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

Monday, February 28, 2022

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

Ten years ago--yes, a whole decade ago--I published a post here about five Nintendo DS games you should have played, but probably didn't. That write-up highlighted titles like Daigasso! Band Brothers, Final Fantasy: The 4 Heroes of Light, and Kirby: Canvas Curse.

I stand by those picks today, of course, but I also can't help but feel like they're just the tip of the iceberg as far as overlooked and underappreciated Nintendo DS games are concerned. Hence the creation of the post you're reading now.

A Kappa's Trail

This is a Nintendo DS game--a DSi game, to be exact--but you'll need to buy it via the Nintendo 3DS eShop these days. And even then, you'll need to hurry, what with the eShop closing its virtual doors in March 2023. Why should you bother? Because this Brownie Brown-made title is easily one of the best to ever hit the DSi service. It's an action-puzzle game that has players lead the titular kappa from each lengthy stage's start to its finish using the system's stylus and touch screen. As you can probably imagine, there are countless obstacles along the way--not the least of which is a purple disembodied hand that follows your path and prompts a "game over" if it catches up to you. In short, A Kappa's Trail is unique, tense, fun, and doesn't overstay its welcome.

A Kappa's Trail

Again

You've heard of, if not played, Hotel Dusk and Another Code (Trace Memory in North America), right? Well, Again was developed by the same team that made those well-regarded releases. All three are point-and-click adventure games that task players with solving a mystery. You could think of Again as the ugly duckling of the trio, but don't let that keep you from giving it a try. It lacks a lot of the charm that fills both Hotel Dusk and Another Code, but even so Again features an intriguing whodunit that puts Nintendo's unique hardware to ample use. It even has you hold your DS or 3DS system sideways like it's a book, just like Hotel Dusk and its sequel, Last Window, do.

Alice in Wonderland

If you're looking for a Metroidvania that strays a bit from the norm, track down a copy of Alice in Wonderland. Despite its rather hideous cover art, the game itself, made by a company called Etranges Libellules, is a beaut. Its art style is equal parts The Nightmare Before Christmas and Okamiden. Don't worry, I'm not recommending Alice in Wonderland simply because it looks great. Its gameplay is alluring, too, thanks in large part to the partners who join and assist you in your journey through Wonderland. Alice in Wonderland isn't without fault, I'll readily admit, with the main culprit being the occasional tussles that tend to annoy rather than thrill. The overall experience should prove intriguing enough to make up for it, though, if you're anything like me.

Boxlife

Boxlife

Skip Ltd., otherwise known for blessing the world with Chibi-Robo! and Captain Rainbow, produced a ton of brilliant, bite-sized games for the GameBoy Advance, DS, and Wii back in the day. Boxlife (Hacolife in Japan) is among the cream of the crop, in my humble opinion. It's certainly among the most unique--and not just when compared to Skip's other releases from the era, but also when compared to other puzzle games, period. Of course, what else would you expect from a puzzler that tasks you with cutting pieces of paper and then folding them into boxes? Unfortunately, Boxlife contains just two modes, and both can get pretty tough pretty quickly. If you go into this one thinking of it as a mobile game you'll play for a few minutes here and a few minutes there, rather than something you'll play obsessively for hours on end, though, you'll probably get a lot more enjoyment out of it.

Dragon Quest Heroes: Rocket Slime

For a long time--too long, really--I ignored Rocket Slime because I assumed it was a Zelda ripoff starring everyone's favorite Dragon Quest enemy. Boy, was I wrong. In reality, this game is a tank-battle simulator--albeit a cute tank-battle simulator. During said battles, which occur quite frequently, you race around your fantastical vehicle, pick up ammunition, and toss it into one of a pair of onboard cannons, which then launch the ammo at the opposing tank. This tends to be a frantic affair, but it's nearly always enjoyably frantic, so keep that in mind. Also, the game's tendency toward hyperactivity in this area is balanced by the sense of calm that pervades the sections that sit between the tank-on-tank tussles. Here, you happily hop around a lively overworld and gather materials to use in your next, inevitable skirmish. Combined, these disparate components produce a whole that's far more engaging than they have any right to be.

Ghost Trick

Ghost Trick

This Shu Takumi-directed, Capcom-developed release is one of the most compelling Nintendo DS titles around. Ghost Trick is part adventure game and part puzzler, if you can believe it. And the puzzle sections don't play like Tetris or Puyo Puyo, as you might imagine; instead, they basically involve connecting dots. I know it sounds boring, but believe me when I say it's surprisingly captivating and gels perfectly with Ghost Trick's story. Speaking of which, the game's story is a winner, too. It's centered on a guy--or, rather, a former guy who's now a ghost--named Sissel who can't remember who he was or who killed him. Your job while playing Ghost Trick is to help him solve both mysteries. Doing so is a joy, especially when you factor in the game's gorgeous art and music.

