Showing posts with label Nippon Ichi Software. Show all posts
Showing posts with label Nippon Ichi Software. Show all posts

Tuesday, March 29, 2022

On why The Cruel King and the Great Hero is a better bedtime story than it is a satisfying JRPG

When the folks at Nippon Ichi Software revealed The Cruel King and the Great King in early 2021, I was ecstatic. I adored The Liar Princess and the Blind Prince, a puzzler-platformer with a similar aesthetic and vibe--so much so I declared it one of my favorite games of 2019--and thus expected the world from this follow-up.

With The Cruel King and the Great King being a JRPG rather than a side-scroller, though, I couldn't help but wonder how artist and writer Sayaka Oda and her talented team at NIS would handle the genre switch.

I say this because The Liar Princess and the Blind Prince is a wonderfully accessible, streamlined, and unique take on the puzzler-platformer genre. Before I played it, it was hard to imagine how The Cruel King and the Great King would check those same boxes.


After finishing The Cruel King and the Great King, the difficulty makes perfect sense. Although the game is plenty accessible, and some may argue it's streamlined and unique, too, it's not streamlined or unique in the ways I hoped or expected it would be in the wake of The Liar Princess and the Blind Prince.

One noteworthy case in point: there's no traditional overworld map, dotted with towns and dungeons, to explore in The Cruel King and the Great King. Instead, the game presents players with a minimalistic map that's vaguely Metroidvania-esque. Rather than traverse it by jumping from platform to platform, though, you move from point to point by ambling left and right down tight and barren (but beautiful!) hallways.

This is a lot less taxing than scouring a vast overworld or stumbling through a maze-like dungeon, of course, but I personally never found it to be an enjoyable or satisfying alternative to the status quo, and I'm pretty sure most others would feel similarly about this odd design decision. (For the curious, Nintendo's Miitopia does a much better job of tweaking this staple RPG component.)


Another example of how The Cruel King and the Great King tweaks the RPG formula but ultimately fails to produce something gratifying: party members occasionally learn new battle skills, and some of them allow you to target groups of enemies that are lined up vertically, horizontally, or diagonally. Depending on the makeup of your party (and the alignment of your enemies), you can combine these skills to overwhelm the opposition.

Unfortunately, the game conspires in several ways to keep this from happening as often as it could or should. For starters, each character learns just one or two of these skills during an average playthrough. And not only that, but it can take a long time to learn them. Also, enemies typically are grouped in ways that make it possible to defeat some, but not all, using such combos.

Although that's hardly the worst thing in the world, I think The Cruel King and the Great King would have been a lot breezier and a lot more fun if it set things up to make these happen as often as possible. Especially since the game's tussles are fairly ho-hum otherwise.


The Cruel King and the Great King's battles disappoint--though underwhelm may be a better word here--in another important way, too. Early on, the game tells you that you can spare enemies in certain situations. To be honest, that notification basically went in one ear and out the other for me, or whatever the equivalent is for your eyes while reading. Later, I remembered it and looked it up online, worried I might be missing something vital or even playing the game "wrong."

I was missing something, it turns out, but not anything important--as far as I'm aware. If you manage to expose an enemy's weakness and make it sweat, you can let it escape. The thing is, exposing an enemy's weakness is easier said than done, especially early in the game, and even then, there's no guarantee the enemy will agree to flee.

As such, playing The Cruel King and the Great King like it's an Undertale knockoff isn't really possible. Which is just as well, as the game currently doesn't give you any reason to do so. Sparing an enemy doesn't benefit you in any way, or at least it didn't seem to during my playthrough. It was noted in my "monsterdex," but that's it.


It's too bad The Cruel King and the Great King's designers and developers decided to incorporate this element into the experience and then do so little with it. Especially since the story, which follows an orphaned girl who is raised by a dragon and helps local monster-folk while training to become a "hero," is a perfect fit for such anti-RPG gameplay.

Based on what I've said so far, you're probably thinking I wish I'd never wasted my time and money on The Cruel King and the Great King. I don't--and keep in mind this is coming from someone who dropped big bucks on the game's pricey "Treasure Trove" bundle. Oh, sure, the protagonist's slower-than-molasses walking speed occasionally (OK, regularly) got on my nerves. And there were times when the frequency of the battles bugged me, too.

