My original plan was to wait until early 2020 to buy the recently released Romancing SaGa 3 remake. Everything changed, though, when Square Enix slapped a 20-percent discount on this long-awaited role-playing game during its launch window.
Still, I assumed I wouldn't actually play it for weeks, if not months--what with Pokémon Shield's imminent arrival (at the time) and all. Boy, was I wrong. Romancing SaGa 3 dug its hooks into me within minutes of being booted up for the very first time.
Over 20 hours later, I'm thoroughly enjoying it and ignoring the new Pokémon title.
Why am I enjoying this Romancing SaGa 3 remake-remaster-whatever-you-want-to-call-it so thoroughly? Here are the main reasons, plus a couple of complaints that, if addressed, would prompt me to like this pixelated adventure even more than I already do.
Oh, and I'm tossing in a few pieces of advice at the end as a bonus--just in case any of you decide to buy it down the road as well.
I love how the map opens up as you talk to NPCs--I'm sure other RPGs have utilized a similar system, where you only gain access to towns and dungeons and other locations after a non-player character (NPC) mentions them, but this is the first one I've played. There's something surprisingly thrilling about exiting to the world map and seeing a new area or two pop up out of nowhere, begging to be explored.
It's worth playing for the weird potential party members alone--My current Romancing SaGa 3 party includes a blue elephant, a pink-haired fairy, and a bard who bears a striking resemblance to Final Fantasy IV's Gogo. And they're only the tip of the iceberg here. Additional options include an anthropomorphic snowman, a similarly human-esque lobster, and a Batman wannabe. Eat your heart out, bog-standard JRPGs.
"Sparking" new skills here is as exhilarating as it is in every SaGa game--Admittedly, it isn't as exhilarating as it is in SaGa Frontier, or at least it isn't to me. But there's no denying my heart skips a beat whenever a little lightbulb appears over the head of one of my party members, alerting me to the fact that he, she, or it is about to learn a new battle skill. My only complaint is that I wish it would happen with more frequency. I've gone through a lot of dry spells so far in my 20 or so hours with the game, and that's not only unacceptable, it's boring.
Although I appreciate that Romancing SaGa 3 is mysterious, I wish it would explain things a bit more than it does--You've probably heard that this game, like its predecessors and successors, has the barest of stories. It's true, but that honestly hasn't bothered me much. Far more irksome has been that it's often similarly tight-lipped about how things like magic and combo attacks operate. Some of it can be sussed out via trial and error, but not all of it. Harrumph.
I wish the town music was more varied--I adore Romancing SaGa 3's soundtrack on the whole, but something that really bugs me about it is a good number of towns feature the exact same background tune. Even worse, that particular song is my least favorite of the ones I've heard up to this point.
Where's the fast-forward button, Square Enix?--Both Bravely Default and Octopath Traveler let players speed up battles with the touch of a button. Why on earth doesn't Romancing SaGa 3 allow the same? Especially since it features the slowest fights of this trio of titles. These lackadaisical battles aren't dealbreakers, mind you, but they do get a tad boring now and then.
Has what I've said thus far got you itching to pick up a copy of Romancing SaGa 3? If so, keep the following pieces of advice in mind as you continue to contemplate your purchase--or as you start your way through the game (if it's already taking up space on your PC, PS4, Xbox One, Switch, Vita, or phone).
If you hate RPGs that lack explorable overworlds, look elsewhere--I enjoy racing across an ever-changing overworld as much as anyone. That's not something you get to do while playing Romancing SaGa 3, however. Instead, you get to choose between icons--representing caves, forests, towns, and the like--unceremoniously plopped onto a map. It's kind of a bummer at first, but it saves time in the long run, so I personally consider the whole she-bang a wash.
Also look elsewhere if you absolutely need a grand story in your RPGs--Most SaGa games aren't story-focused affairs. Romancing SaGa 3 is no different. That doesn't mean it's story-free, though. In fact, it offers up plenty of little snippets of stories through the numerous quests it tosses your way. Many of them are surprisingly unique for the genre, too, so if you're at all open-minded in this area, give the title a go despite the fact that its gameplay isn't tied to a novel-worthy tale.
Try not to psyche yourself out--Yes, Romancing SaGa 3 can be obtuse. And yes, Romancing SaGa 3 can be difficult. It's not so obtuse or difficult that it's impossible to finish, though. In fact, if your first playthrough is anything like mine has been so far, you'll enjoy long stretches when the proceedings seem positively ho-hum. So don't keep the game at arm's length simply because you're scared it'll be too much for you.
Prepare to see your party wiped out a lot--Part of the fun of playing a SaGa game, in my experience, is tucking into dungeons or taking on bosses you know nothing about and seeing how you fare. That often results in your ass being handed to you, admittedly. As such, try to embrace dying in Romancing SaGa 3. It's going to happen a lot, no matter what you do. Accept rather than fear it and you'll get a lot more enjoyment out of the experience.