Pictobits

If ever a puzzle game could be called an inverse Tetris, this Skip Ltd.-made offering is it. To be honest, Pictobits' gameplay is a smidgen too chaotic for me, but I still appreciate and recognize that it's an interesting puzzler loads of people are likely to enjoy. This is especially true when you consider its overtly NES-talgic visuals and soundtrack. Something to note here is that Pictobits (Picopict in Japan and Europe, Pitcopict in Australia) is a DSiware title, just like A Kappa's Trail mentioned earlier. So, if you want to buy and play it these days, you have to do so via a 3DS (or a hacked DS, I suppose).

Ripened Tingle's Balloon Trip of Love

Ripened Tingle's Balloon Trip of Love

This Vanpool-developed point-and-clicker may be the most bizarre game Nintendo's ever published. For starters, it stars Tingle, the loveable weirdo from The Legend of Zelda series. That alone is a major eyebrow-raiser. Then there's the fact that its story skewers that of The Wizard of Oz. That Ripened Tingle's Balloon Trip of Love is an old-school adventure game not unlike LucasArts' best efforts from back in the day is just the cherry on top.

The World Ends with You

Much like several other DS games discussed in this post, I dragged my feet on playing The World Ends with You for an embarrassingly long time. Don't be like me. If you haven't played this thoroughly modern RPG and you still own a DS or 3DS, get it now. Controlling two characters at once (one with your system's touch screen and stylus, the other with its directional pad or face buttons), as you do while playing The World Ends with You, can be awkward and confusing at first, but you should eventually come to grips with it enough for it to feel something at least approaching exhilarating. The game's controls aren't the only thing that make it stand out from the JRPG pack, by the way. The same can be said of its visuals, soundtrack, setting, and cast, too.

Time Hollow

Time Hollow

Time Hollow is yet another mystery-centric adventure game for the DS, though this one is a decidedly different beast from the ones mentioned elsewhere in this write-up. A key case in point: Time Hollow allows you time travel (to a limited degree) by drawing circles on the screen that open portals to the past. It's clunkier than it could be, not as thrilling as it sounds, and doesn't prevent the game from being fairly linear, but even so I enjoyed the time I spent with Time Hollow and don't at all regret adding it to my collection.

Honorable mentions: A Witch's Tale, Contact, Final Fantasy Fables: Chocobo Tales, Soul Bubbles, and Super Princess Peach

Thursday, January 28, 2021

11 games I want to play in 2021

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

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

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


Boku no Natsuyasumi Portable (PSP)

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

Final Fantasy XII: Revenant Wings (DS)

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

Hades (Switch)

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


The House in Fata Morgana (Switch or Vita)

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

Labyrinth of Refrain: Coven of Dusk (Switch)

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

Magical Starsign (DS)

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


Poison Control (Switch)

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

PoPoLoCrois (PSP)

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

Project X Zone (3DS)

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


UFO: A Day in the Life (PS1)

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

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

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

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

Friday, January 01, 2021

My favorite games of 2020 that weren't actually released in 2020

Although I recently declared Moon, Paper Mario: The Origami King, and Void Terrarium to be my favorite games of 2020, the truth of the matter is I had an even better time with the trio of pre-2020 titles highlighted here.

Combined, I devoted nearly 170 hours to Raging Loop, SaGa Scarlet Grace: Ambitions, and The World Ends With You. That alone should make it clear just how much I adored them. But why did I adore them? Keep reading to find out.


Raging Loop (PC, PS4, Switch)

Visual novels, VNs to those in the know, can be hard sells for folks who aren't fans of the genre. I know that all too well. It took me a long time to come around to these interactive books myself—and even now my experiences with them tend to be hit or miss.

What made the difference for me and Raging Loop? I'd say its horror-tinged story and rural-Japanese setting played key roles. So did its distinct and well-developed characters. Most important of all, though, was the tension this Kemco-made game introduced at the outset and then steadily built upon over time as its Werewolf-inspired mystery progressed toward its thrilling conclusion.

Will you enjoy Raging Loop if you tend to dislike VNs or scary stuff? I doubt it, to be brutally honest. That said, if it intrigues you at all, I'd highly recommend giving it a try—especially if you come across it during a sale. 