Still, I enjoyed it overall. Its story is the definition of heartwarming and is, without a doubt, the highlight of The Cruel King and the Great King. Its soundtrack is top of the line, too. Even after hearing its main battle theme 100 times, you won't tire of it--or at least I never did. And of course it's filled with gorgeous, hard-drawn art, like most Nippon Ichi games are these days. (See Yomawari, Mad Rat Dead, and Labyrinth of Refrain for evidence.)


There's no denying I expected more of it, though. I consider The Liar Princess and the Blind Prince to be one of the best games Nippon Ichi's ever made. I've played through it four times and would struggle to find fault with it if pressed on the issue.

Because of that, I had high hopes The Cruel King and the Great King would follow in that game's footsteps a bit more than it did. Oh, well, at least it came through with a killer bedtime story.

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

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)

Sunday, December 29, 2019

My biggest gaming disappointments of 2019

This may be the first time I've published a post about my most disappointing games of a particular year.

I guess that's because the games I purchase and play rarely disappoint me. Or at least they rarely irk me so much I'd then describe them as disappointing.

What changed in 2019? I stumbled upon a couple of games that actually disappointed me.

While I bought these games expecting to adore them, I walked away from both after a handful of hours because they weren't doing it for me in ways I'll hopefully make clear in the paragraphs that follow.


Penny-Punching Princess

I don't know if I've said these exact words here or anywhere else before, but I'm a pretty big fan of Nippon Ichi Software (or NIS). Yes, this little company that could has released some duds, but it's also put out some real gems--like my favorite games of the year, Lapis x Labyrinth and The Liar Princess and the Blind Prince.

I first booted up NIS' Penny-Punching Princess shortly after I finished the former, in fact. Though I loved the look of it, and found its localization surprisingly funny, its gameplay left me cold.

There just wasn't enough depth to Penny-Punching Princess' button-mashing battles to keep me playing. Yes, its bribe mechanic, which employs an on-screen calculator and allows you to use the money you've collected to slip past enemies and traps, is brilliant, but even it couldn't maintain my interest in the entire package.

Will I ever return to my copy of Penny-Punching Princess? I doubt it. At the moment, I can't imagine what would cause me to change my opinion of it.

You never know, though. With a little distance, I might look upon the game with more favorable eyes. I'm not going to bet on that happening, but I'm also not going to assume it's an impossibility.


Umihara Kawase Fresh!

I've long loved the first two Umihara Kawase games--made for the Super Famicom and original PlayStation, respectively. Sadly, I can't say the same about the third, Sayonara Umihara Kawase. Although I own a pair of copies of the 3DS version, both sorely disappointed me.

I had higher hopes for Umihara Kawase Fresh! in the lead-up to its release early this year, but it fared no better with me in the end. I actually quite liked its syrupy sweet art style, but found the quest-focused gameplay far less appealing.

In particular, I disliked that many of the quests I encountered while playing Umihara Kawase Fresh! were annoyingly similar, or took me through territory I'd already visited numerous times.

Also, before I started through this game, I thought I'd dig its new ingredient-gathering and cooking component. I didn't. It's not terrible, mind you, but I also don't think it adds much to the overall experience.

Personally, I'd rather worry about one-shot deaths, as you do in every other Umihara Kawase title, than the constantly draining health bar that needs to be refilled (by scarfing down the grub you make with the aforementioned ingredients) in Fresh!



Is it really possible Penny-Punching Princess and Umihara Kawase Fresh! are the only games that disappointed me in 2019?

If pressed, I might add The Legend of Zelda: Link's Awakening (above) and Yo-Kai Watch 3 to the pile. And maybe even Luigi's Mansion 3.

I finished two of these titles, though, and put nearly eight hours into the third, so I'm not entirely comfortable putting them on the same level as the Switch carts that serve as the focus of this post.

Anyway, now that I've had my say on the matter, I'd like to know: what are your most disappointing games of 2019?

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.

Sunday, October 22, 2017

A few (more) thoughts on Yomawari: Night Alone in honor of #HorrorGameOct

Nippon Ichi's Yomawari: Night Alone and I have a complicated--and convoluted--history.

First, I bought a boxed copy of this Vita game's Japanese release. (See some photos of its case, cartridge, and instruction pamphlet here.) Although I'd been keenly interested in it since it was announced, it took me a good number of months to even put the Yomawari cartridge into my Vita. And after all that, I only played it for a short while before walking away because I just wasn't in the mood for a scary game at the time.