Don't worry about grinding--One of the main things that's made me wary about playing both Romancing SaGa 2 and 3 is the oft-repeated warning that grinding in either game can be a bad idea. As in, grinding does more than toughen up your party members; it toughens up enemies, too. Well, here's some good news for you: while that's true--to a point--you shouldn't have to worry about it much. Although there are no random battles in this game, you'll be forced into them regularly enough that grinding is sure to be the last thing on your mind.
Embrace FAQs and walkthroughs--Going through a game blindly is an admirable feat. That said, I wouldn't suggest doing so with Romancing SaGa 3. Not only will it make your journey a lot more challenging, but it'll likely cause you to miss a bunch of cool characters and quests along the way as well. This blog is a great source of information, as is this shrine.
See also: 'Five reasons I would've paid full price for the Switch version of Dandy Dungeon if Onion Games had forced me to do so'
Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts
Wednesday, December 04, 2019
Wednesday, October 31, 2018
Onion Games' Black Bird is the dark Fantasy Zone clone I didn't know I wanted or needed
When Onion Games announced earlier this year that its next release--after the pair of mobile curiosities known as Dandy Dungeon and Million Onion Hotel--would be a PC and Switch shoot 'em up called Black Bird, I was nearly beside myself with excitement.
Not only did I thoroughly enjoy the time I spent with the aforementioned Dandy Dungeon in 2017, but I had similarly thrilling experiences with many of company founder Yoshiro Kimura's previous offerings--Chulip for PS2 and Little King's Story for Wii chief among them.
My enthusiasm for Black Bird waned a bit after seeing the game's first real trailer a few weeks ago. Not only did it look a little too close to Sega's Fantasy Zone for my liking, but it also looked a little too much like a bullet-hell shmup. (The only bullet-hell shmup that's tripped my trigger to date is the gay, smutty Sugar Shooter.)
So, I didn't buy the Switch version of Black Bird upon release as planned. And at that point, I wasn't sure I'd ever pick it up. A few days later, though, I apprehensively plopped down $20 on it anyway. Why? For starters, I'd been looking forward to it for so long that ignoring it seemed wrong. Plus, I felt like both Onion Games and Kimura deserved the benefit of the doubt. Neither has done me wrong yet, so why start second-guessing them now?
Boy, am I glad I went ahead with the purchase. In the 10 days since I bought Black Bird, I've put more than nine hours into it. That's quite an accomplishment when you consider the game has just four stages and its normal mode can be finished in about 20 minutes.
So why do I keep returning to it over and over again? Here are five reasons I'd say are as relevant as any:
Black Bird may be short, but it has a lot of depth--This game may not have a lot of raw content, but it makes up for that by having a lot of components. There are weapon upgrades. Combos. Collectible gems. Bombs. End-of-level bonuses. And they're all intertwined in a way that takes some time to understand. (Hell, I still haven't wrapped my head around a few of them--and I've played Black Bird for nearly 10 hours.) Given that, I actually think this game's brevity is a plus. It allows you to come to grips with its many elements without asking for too much of a commitment.
When everything "clicks," it feels like you've entered another plane of existence--OK, so maybe that's overstating things a bit. I don't think saying it's easy to "get into a zone" while playing Black Bird is hyperbolic, though. I often feel like I'm on autopilot--and I mean that in a good way--whenever I make another run at a high score. (And let there be no doubt: moving up the online leaderboard, and not reaching the end credits, is the focus here.) Is that due to its entrancing soundtrack? Maybe, but I think there's more to it than that, too--like all of the mesmerizing details that are crammed into each level and the sheer number of enemies and projectiles that careen around the screen at any given moment.
Black Bird's amazing soundtrack is like an extension of its gameplay--Don't take that the wrong way; the music here isn't interactive like it is in, say, ASCII's Otocky for the Famicom. Still, Black Bird's gameplay and soundtrack feel intertwined in a way that's unique and unusual for the medium. Even if that weren't the case, though, the tunes here would be well worth trumpeting. Besides the poppy, Beatles-esque theme song, they're so otherworldly vaudevillian they'd surely make Danny Elfman proud.
Some of the enemy designs in this game are so cute I almost feel bad shooting them to smithereens--The key word here is "almost." After all, they'll gleefully gun you down if given the chance. Still, there's no denying most of them are downright adorable. I especially like the ones that bob around the screen with colorful balloons tied around their waists. (I'm also pretty fond of "Aspara-san," who is part asparagus, part rocket, and mumbles "let's kill something" as he launches himself into the air.)
