SNES game called E.V.O.: Search for Eden.



According to one of the first English reports about this PS4 title, which will be published in its home country by Arc System Works, it "lets players create, steadily evolve and develop environments on new lands where living things are born."

The current plan is for it to hit the streets of Japan in early 2017. Apparently European and North American PS4 owners will get their hands on it shortly after that, as NIS America's already decided to localize Birthdays for those regions. (Here's hoping they keep the original name and logo.)

How about all of you wonderful folks? Are any of you also chomping at the bit to sink your teeth into Birthdays?

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)

Wednesday, August 03, 2016

This latest Yomawari: Night Alone trailer has my name written all over it

I know the statement in the headline above isn't all that shocking. Nippon Ichi's Yomawari and its cute-slash-creepy graphics and gameplay charmed me long ago--to the point that I pre-ordered a copy of the Japanese version well in advance of it hitting the streets in its country of origin. (You can check out some photos of this Vita title's case, cartridge and instruction pamphlet in this "Nice Package!" post.)

As much as this game appeals to me, though, I've yet to spend a single second playing the darn thing. Truth be told, that has more due to my lack of free time these days, as well as my bizarre inability to coax my oft-ignored Vita out of hiding on any kind of regular basis, than it has to do with some sort of dwindling attraction to Yomawari (or Yomawari: Night Alone, for those of you who are fans of its full title).



Still, I'd be lying if I said this latest Yomawari trailer, which shows off a slew of the game's many nightmare-inducing ghouls and ghosts, didn't reignite my interest in this upcoming NIS America release.

How about all of you? Does the footage above make you want to put money on a physical copy or set aside funds for a digital one (if you didn't do so a couple of months ago, of course)? Or maybe it has the opposite effect and makes you wrinkle your nose in disgust? Regardless, share your reaction to this latest Yomawari teaser in the comments section that follows.

See also: 'Who else is thrilled that Nippon Ichi's Yomawari will be released in North America later this year?' and 'Has anyone else plopped down 60 big ones for the North American version of Yomawari: Night Alone?'

Tuesday, August 02, 2016

Oh, hey, did you hear? NIS America will release World’s Longest 5 Minutes (Vita) in North America sometime next year

Well, color me surprised. NIS America recently revealed--in rather shocking fashion, I might add--it'll bring Nippon Ichi's World’s Longest 5 Minutes to my neck of the woods in 2017.

What will this intriguing Vita title, which combines the RPG and visual novel genres, be called when it hits North America? The Longest 5 Minutes.

Both titles make a lot of sense after you read through this summary of its story: "Our hero faces the origin of all evil, the Overlord himself, but suddenly loses all memories of his adventure. His finishing moves, the name of his hometown, and even the reason he's trying to defeat the Overlord in the first place, all gone. Our hero tries to regain his priceless memories before it's too late, but the Overlord stands before him, his power unyielding!"

As much as this news thrills me, it also pains me a bit. That's because I just--as in yesterday--paid for the limited edition version of World’s Longest 5 Minutes I pre-ordered via AmiAmi ages ago.



Oh, well, at least I'll get to enjoy all of the swag that comes with the Japanese LE--such as a two-CD soundtrack, some sort of book (kikakusho?) and a desk calendar. Plus, I'll have a physical copy of the game (even if it is in a language I can barely understand at the moment).

I'd love to say NIS America will offer up a similarly stuffed LE to folks on this side of the pond, but at the moment the publisher's lips are sealed in that regard. Hell, it's yet to say if The Longest 5 Minutes will be a digital-only release or if boxed copies will be sold as well.

While we wait for more information, check out the game's first English trailer (above or here). You may want to heck out its official site, too. There's not much to see at the latter right now, but that should change in due time.

Are any of you planning to add The Longest 5 Minutes to your Vita collections? If so, what pushed you in the direction?