SaGa Scarlet Grace: Ambitions (Mobile, PC, PS4, Switch)

Akitoshi Kawazu's SaGa games are known for taking the RPG genre to all sorts of weird and wonderful places, but Scarlet Grace: Ambitions takes the cake in that regard. For starters, although you and your intrepid party explore a world map just like you would if you were playing a standard RPG, that's all you explore in SaGa Scarlet Grace: Ambitions. There are towns and dungeons here, but you don't enter them; instead, you peruse their "contents" (for lack of a better word) via a menu. In the former, that can mean chatting up a local or checking out a shop's wares, while in the latter, it typically means engaging in one or more battles.

Speaking of battles, they're both the focus and the highlight of SaGa Scarlet Grace: Ambitions. As well they should. They're brilliantly strategic, not to mention addictive. The main hook is that your actions can alter a fight's timeline, and if you manage to defeat a baddie positioned between two (groups of) party members, you're compensated with what can be a tide-turning "United Attack." Your opponents play by the same rules, though, so there's a risk-reward element to this SaGa's turn-based fights that keeps you on your toes.

Beyond these tussles, SaGa Scarlet Grace: Ambitions offers those who tackle it a magnificent OST (composed by Kenji Ito), a multitude of recruitable characters, and the kind of impressively—and sometimes befuddlingly—open-ended adventure that has been this series' calling card since day one.


The World Ends With You (DS)

The World Ends With You is the kind of game that makes you wonder what the Dragon Quest and, especially, Final Fantasy series could become if the suits at Square Enix let loose a bit. Almost everything about this action RPG makes you raise your eyebrows in appreciation: the stylized visuals, the modern setting, and the impressively eclectic soundtrack, especially. 

The frantic, dual-screened battles bedazzle, too—though they just as often bewilder. As exhilarating as controlling and otherwise keeping track of two characters can be, it can be exasperating as well. Still, once the fights in The World Ends With You click with you, they almost feel transcendent. When's the last time you said that about Dragon Quest or Final Fantasy—or any other JRPG, really?

Honorable mentions:
  • Again (DS)
  • Destiny Connect: Tick-Tock Travelers (PS4, Switch)
  • Hey! Pikmin (3DS)
  • Pokemon Shield (Switch)
  • Yomawari: Night Alone (PC, Switch, Vita)

Monday, February 24, 2020

Alice in Wonderland for the Nintendo DS: a hidden gem with a few flaws

People have been telling me for years that Alice in Wonderland for the Nintendo DS was one of the dual-screened system's hidden gems.

So, why did I wait until a couple of weekends ago to find out if I agreed with their assessment? Honestly, I dragged my feet on playing this version of Alice in Wonderland up to now because I found its box art repulsive. That's a terrible excuse, I know, but it's the truth. Plus, all that really matters is I eventually pushed my stupid biases aside and gave the game a chance.

Actually, I gave it more than a chance; I finished it--and in three days, no less. What did I think of the seven-plus hours I spent with Alice in Wonderland? The gist is I adored it. It's not without flaw, though, so keep reading if you want the full story on this portable puzzler-platformer.

Five things I loved about Alice in Wonderland

Its art style is surprisingly astounding--Imagine the gothic cartoonishness of Tim Burton's The Nightmare Before Christmas mixed with the chunky, cel-shaded adorableness of Capcon's Okamiden. That's about what you get, visually speaking, from the DS version of Disney Interactive Studios' Alice in Wonderland. Not exactly what you expected from a throwaway licensed game, right? Me neither. But, boy, did I appreciate the unasked-for effort developer Etranges Libellules put into this 2010 release's aesthetics.

It's no cakewalk--Disney may have published this tie-in to the 2010 film of the same name, which the above-mentioned Burton directed, but it ain't no kiddie game. No sirree. That's not because the few enemies you encounter in Alice in Wonderland are tough to topple, mind you. Rather, it's due to the fact that it's not always easy to figure out where to go or what to do next. On a related note, one of the first things that went through my mind after I started this title was that it would flummox most youngsters. Hell, I think it would flummox most older players, too. I appreciated the challenge myself, but I have a feeling some folks will walk away from it in frustration.

It's the perfect length--One of the main reasons I finally got off my butt and booted up my long-ignored Alice in Wonderland cartridge was howlongtobeat.com suggested it would take me around 10 hours to finish. Anything under 20 hours is especially appealing to me these days, so I was thrilled when I reached this game's credit roll in just over seven hours. If that sounds too short to you, consider this: I'll definitely tackle Alice in Wonderland DS again down the road. Not simply because I enjoyed it the first time around, but because I think I'll enjoy it even more the second time around thanks to everything I learned in my earlier playthrough.