Then, earlier this year, I felt like giving it another try. Rather than boot up my Japanese cart, though, I purchased the North American version from the PlayStation Store. I actually put about two hours into Night Alone that time around, but this playthrough--which I discussed in this post from mid-March--was cut short, too, thanks to a little game called Dragon Quest Builders.

And why didn't I return to Yomawari after Dragon Quest Builders lost its hold on me? I'm not sure, to tell you the truth. I guess I turned my attention to something else--perhaps a 3DS title (or two)?

Regardless, between then and now, I've completely ignored Night Alone. I picked it up for a third time a couple of weeks ago, though, because my friend Anne kicked off a horror-focused community game-along--called #HorrorGameOct--that got me thinking about it again.

So, here we are. Attempt number three. The first thing you need to know about my latest Yomawari: Night Alone playthrough is I once again started from scratch. It's been so long since I last tackled the game that I thought returning to my old save file would be a mistake, so I erased it and threw myself into a new one.

Something else you need to know: I'm referring to a walkthrough this time around in the hopes it'll help me finish the game. As much as I hate to admit it, I find it easy to get lost while playing Night Alone thanks to its confusing map (or maybe it would be more accurate to blame its distressingly similar-looking alleyways and streets) and dimly lit locales.



Actually, due in large part to the above-mentioned niggles, I can honestly say I'd probably rather experience Yomawari: Night Alone on a TV than on a Vita. Which is saying a lot, as I almost always prefer playing games on a handheld device to playing them on a traditional console.

Another thing I hate to admit about my current Yomawari playthrough: I'm pretty sure its hiding mechanism failed to ping my radar during previous attempts. Now that I'm aware of and making use of it, though, I'm slapping myself. For starters, it makes it a lot easier to avoid the game's ghoulish baddies. Plus, it's fun to duck behind a sign or jump into some bushes and then "watch" as a nightmarish creature or two passes by via the protagonist's heartbeat and what I can only describe as a sort of heat map. (Less fun: leaving your hiding spot and immediately being killed. Oh, well, you have to get used to dying if you're going to play this title.)

Other than all that, I don't have much new to say about this Vita game. I'm still a fan of its looks, which are one part cute and one part horrific. (You'll know what I mean regarding the latter the second you lay your eyes on one of Night Alone's more hideous enemies.) I can't say the same about its soundtrack, but that's only because the bulk of Yomawari is experienced in near-silence. That's fine by me, though, as it enhances the atmosphere and tension.

As for the gameplay, it impresses, too. I guess some might disagree, as Night Alone's basically a visual novel that allows you to run around a small town and avoid monsters--rather than stare at static screens--while progressing its story, but I'm enjoying it overall despite its issues.

I've heard the game can be finished in just a handful of hours, so I doubt it'll be long before I encounter its end credits--assuming I continue to plug away at it (and keep my eye on the aforementioned walkthrough) this coming week. That's the current plan, so look for me to write and publish a Yomawari: Night Alone review soon.

In the meantime, have any of you played this Vita thriller? If so, please share your impressions of it in the comments section of this post.

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?

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)

Sunday, August 21, 2016

CIB Sunday: World’s Longest 5 Minutes Limited Edition (Vita)

When the recently released Nippon Ichi-made Vita game World’s Longest 5 Minutes--aka Sekaiichi Nagai 5 Funkan or 世界一長い5分間--was first announced, I planned on buying it via my favorite import shop, AmiAmi.

The game's art style and mishmash of genres--it's part old-school RPG and part visual novel--really appealed to me. Plus, I was pretty sure copies would be cheap, much like Ikenie to Yuki no Setsuna and Roze to Tasogare no Kojou.

Actually, they were--and are. Or at least that's true of the vanilla version of World’s Longest 5 Minutes. Once I became aware of the game's limited edition, though, I quickly switched gears and set my sights on that release.


Fast forward a few months and I'm absolutely thrilled I changed my mind and spent a tad more money on the Sekaiichi Nagai 5 Funkan LE.

If you're wondering why that is, well, keep scrolling through this post. It shouldn't take you long to realize why I'm so stoked about owning it.



Before we get too far, I should let you know what's included in this particular LE package. Snuggled within the lovely outer box showcased in the snapshots above and below are: a copy of World’s Longest 5 Minutes, a soft-cover book of some sort, a two-CD soundtrack and a small, tri-fold desk calendar.



All of this limited edition's "innards" are well worth slobbering over, of course, but let's first spend a couple of seconds ogling that outer box I mentioned in the last sentence. 