See also: 'Nippon Ichi just announced what appears to be a Half-Minute Hero rip-off for Vita, and I'm more than OK with it'

Tuesday, May 31, 2016

So, who else has plopped down 60 big ones for the North American version of Yomawari: Night Alone?

What kind of idiot agrees to spend $60 to buy a second copy of a game he already owns--especially when that money could be put toward the purchase of one or more of the titles currently taking up space on his or her miles-long wish list?

This kind of idiot, that's who.

I say this because over the weekend I decided to pre-order one of the Yomawari: Night Alone limited editions currently being offered up on the NIS America online store.

That wouldn't seem light such a stupid--or at least strange--move if I didn't already own a copy of the Japanese release of this cute-yet-unsettling Vita game. (Check out some photos of Yomawari's Japanese case, cartridge and instruction sheet in this recent "Nice Package!" post.)

Worse yet: I've yet to even stick my Japanese Yomawari cart into my pink-and-white Vita.


So, why did I willingly agree to hand over $60 for the game's North American limited edition when it hits the streets here on Oct. 25? To be completely honest, I was suckered in by this LE's contents.

I mean, who wouldn't want a heat-changing tumbler that features an image of this adventure's protagonist? Nearly as appealing for yours truly: a pair of full-color, soft-cover art books (one for Yomawari: Night Alone and one for the also-included htoL#NiQ: The Firefly Diary) and a jewel-cased soundtrack.

NIS America's also selling a mousepad that's branded with imagery invoking both hotL#NiQ and Yomawari, but that's a separate, $15 purchase, and although I love it, I don't love it enough to blow $75 on the whole she-bang.

Will any of you also plop down some hard-earned cash on some version of Yomawari: Night Alone after it's made available this fall? If so, which one do you have your eye on at the moment?

See also: previous Yomawari-focused posts

Thursday, February 11, 2016

I don't know about you, but I'm surprisingly on the fence about Grand Kingdom for Vita

When I first laid eyes on Grand Kingdom's Japanese cover art, I was intrigued.

Later, when I came across a handful of screenshots of this PS4 and Vita tactical RPG, I transitioned from intrigue to full-on excitement.

Which makes sense, I guess, as it looks an awful lot like Vanillaware's surprisingly similar PSP title, Grand Knights History. (That makes sense, too, it seems. Tomohiko Deguchi is listed as director of both efforts.)



So, why am I now on the fence about buying the Vita version of this game, set to hit North American store shelves this June?

I watched this trailer, and the gameplay snippets showcased in it tarnished my view a bit.

Combine that with the fact that I have a stack of unplayed--hell, unopened in most cases--Vita games currently giving me the stink eye, and my hesitation should be easier to understand.



That doesn't mean I'll never pick up a copy of Grand Kingdom, mind you. I just doubt it'll be on or around its launch day.

How about you? Do any of you think you'll add either the PS4 or Vita iteration of this MonoChro concoction to your collection? If so, what's got you feeling that way?

Buy: Grand Kingdom Limited Edition or Grand Kingdom Grand Edition

Sunday, February 07, 2016

Nippon Ichi Software's teasing a new game, and I think it may be related to the Cladun series

Raise your hand if you had a blast playing Nippon Ichi's Cladun: This is an RPG at some point after the quirky dungeon-crawler earned a worldwide release (for the PSP) back in 2010.

Now raise your other hand if you also enjoyed that game's sequel, Cladun x2, which first saw the light of day in 2011.

To those of you who now have both arms raised: I'm not quite sure how you're going to read the rest of this post (or start the video below), but I'm sure you'll concoct some sort of solution.



To the rest of you: watch and listen to the snippet above--yes, even those of you who have yet to even think of raising a hand--which the folks at NIS helpfully and straightforwardly named, "Title Teaser BGM."

In other words, the musical numbers featured in this teaser probably are from an upcoming Nippon Ichi game.

Given the chiptune-y sound of the tracks and the character sprite revealed at the video's tail end, I have a feeling the title's related to the company's Cladun series in some way. What do you think?