It's more than yet another Metroidvania--At its heart, Alice in Wonderland is a member of the ever-popular Metroidvania genre. But it's a bit more than that, too. For starters, you explore and re-explore the game's multifaceted world map not alone, as you do in most such games, but with a partner (Alice herself) in tow. Also, you don't lead her around as the same character for the whole adventure. At various points, you join forces with three other "guardians" you can switch to whenever you'd like. Even better, each one gives you access to special moves that help you do things like cross gaps, remove obstacles from your path, and see the flipside of a level.

It makes ample use of the DS' touch screen--If you tend to like games that put the DS hardware through its paces, you should love Alice in Wonderland. Pretty much every aspect of this title is controlled via the touch screen. You use it to move the protagonists, fight enemies, interact with the environment, and more. You can even use it to mark interesting locations on the map so you can return to them later. It all works surprisingly well, too--though I'm sure it helps that Alice is a fairly slow-paced game that favors brainpower over reflexes.

Five things I didn't love about Alice in Wonderland

Some might say it uses the touch screen a little too amply--Why? Because you pretty much only use the DS' touch screen while playing Alice in Wonderland. You can't use its directional pad or buttons to control characters or battle baddies even if you want to do so. I can't say that kept me from having a blast with the game, but I also can't say I wouldn't have had an even bigger blast with it if it had allowed me to, say, use my 3DS' circle pad instead of its touch screen to move the white rabbit and his blond, bug-eyed charge left and right.

Fighting enemies isn't much fun--After my first hour or so with Alice in Wonderland, I groaned every single time the background ripped open and baddies poured out of the swirling vortex that tear revealed. The resulting battles never proved to be overly difficult; in fact, I don't remember losing a single one. As a result, I'm not sure why the game includes them--or includes so many of them, at least. In my humble opinion, the overall experience would've been a lot more pleasant if Alice either offered up fewer of such fights or filled them with fewer enemies.

It can be pretty confusing--Alice in Wonderland doesn't always do a great job of explaining how things work. The game's "jigsaw system" is a great example. Early on, I had no idea what I was supposed to do with the puzzle pieces I uncovered during my travels. I eventually figured things out, but I got close to throwing in the towel a couple of times before then. I doubt that was the intention of the title's developers.

I wish the jigsaw system had more depth--This system is seriously cool in theory, if not always in practice. As I just mentioned, you collect puzzle pieces as you traipse across Alice in Wonderland's numerous stages. Whenever you come across a new one, you plop it onto the world map. How you connect it to the existing pieces determines which level, or which part of a level, you can access next. Unfortunately, the aforementioned map is small, so you barely get to explore the potential of this intriguing system before your journey comes to an end.

The soundtrack is a real bummer--Given Alice in Wonderland's visuals (not to mention its Tim Burton connection), I expected its soundtrack to be equal parts ominous and quirky. Instead, it's tepid and orchestral. Don't get me wrong, it's far from terrible, but in my mind it's at odds with the overall vibe of this darkly whimsical adventure.

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

Saturday, January 04, 2020

Who says the Nintendo DS is dead (or, I bought 19 DS games in 2019)

In 2017 and 2018, I played just one Nintendo DS game--and it was "just" a DSiWare title, Boxlife. Last year, I played eight. And not only that, but I finished each one. (Read about them here and here.)

Unfortunately it didn't put as big of a dent in my backlog as I hoped it would. That's because I added 19 DS games to my collection in 2019.

They are, in alphabetical order:
  • Another Code: Two Memories
  • Atelier Annie: Alchemists of Sera Island
  • Disgaea DS
  • Enchanted Folk and the School of Wizardry (the European version of Magician's Quest: Mysterious Times)
  • Final Fantasy Tactics A2
  • Gabu Gabu Planet

  • Gyakuten Saiban: Yomigaeru Gyakuten (the Japanese version of Phoenix Wright: Ace Attorney)
  • Magical Starsign
  • Marl-oukoku no Ningyou-hime (the Japanese version of Rhapsody: A Musical Adventure)
  • Mawashite Koron
  • Princess Debut
  • Puzzle Series Vol. 5: Slitherlink
  • Rhapsody: A Musical Adventure

  • Touch Detective 2 1/2
  • Trace Memory
  • Unou no Tatsujin: Soukai! Machigai Museum
  • Unou no Tatsujin: Soukai! Machigai Museum 2
  • Witch Tale: Minarai Majo to 7-Jin no Princess (the Japanese version of A Witch's Tale)
  • The Wizard of Oz: Beyond the Yellow Brick Road
Have you played any of these DS games? If so, share your thoughts on them in the comments section of this post.