Each side edge features pixel-art depictions of what I assume are this Vita title's main characters. Oh, and when you open the box, you reveal the slightly more detailed representations seen below. 



The fun continues inside the World’s Longest 5 Minutes box. Nestled within one of the cutest retro-RPG cityscapes I've seen in a while is a copy of the game.


Here's another look at the aforementioned cityscape, in case any of you are curious:


And here's a look at the back of the World’s Longest 5 Minutes game case:


As for the rest of what's packed inside this limited edition, here's the "soft-cover book of some sort" I eluded to early on in this post:



I say it's a "book of some sort," by the way, because I'm honestly not sure what it is or what it's supposed to be. Before I opened it, I assumed it was an art book, but the first half of it is mostly text. That text doesn't appear to provide tips or tricks or hints to would-be players, though, so maybe it talks about the game's development or something like that?



Regardless, the last few pages of this Sekaiichi Nagai 5 Funkan booklet offer up some nice illustrations and pixel art that make the whole thing worthwhile.



Finally, hidden beneath the game case, the soft-cover book and the two-CD soundtrack (sorry, I didn't like the snapshot I took of it so I'm leaving it out; I'll take another soon and toss it onto my Flickr photostream) is a lovely little tri-fold desk calendar.



I've yet to set up this calendar, or even take a peek at its pages, but I can assure you I'll rectify that shortly--and when I do, I'll take a photo of it and either share it via Flickr or Instagram.


That's basically it--unless you're dying to see the back of this Vita LE's outer box. If you are, take a gander at the photo above.

Much like the rear of the World’s Longest 5 Minutes game case, the reverse side of its outer box isn't anything to shout about, but every other aspect of this limited edition is so grand that I'm not going to complain.

See also: previous posts about World’s Longest 5 Minutes plus previous 'CIB Sunday' posts

Thursday, August 11, 2016

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

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

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

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

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

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

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

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

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

Wednesday, 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, May 05, 2016

As much as I love this new World's Longest 5 Minutes (Vita) trailer, I love the contents of the game's limited edition even more

Full disclosure: I've already pre-ordered a copy of this Japanese Vita game via the usual source.

The problem is, the version I pre-ordered a few weeks back was the regular edition. Here's hoping the folks at amiami allow me to switch it to the stunning limited edition.

Why? For a few extra bucks, it tosses in a two-disc soundtrack, a "daily flip tabletop calendar" and what I believe is some sort of art or guide book. (Please correct me if I'm wrong about that last item.)



Are you a World's Longest 5 Minutes virgin? No worries. It's an adventure game (aka a "visual novel") set within the confines of a pixel-filled, retro-tinged RPG. Or at least that's what I think it is based on all I've seen of and read about it so far.

Thankfully, this just-released trailer suggests my assumption's pretty spot-on. (I kind of wish that weren't the case, by the way, as I'd much prefer World's Longest 5 Minutes to be a straight-up, old-school RPG.)

Regardless, this Vita title is being made by smartphone app developer Syupro-DX, while Nippon Ichi Software is publishing it. Its street date is July 28, and the price tag of the regular edition is 3,980 yen. (I'm not sure what the limited edition will cost at retail, but amiami's selling it for 5,280 yen--or about $50.)

(Via gematsu.com)

Tuesday, March 29, 2016

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

After all, it's not like Marvelous, the maker of the Half-Minute Hero games, seems all that interested in continuing the series. So why not let the folks at Nippon Ichi Software, who have shown a similarly deft touch when dealing with quirky, sprite-centric titles, have a go at it?

This is assuming the just-announced Vita game, whose title apparently translates to something like World’s Longest 5 Minutes, actually is some sort of Half-Minute Hero rip-off or clone. At the moment, all we have to go by is its name and the image of what appears to be its pixelated protagonist that's placed front and center on its teaser site.



It's quite possible, of course, that the final product won't be a clone of the series that's called Yūsha Sanjū in Japan. Even if that's the case, though, I have a feeling I'll be interested enough in World’s Longest 5 Minutes to want to pick up a copy of it at some point down the line.

Actually, I might want to pick up a copy of it at launch. I'll probably hold off on that a bit, though, as you never know--some brave company may decide to bring it to North America. All bets are off in that regard, though, if World’s Longest 5 Minutes winds up with great cover art.

How about all of you? Are any of you intrigued by this game, which will be released in Japan on July 28, despite the fact that you don't know a whole lot about it? Or do you need to see it in action--or at least see a screenshot or two--before you can make that kind of decision? Share your thoughts one way or another in the comments section below.