Thursday, November 12, 2015

Attention European and North American Vita owners: the dungeon-crawling RPG, Stranger of Sword City, is coming your way in March

And not only that, but you'll be able to choose between digital or physical versions of this Experience Inc.-made game once it finally arrives in your neck of the woods.

If this is the first you've heard of Stranger of Sword City, the gist is it's a Wizardry-esque RPG that's been ported to a number of Japanese systems since it first hit the Xbox 360 in summer of 2014.

Sadly for Western PC, Xbox 360 and Xbox One owners, the Vita iteration is the only one that's being brought to North America (on Mar. 22) and Europe (on Mar. 25).



Footage of the Japanese version of Stranger of Sword City--known in that region as Stranger of the Village of the Sword--can be seen in the trailer above, in case you're wondering.

Now that you've watched it, what do you think? Will any of you pick it up upon (or at some point after) release?

I have a feeling I'll buy a boxed copy--assuming it's not stupidly expensive. (Yes, I'm looking at you, Stella Glow and your $50 price tag.)

(Via gematsu.com)

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, November 14, 2014

What I'm playing for #NISNovember: Marl Jong!! for PlayStation

Those of you who follow me or the Chic Pixel blog (or both) on Twitter probably have already heard that Chic Pixel's proprietress, Anne Lee, has proclaimed this month to be #NISNovember.

For the uninitiated, all that means is that Lee would like whoever is interested to play one or more games that have been developed or published by Japan's Nippon Ichi Software or NIS America at some point during the month of November and then use #NISNovember to tag any social-media posts that are related to your playthrough.



Anyway, thanks to the header above, I guess the cat's out of the bag in regard to which Nippon Ichi game I'm currently playing as part of #NISNovember.

Should Marl Jong!! not ring a bell for you, here's the gist: it's a Japan-only PlayStation game that combines NIS' "Marl Kingdom" characters--featured in games like RhapsodyLittle Princess and Tenshi no Present--with what seems to be a rather basic version of mahjong.



I say "seems" in the sentence above because I'm far from an expert when it comes to mahjong. I know enough to have beaten a few of my opponents in this particular game, though--which is more than I can say about my experience so far with, say, Nintendo's Yakuman for GameBoy.

Although I only recently acquired the copy of Marl Jong!! that can be seen throughout this post, I first became aware of the game some years ago, shortly after I discovered the wonderful world of emulation.
 


Don't worry, I attempted to track down an actual copy of the game as soon as I fell in love with its adorable graphics and accessible gameplay, but accomplishing that feat proved to be rather difficult--until, like I suggested a few sentences ago, I came across one on eBay.

Thankfully, the wait was worth it, as not only is the cover art that was made for Marl Jong!! all kinds of cute, but so is its disc and manual.



Along with Marl Jong!!, I'm also hoping to play one or more of the following DS titles as part of #NISNovember: Atelier Annie, Disgaea DS and Rhapsody. Have any of you played any of these games? If so, I'd greatly appreciate hearing your thoughts (good or bad) about them in the comments section of this post.

See also: 'On the one hand, I'm glad I finally own a copy of one of Nippon Ichi's first PlayStation games, Cooking Fighter Hao'

Thursday, December 05, 2013

I like pretty much everything about DanganRonpa: Trigger Happy Havoc's first English trailer except for Monokuma's voice

I've been itching to see the North American version of DanganRonpa: Trigger Happy Havoc in action ever since its release was announced a few months ago.

Am I still interested in this suspenseful Vita title, which will hit digital and physical store shelves in this part of the world sometime in February, now that I've gotten my wish (via its first English trailer, below)? Yes, I think you could say that.


In fact, my only qualm with DanganRonpa: Trigger Happy Havoc at this point is that the voice of its antagonist, Monokuma (he's the two-toned bear), doesn't seem quite evil enough to me.

What do all of you think? Are you still curious about this one now that you've seen a bit of it in action?