Thursday, December 12, 2019

Six reasons I'm thrilled I finally got off my butt and played Last Window: The Secret of Cape West

I've had a copy of Last Window for ages. I honestly can't remember when I bought it, but this old post says I picked it up shortly after its European release in 2010, so I guess it's been about nine years?

Why did it take me so long to play it? For starters, it took me a long time to play its predecessor, Hotel Dusk: Room 215, too. That Nintendo DS game came out in early 2007, yet I didn't start my way through it until the summer of 2015. (Check out my thoughts on Hotel Dusk.)

That playthrough took me just over 17 hours, by the way. My recent-ish Last Window playthrough took just under 15 hours.

On a related note, I loved nearly every minute of the 15 or so hours I spent with now-defunct developer CiNG's Hotel Dusk sequel. Here are the main reasons why:

Kyle's not the only one with a pissy attitude

Kyle's pissy attitude--If Last Window's protagonist, former detective Kyle Hyde, were an actual person, I probably wouldn't like him very much. He grouchily reacts to almost every situation with suspicion, annoyance, and alarm. That wouldn't sit well with me in real life. Within the context of this game, though, it's not such a big deal. Actually, I found it eye-rollingly and even endearingly humorous whenever I encountered it here.

The hilariously dramatic "Game Over" scenes--Few events in the world of video games tickle me as much as botching a puzzle or interaction in Last Window (or Hotel Dusk) and then seeing Kyle's head drop, the screen darken, and the words "Game Over" burn into the screen. Why is this funny, you ask? Because these "Game Over" scenes usually pop up after you've done something that barely qualifies as dramatic, like putting your foot in your mouth during a conversation. Kyle's over-the-top reactions seem ridiculously silly in such cases.

Kyle and his daily cup of joe

The in-game cafe's coffee obsession--My second-favorite component of Last Window, after its predictably sublime soundtrack (see below for more on that), is its head-scratch-worthy obsession with coffee. Kyle regularly visits Lucky’s Cafe, which is conveniently situated on the ground floor of the Cape West apartment complex he calls home. On several occasions, he actually parks his butt in a booth and orders something to eat and drink from proprietor Sidney or his daughter, Claire. This is when you're hit with a charmingly fetishistic description of how the cup of coffee that eventually comes out of the kitchen was sourced, prepared, and savored. It's weird, not to mention a bit unrealistic (Lucky's is an aw-shucks diner set in 1980), but it's also pretty cute.

The lounge-y, jazzy soundtrack--Just like its predecessor, Last Window is crammed full of laid-back tunes that set the perfect mood for a week, or at least a few hours, of sleuthing. It also serves as a fitting accompaniment to the game's chill aesthetic, setting, and overall vibe. Actually, the same qualities that make the Last Window OST a joy to listen to while playing the game make it a joy to listen to when you're done with the game, too. In fact, I often put it on while I'm working, reading, or simply looking to relax and wind down for the day.

No, this is not supposed to be an example of Last Window's Christmas setting

The Christmas setting--Yep, Last Window takes place around Christmas. It begins right before that holiday and ends just after it. The game hardly shoves that fact down your throat, but there's enough evidence to it lying around to make it obvious. As a total sucker for (almost) all things Christmas, I appreciated the subtle shout-outs while working my way through this point-and-click adventure.

The intriguing mystery--Oh, right! The story. How could I forget about that? Well, although I wouldn't say Last Window's story is as captivating as the one that drives its predecessor, I would say it more than does the trick. And I'd make a similar statement about this sequel's cast of characters. They're not as colorful, interesting, or mysterious as their Hotel Dusk counterparts, in my humble opinion, but they're also not complete duds. My favorite of the bunch: the stuffy stick-in-the-mud landlady named Mags.

Do I consider any aspect of Last Window to be a dud? Not really, though I did encounter the occasional puzzle I couldn't solve without assistance. That's par for the course with me and this kind of game, though, so I won't hold it against this one.

See also: a somewhat gay review of Chase: Cold Case Investigations ~Distant Memories~ (3DS)

Sunday, December 08, 2019

10 Nintendo DS games I want to play in 2020

I don't know what got into me this year, but whatever it was pushed me to play more Nintendo DS games than I've played since the dual-screened system's heyday.