Tuesday, February 23, 2016

Who else is thrilled that Nippon Ichi's Yomawari will be released in North America later this year?

What timing, eh?

I'm talking about the timing of the post I published yesterday, of course. The one about Yomawari's lovely case, cartridge and instruction sheet.

If you're wondering why I'm so pleased with the timing of that write-up, that would be because last night NIS America announced it'll release the previously Japan-only Vita game named above in my neck of the woods (North America) late this year.

That's some pretty thrilling news, if you ask me. After all, this spooky title features some absolutely stunning environments--not to mention some beyond-creepy enemies.

Both of those aspects are on full display in the game's first trailer, below:



As awesome as Yomawari: Night Alone (that's the full North American title) looks, I'm not sure I'll buy it once it's finally available here. That's only because I already own a copy of the Japanese version, though. What would push me toward buying it? A cheap price tag probably would be enough to do the trick. Should it be sold for more than $30 or even $40, I'll likely pass.

In the meantime, I'm going to make it a priority to spend at least a couple of hours with my Japanese cartridge in the next week or two. Assuming that actually happens, I'll whip up post about it so those of you who are on the fence regarding Night Alone can turn to my impressions when you go to make a decision.

Speaking of which, do any of you think you'll buy Yomawari: Night Alone, even if it's only given a digital release in this region? Or does the trailer above make you think it's not going to be your cup of tea?

See also: 'Nice Package! (Yomawari, Vita)'

Sunday, February 21, 2016

Nice Package! (Yomawari, Vita)

Just before Halloween last year, Nippon Ichi Software released Yomawari, a Vita title that ticked off so many of my personal "these things make a great game" boxes that I decided early on it would be a travesty if I didn't pre-order a copy as soon as possible.

After all, Yomawari is both adorable and sort of creepy. Also, it has a great logo and sports some unquestionably stellar cover art.


And then there's the fact that it was made by the wonderful artists and programmers at Nippon Ichi, who have more than earned their reputation for being able to produce endearingly odd video games. 

Pretty much all of the components I just mentioned are showcased in the photo above, by the way. 


I guess you could say they're on display in this post's second snapshot, too. Sure, the yummiest traits of this Vita game's cover art are kind of compressed on its cartridge label, but I think it's still pretty snazzy even in its slightly altered state.

Sadly, Yomawari's otherwise beautiful packaging doesn't include an instruction manual. It does include the following slip of paper, the flip side of which is filled with text that appears to be of the "don't step on this cartridge with your smelly feet" and "try not to dunk this cartridge into a mug of steaming hot coffee" sort.


Oh, well. At least it features another gorgeous--and moody--illustration, right?

As for the back of Yomawari's case, well, it's far from the heights of the front cover, but it's also not a disaster. (Click on it to take a closer look at it, if you're into that sort of thing.)


Would you believe I've yet to even stick Yomawari's cart into my much-loved-but-often-ignored Vita? Yeah, you probably would--especially if you've been coming to this blog for any period of time.

I promise to do my best to rectify that situation in the next couple of weeks, though--despite the fact that I'm not really in the mood for a scary game at the moment. I'll also do my best to play some of the other Vita titles that have found their way into my arms in the last few months--some of which I'll chat about in my very next write-up.

See also: previous 'Nice Package!' posts

Saturday, February 20, 2016

Yep, Cladun Sengoku (Vita) definitely is yet another Cladun title

Considering my love of Nippon Ichi Software's first two Cladun games, you might think I typed the header above without an ounce of malice.

In reality, I typed it with a bit of charitableness as well as a smidge of malice. The former because I'm honestly stoked to play another Cladun title, and the latter because this third Cladun effort looks awfully similar to the two that came before it.

Don't hate me for saying this, but while watching Cladun Sengoku's first trailer yesterday, I had a hard time convincing myself it looked appreciably different from Cladun and Cladun x2.



Which isn't the worst thing in the world, of course. After all, I thought those PSP-based Cladun titles looked pretty darn great. Seeing Cladun Sengoku look almost identical to them, though, was--at least at first--undoubtedly disheartening.

Still, I'd be lying if I said I'm no longer intrigued by this upcoming Vita release. Does that mean I've already placed a pre-order for a copy via that old standby amiami.com? Not hardly, but I am giving it serious consideration.

How about you? Are any of you planning on--or at least thinking about--buying Cladun Sengoku once it's available in a few months?

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