I appreciate that Black Bird's story is bleak--Or at least it seems to be bleak. You see, Black Bird's story is told through painfully short between-stage vignettes that feature no words or voices. (Aside from the occasional exclamation or guffaw, that is.) Still, those bits and pieces make it clear this is no childish fairy tale. A case in point: the game begins with a little girl falling over dead on the street as people pass by without missing a step. After an old man pokes her corpse with a cane, she transforms into the eponymous fowl.
Clearly I'm in love with this peculiar, pint-sized shoot 'em up. That doesn't mean I think everybody will feel the same way about it. If you're not a big fan of the genre, you may not get your money's worth from Black Bird--especially given its $20 price tag. Those of you who fall head over heels for shmups, though, should download it to your system of choice (PC or Switch) as soon as you have the funds.
Not only did I thoroughly enjoy the time I spent with the aforementioned Dandy Dungeon in 2017, but I had similarly thrilling experiences with many of company founder Yoshiro Kimura's previous offerings--Chulip for PS2 and Little King's Story for Wii chief among them.
My enthusiasm for Black Bird waned a bit after seeing the game's first real trailer a few weeks ago. Not only did it look a little too close to Sega's Fantasy Zone for my liking, but it also looked a little too much like a bullet-hell shmup. (The only bullet-hell shmup that's tripped my trigger to date is the gay, smutty Sugar Shooter.)
So, I didn't buy the Switch version of Black Bird upon release as planned. And at that point, I wasn't sure I'd ever pick it up. A few days later, though, I apprehensively plopped down $20 on it anyway. Why? For starters, I'd been looking forward to it for so long that ignoring it seemed wrong. Plus, I felt like both Onion Games and Kimura deserved the benefit of the doubt. Neither has done me wrong yet, so why start second-guessing them now?
Boy, am I glad I went ahead with the purchase. In the 10 days since I bought Black Bird, I've put more than nine hours into it. That's quite an accomplishment when you consider the game has just four stages and its normal mode can be finished in about 20 minutes.
So why do I keep returning to it over and over again? Here are five reasons I'd say are as relevant as any:
Black Bird may be short, but it has a lot of depth--This game may not have a lot of raw content, but it makes up for that by having a lot of components. There are weapon upgrades. Combos. Collectible gems. Bombs. End-of-level bonuses. And they're all intertwined in a way that takes some time to understand. (Hell, I still haven't wrapped my head around a few of them--and I've played Black Bird for nearly 10 hours.) Given that, I actually think this game's brevity is a plus. It allows you to come to grips with its many elements without asking for too much of a commitment.
When everything "clicks," it feels like you've entered another plane of existence--OK, so maybe that's overstating things a bit. I don't think saying it's easy to "get into a zone" while playing Black Bird is hyperbolic, though. I often feel like I'm on autopilot--and I mean that in a good way--whenever I make another run at a high score. (And let there be no doubt: moving up the online leaderboard, and not reaching the end credits, is the focus here.) Is that due to its entrancing soundtrack? Maybe, but I think there's more to it than that, too--like all of the mesmerizing details that are crammed into each level and the sheer number of enemies and projectiles that careen around the screen at any given moment.
Black Bird's amazing soundtrack is like an extension of its gameplay--Don't take that the wrong way; the music here isn't interactive like it is in, say, ASCII's Otocky for the Famicom. Still, Black Bird's gameplay and soundtrack feel intertwined in a way that's unique and unusual for the medium. Even if that weren't the case, though, the tunes here would be well worth trumpeting. Besides the poppy, Beatles-esque theme song, they're so otherworldly vaudevillian they'd surely make Danny Elfman proud.
Some of the enemy designs in this game are so cute I almost feel bad shooting them to smithereens--The key word here is "almost." After all, they'll gleefully gun you down if given the chance. Still, there's no denying most of them are downright adorable. I especially like the ones that bob around the screen with colorful balloons tied around their waists. (I'm also pretty fond of "Aspara-san," who is part asparagus, part rocket, and mumbles "let's kill something" as he launches himself into the air.)
I appreciate that Black Bird's story is bleak--Or at least it seems to be bleak. You see, Black Bird's story is told through painfully short between-stage vignettes that feature no words or voices. (Aside from the occasional exclamation or guffaw, that is.) Still, those bits and pieces make it clear this is no childish fairy tale. A case in point: the game begins with a little girl falling over dead on the street as people pass by without missing a step. After an old man pokes her corpse with a cane, she transforms into the eponymous fowl.
Clearly I'm in love with this peculiar, pint-sized shoot 'em up. That doesn't mean I think everybody will feel the same way about it. If you're not a big fan of the genre, you may not get your money's worth from Black Bird--especially given its $20 price tag. Those of you who fall head over heels for shmups, though, should download it to your system of choice (PC or Switch) as soon as you have the funds.