I'll chat about those DS titles in an upcoming post. What I want to discuss today are the DS titles I'm hoping to buy and play in 2020.

Again--I've heard this CiNG-developed game pales in comparison to the rest of the company's DS releases, like Trace Memory and Hotel Dusk, but I want to play it anyway. I've loved every other title it put out before filing for bankruptcy in 2010, including the aforementioned ones, so I think it would be only fitting for me to try Again, too--even if it proves to be a disappointment in the end.

The Dark Spire--Those of you who still follow the DS probably know why I've yet to play, or even buy, this Success-made dungeon-crawler. For the rest of you, the reason is complete copies of The Dark Spire go for a pretty penny these days. Still, it's intrigued me for so long that I'm planning to bite the bullet on it sometime in the coming year--bank account be damned.

Japanese cover art for The Dark Spire

Final Fantasy XII: Revenant Wings--For reasons I can't remember, I avoided nearly all of the Final Fantasy and Mana games Square Enix brought to the DS. (The sole exceptions: Final Fantasy III and Final Fantasy: The 4 Heroes of Light.) I guess the word of mouth on them must've been bad? Regardless, I've long thought they looked brilliant. Revenant Wings, especially. I have little idea as to how it plays, but that's rarely stopped me before.

Flower, Sun, and Rain--I bought this DS port of Grasshopper Manufacture's second-ever game (originally released in Japan for the PS2) shortly after it was discussed while recording an episode of The Nichiest Podcast Ever. In other words, it's been sitting on a shelf, sadly unplayed, for quite some time. Here's hoping I can make it the second Grasshopper-made game I've ever played--after another of its DS titles, Contact--as soon as possible next year.

Infinite Space--I've got to be honest here: I don't actually know much about this one. I know it was made (in part) by PlatinumGames. I know it was published by Sega. And that's basically it. OK, so I know it's set in space, too--hence the second part of its title. Whatever. I've heard and read such good things about Infinite Space that I couldn't help but buy it when it was reprinted a couple of years back. The current idea is to get off my butt and finally play it within the next 12 months. Fingers crossed.

North American cover art for Knights in the Nightmare

Knights in the Nightmare--Is it strange that I want to play this 2009 release even though I've never played any of Sting Entertainment's other "Dept. Heaven" titles? I suppose so. The thing is, I'm not the biggest GameBoy Advance fan in the world. (Gulp!) And though I love the PSP, I rarely pull mine out these days. In other words, it's unlikely I'm going to play the series' first two entries--Riviera: The Promised Land and Yggdra Union--anytime soon. So why not skip right to the more-accessible-for-me third (or fourth, according to the people who call the shots) entry?

Magical Starsign--Here's a game I bought after asking folks on Twitter to name some underappreciated DS titles. I'd always liked how it looked, but I'd also heard rumblings that it was boring. When a few of the aforementioned social-media acquaintances suggested otherwise, though, my wariness toward this Brownie Brown-developed role-player dissolved like a Kool-Aid packet into water. Helping matters: even new copies of Magical Starsign are fairly cheap at the moment.

Magician's Quest: Mysterious Times--You might think that, given my love of the Animal Crossing series, I'd have played this Konami-published knockoff by now. Well, I haven't. That's mostly because I've never liked its aesthetic, if I'm to be honest. Still, I'm in such a DS mood these days that I'm seriously considering games that previously failed to attract my interest. Magician's Quest may have to wait until late in the year to be played, however, as Animal Crossing: New Horizons is sure to take up all of my life-sim bandwidth from spring to autumn.

North American cover art for Mystery Dungeon

Mystery Dungeon: Shiren the Wanderer--Full disclosure: the only reason I don't already own this iteration of the vaunted Shiren the Wanderer series is its hideous North American box art (see above). Also, this isn't the kind of game someone like me is even going to attempt to play through in Japanese. (That region's cover illustration is leagues better than ours, naturally.) I'm going to push my prejudices aside, though, and nab a copy soon so I can see how it stacks up against the other Mystery Dungeon games I've enjoyed to date.

Nostalgia--This is another game I've waffled on buying for ages. Still, I'm thinking of flopping over to the "buy" side of things in 2020 for two reasons. One is that Red Entertainment, of Tengai Makyou fame, had a hand in making it. Another is that the similarly talented Matrix Software helped with its development, too. I have a feeling Notalgia won't live up to the pedigrees of either company, but I'm willing to take a chance on it anyway.