Thursday, November 14, 2013

I'm *this* close to pre-ordering Danganronpa: Trigger Happy Havoc's limited edition

And, yes, that's despite the fact that I don't yet own a Vita.

What can I say? I'm really interested in this title, whose gameplay is said to be part Ace Attorney and part 999. (Bonus: it sports a really cool art style.)

Making matters worse is that Danganronpa: Trigger Happy Havoc's limited edition is just $10 more than the regular release (which will carry a $40 price tag), even though it includes an appealingly designed collector's box, a soft-cover art book and a jewel-cased soundtrack.


Thankfully, it seems I'll be able to hem and haw about this decision for at least a little while yet, as neither version of Danganronpa: Trigger Happy Havoc will hit the streets until Feb. 11, and at the moment more than 75 percent of the limited edition's stock is still available.

Have any of you already staked a claim to one of these beauties, or are you considering doing so at some future point in time?

Pre-order: Danganronpa: Trigger Happy Havoc limited edition and Danganronpa: Trigger Happy Havoc regular edition

Friday, March 08, 2013

Well, I'll be: yet another PSP game is being prepped for western release

Unlike other coming-soon-to-the-PSN-nearest-you PSP titles like Class of Heroes 2 and Sweet Fuse: At Your Side, though, Black Rock Shooter: The Game western release was announced long ago.

The thing is, so little has been said about this Imageepoch RPG since then that most interested parties concluded it had been canceled.



Well, according to according to blisteredthumbs.net's Taylor H., who interviewed a few NIS America staffers during the company's recent press event, that's far from the case. (NIS America will be publishing the game in Europe and North America.)

In fact, not only is Black Rock Shooter: The Game's localization said to be complete, but apparently it's been done for a while now. Oh, and word is it will hit the North American PlayStation Store--and hopefully the European one, too?--"before E3."

Considering my backlog is bursting at the seams right now, I'm not entirely sure I'll be picking up this title once it finally surfaces.



The main thing giving me pause at the moment: I really like the game's art style. Also, I'm a total sucker for a good portable RPG. Of course, who says this portable RPG is a good one?

Are any of you also hemming and hawing when it comes to the supposedly impending western release of Black Rock Shooter: The Game?

(Via NeoGAF)

Thursday, October 04, 2012

Oh, hey, yet another PS3 game I'd probably buy if I, you know, had a PS3

One thing that I forgot to mention in yesterday's post about the recording of the third episode of The Nichiest Podcast Ever: We also discussed my admittedly surprising lack of a PS3.

Full disclosure: It's always been my intention to own all three of the "current gen" consoles at some point in time. Thanks to my current obsession with the 3DS, and to Nintendo's idiotic decision to region-lock that particular portable, though, I've yet to a PS3 to my collection.



Although I recently commented (in this post) that I was considering forgoing the PS3 and its games altogether, I have a feeling the more likely scenario is that I'll wait until the PS4 (or whatever Sony winds up calling it) is released and then I'll pick up a PS3 "on the cheap," so to speak.

The question is: Which games will I purchase alongside it? A few of the obvious ones I've mentioned here before include Journey, Ni No KuniTokyo Jungle and Valkyria Chronicles. Well, an additional possibility was added to that ever-expanding list yesterday, with that "possibility" being NIS' Kami-sama to Unmei Kakumei Paradox.



All you really need to know about this "spiritual successor to Zettai Hero Project" is that it's being made by the company's Disgaea team. Should you need to know more about it, though, hopefully the following comments, shared by NIS America's Jack Niida during a recent interview with RPGamer, will suffice:

"In this title, a young man wins a department store lottery game, only to discover that what he's won is a divine power to change people's destiny. In order to save people, he has to take on various roles and somehow find a way to change whatever fate may await them.

"The actual gameplay in Kami-Para is the sort of thing that NIS is best known for: Hardcore tactical combat. Any quirks or environmental factors in combat have yet to be revealed."