See also: '15 Nintendo DS games you should think about starting in honor of the system's 15th anniversary'

Thursday, November 21, 2019

15 Nintendo DS games you should think about starting in honor of the system's 15th anniversary

It's hard to believe the Nintendo DS came out 15 years ago today.

Some of you may be surprised to hear I haven't been playing this dual-screened, touch-enabled system since that date.

The truth is, I waited a couple of years before jumping into the fray. In fact, I waited until I was about to head out on a business trip and worried I'd be bored during my down time, so I bought a white DS Lite and a copy of Animal Crossing: Wild World to keep lethargy at bay.

It didn't do the trick. Nor did it transform me into a Nintendo DS fan. What did? I honestly can't remember. All I know is I turned a corner at some later point and never looked back.

I've bought and played and loved a ton of DS games in the ensuing years. The ones named and discussed below are among my favorites.

If you're looking to celebrate the 15th anniversary of the Nintendo DS' release, I'd highly recommend starting one--or more--of them as soon as you can.


A Witch's Tale--Although the word of mouth on this game is pretty poor, I had an absolute blast with it last month. It's a role-playing game with turn- and touch-based battles plus a few other interesting twists. It's also fairly short, especially as far as RPGs are concerned. The cherry on top of this pixel-filled confection: the protagonist is a girl. A bratty girl at the beginning, to be sure, but her attitude improves by leaps and bounds as A Witch's Tale progresses.

Contact--I finally played this Grasshopper Manufacture-made game (after keeping it at arm's length for ages) because I liked its EarthBound-esque aesthetic and its European cover art. I quickly discovered that it plays nothing like Shigesato Itoi's classic. This ARPG manages to hold its own anyway, though, thanks in large part to its intriguing, fourth-wall-breaking story and unique costume system.

Dragon Quest Heroes: Rocket Slime--This is another of those games that I long ignored simply because it annoyed me that everyone and their mother seemed to adore it. I got over myself eventually. I'm glad I did, too, as I now consider Rocket Slime to be an all-time fave. Why? You play as one of the Dragon Quest series' iconic slimes, for starters. Plus, the writing is silly and the tank battles that end each stage are scintillating.


Final Fantasy: The 4 Heroes of Light--This Matrix Software-developed game has its detractors, but it's my favorite DS RPG. Yes, it's got a few issues, which I briefly touched on in this old post, but it makes up for them with its overall appearance, its creative job system, and its ear-pleasing soundtrack. If you're looking for a role-playing game that harkens back to the glory days of Final Fantasy IV or V, pick up a copy ASAP.

Ghost Trick: Phantom Detective--Most folks call this Shu Takumi creation a visual novel, and while they're not wrong, I do think they're selling it a bit short with that description. Ghost Trick is more of a puzzler than an adventure game, if you ask me. After all, your main task while playing it is to, in the simplest terms possible, quickly connect dots while time clicks away. Don't worry, it's a lot more interesting and engaging--and difficult--than my pithy description here makes it sound.

Hotel Dusk--This CiNG-developed point-and-click game should've become a break-out hit like chart-toppers Animal Crossing: Wild World and Brain Age. I guess the masses just weren't interested in solving novel-worthy mysteries after they were done running errands for furry villagers and training their gray matter. That's too bad, as Hotel Dusk offers players a lot more than an enjoyable whodunit. It also offers them a fascinating cast of characters and some killer tunes.


My World, My Way--You might think of this DS title as being similar to both A Witch's Tale, mentioned earlier, and the much-maligned Super Princess Peach. It's like the latter in that both games' protagonists use their emotions to battle and even interact with enemies as well as alter their surroundings. And it's like the former in that it's a decidedly unconventional RPG. There's no real overworld to traverse in My World, My Way, for example--just small areas that open up as you complete various tasks and actions. Admittedly, this part of the game can be tedious, but you shouldn't find it so tedious it ruins the rest of the adventure.

Okamiden--Capcom may not consider this title to be an actual sequel to its highly revered, but lowly selling, Okami, but don't let the lack of a "2" at the end of its name fool you. Okamiden is a worthy follow-up to the company's original Zelda clone. There are a few elements here that are sure to give some hardcore Okami fans pause--the chibi-fied visuals, in particular. Still, the DS' touch screen is the perfect canvas for the series' "Celestial Brush," and that alone should sway most skeptics.

Phoenix Wright: Ace Attorney--I'm sure some of you will have a hard time swallowing this one. After all, the very same game can be played on far more modern and accessible devices and systems than the DS. This is the last release of the original Ace Attorney that features pixel-based graphics, though, and that alone makes it the go-to option for folks who still have a dual-screened, Nintendo-branded handheld.


QuickSpot--A few months ago, I asked folks on Twitter to recommend some fun, under-the-radar DS titles. Two people I both like and respect suggested I try this one. And do I did, though I was hesitant at first. QuickSpot--Unou no Tatsujin: Soukai! Machigai Museum in Japan--is one of those spot-the-difference or photo-hunt games. Not exactly my cup of tea. What separates this one from the ho-hum pack is that it features a plethora of beautiful illustrations produced by the wizards at Namco. There's not much more to it than that, to be honest, but that was enough for me to spend a full five hours finishing its 100-plus stages (images?) a few months back.

Rhythm Heaven--Rhythm Tengoku diehards aren't aways kind to the series' first sequel. Me, I adore it. Sure, it's not the definition of perfection like its GameBoy Advance predecessor, but it's pretty wonderful all the same. That's especially true of this game's aesthetic, which matches and maybe even exceeds that of the original. I personally think the vast majority of Rhythm Heaven's new tap- and flick-based mini-games are stellar, too.

Style Savvy--I'm fully aware that most, if not all, of this game's sequels have surpassed it in terms of both graphics and content. Still, I think the 2009 original is worth checking out for one simple reason: you play it with your system held sideways. So, if you're like me and you're a sucker for book-style DS titles, give it a try. An added bonus: used copies are dirt cheap these days.


Tetris DS--Some will tell you the GameBoy version of Tetris has yet to be topped. Am I a member of that group? I'm not sure, to be honest. Regardless, I think the argument could be made that this DS iteration deserves the title of "best Tetris game ever," too, thanks to its Nintendo cameos, underrated soundtrack, and bevy of inventive modes.

The World Ends With You--There are all kinds of reasons you should play The World Ends With You if you haven't already. One is that it's a Square Enix title but isn't called Dragon Quest, Final Fantasy, or Kingdom Hearts. Another is that it oozes style. And then there are the unique setting, the eclectic soundtrack, and the frenetic dual-screened battles. The mobile and Switch versions of The World Ends With You also feature those first two components, of course, but you'll only find the last one on this DS cart.

Touch Detective--Like a lot of people, I was first attracted to this point-and-clicker's Beetlejuice-esque art style. OK, so I also liked its anthropomorphic mushroom character, Nameko (Funghi outside of Japan), quite a bit. On a less positive note, the cases you're tasked with solving in this BeeWorks-made game can be a touch confusing. Everything else about it is so silly and charming and bizarre that I think it's worth a go anyway if you have even the slightest interest.

Are there any DS games you'd recommend that I failed to point out in this post? If so, let me know about them in the comments section below.

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.

Monday, January 01, 2018

What a fabulous way to kick off 2018: the Ripened Tingle's Balloon Trip of Love English translation patch has been released

Eight months ago, I published a post that declared an English (fan) translation of Ripened Tingle's Balloon Trip of Love for the Nintendo DS was nearing completion.

Well, a patch containing that translation was released last night, just in time to close out 2017 with a wonderfully fabulous bang. (Download it now at tingletranslation.blogspot.com.)


I plan to start through it this coming week, and I'll do my best to share at least a few thoughts on the experience here by the end of the month.

In the meantime, those of you who are curious to learn more about the Ripened Tingle's Balloon Trip of Love fan translation should check out my interview with the guy chiefly responsible for getting the project off the ground.

Monday, September 21, 2015

Now that I've finished 999, someone's going to have to explain its 'true ending' to me

Yes, it's true; I've finished Chunsoft's horror-tinged visual novel, 999 (aka 9 Hours, 9 Persons, 9 Doors).

And when I say I've finished it, I mean all of it. I experienced every single ending it has to offer, including the hours-long "true ending."

Don't believe me? Here's a bit of photographic proof:



For those of you who've yet to play 999, an icon is added to the game's opening screen whenever you wrap up one of its six endings.

Even with 999's fast-forward function--which lets you race through text you've already encountered--finishing the game six (or, in my case, five) times can take a long time.

How long? Check out the next photo, which shows off how many hours I spent with 999 in the last few weeks:



Have any of you also played--and fully finished--999? If so, can you shed any light on its true ending? Some of it seemed to make sense, but the rest of it was brain-meltingly confusing.

One last comment-slash-question before I hit "publish": that last interactive section of the true ending is shockingly beautiful, don't you think?

See also: #ADecadeofDS (9 Hours, 9 Persons, 9 Doors) and Nice Package! (9 Hours, 9 Persons, 9 Doors, DS)