Labels:
2018 games,
Black Bird,
bullet-hell,
digital games,
Fantasy Zone,
impressions,
Onion Games,
PC,
shmups,
shoot 'em up,
Steam,
Switch
Sunday, September 03, 2017
I'm really liking the looks of SWERY's The Good Life, too--despite its rather rough first trailer
You may have heard elsewhere that the incomparable Japanese game designer known as both SWERY and Swery65 is working on another title.
The unveiling of that game caused a bit of a stir thanks to the fact that it seems a world away from SWERY's best-known work, the cult favorite Deadly Premonition.
Actually, calling it a "world away" from Deadly Premonition may be a bit hyperbolic, as the two games share a couple of similarities. I'll get to those in a minute. For now, let's chat about SWERY's new joint, The Good Life. According to the description of the game on its Fig campaign page, it's going to be a "debt-repayment life-simulation RPG."
Sounds kind of like Animal Crossing, don't you think? That's the first thing that popped into my mind, at least--especially after I read that The Good Life's protagonist, Naomi, can take on part-time jobs--like bartending at a pub, delivering milk and shearing sheep--to help her accomplish the above-mentioned task.
That's just the tip of the iceberg as far as The Good Life's content is concerned, though. In addition to its Animal Crossing-inspired side jobs, the game will allow players to snap photos for cash, task them with solving a Professor Layton-ish murder mystery and require them to keep tabs on Naomi's stamina (which she can replenish by eating food, drinking beverages and even sleeping).
Another aspect of The Good Life that calls to mind Nintendo's world-conquering life sim is how customizable it's aiming to be. Not only will you be able to alter Naomi's appearance in the finished product, but you'll be able to change the look of her feline form, too.
Oh, wait, I forgot to tell you Naomi turns into a cat at night, as do Rainy Woods' quirky, Deadly Premonition-esque residents? Well, she does, and they do. Apparently this can help Naomi get to know, and develop relationships with, her fellow townspeople.
All of the above has me keenly interested in The Good Life's just-launched fundraising campaign. That's not to say I've chipped in myself. The trailer above is more than a little rough (although I love the game's low-poly aesthetic) and I can't say I'm a fan of its current reward tiers.
Add in the fact that it's currently only being made for PC and PS4--a Switch stretch goal has been promised, but no one seems to know how much money has to be raised before that version gets the green light--and it should be easy to understand why I've yet to back this intriguing title.
Are any of you also keeping an eye on The Good Life's Fig campaign? If so, why is that--and what would prompt you to contribute to it (if you haven't done so already)?
The unveiling of that game caused a bit of a stir thanks to the fact that it seems a world away from SWERY's best-known work, the cult favorite Deadly Premonition.
Actually, calling it a "world away" from Deadly Premonition may be a bit hyperbolic, as the two games share a couple of similarities. I'll get to those in a minute. For now, let's chat about SWERY's new joint, The Good Life. According to the description of the game on its Fig campaign page, it's going to be a "debt-repayment life-simulation RPG."
Sounds kind of like Animal Crossing, don't you think? That's the first thing that popped into my mind, at least--especially after I read that The Good Life's protagonist, Naomi, can take on part-time jobs--like bartending at a pub, delivering milk and shearing sheep--to help her accomplish the above-mentioned task.
That's just the tip of the iceberg as far as The Good Life's content is concerned, though. In addition to its Animal Crossing-inspired side jobs, the game will allow players to snap photos for cash, task them with solving a Professor Layton-ish murder mystery and require them to keep tabs on Naomi's stamina (which she can replenish by eating food, drinking beverages and even sleeping).
Another aspect of The Good Life that calls to mind Nintendo's world-conquering life sim is how customizable it's aiming to be. Not only will you be able to alter Naomi's appearance in the finished product, but you'll be able to change the look of her feline form, too.
Oh, wait, I forgot to tell you Naomi turns into a cat at night, as do Rainy Woods' quirky, Deadly Premonition-esque residents? Well, she does, and they do. Apparently this can help Naomi get to know, and develop relationships with, her fellow townspeople.
All of the above has me keenly interested in The Good Life's just-launched fundraising campaign. That's not to say I've chipped in myself. The trailer above is more than a little rough (although I love the game's low-poly aesthetic) and I can't say I'm a fan of its current reward tiers.
Add in the fact that it's currently only being made for PC and PS4--a Switch stretch goal has been promised, but no one seems to know how much money has to be raised before that version gets the green light--and it should be easy to understand why I've yet to back this intriguing title.
Are any of you also keeping an eye on The Good Life's Fig campaign? If so, why is that--and what would prompt you to contribute to it (if you haven't done so already)?
Labels:
Animal Crossing,
crowdfunding,
Deadly Premonition,
Fig,
life sims,
PC,
PS4,
SWERY,
SWERY65,
Switch,
The Good Life
Friday, July 21, 2017
So, who else has pre-ordered a physical copy of Undertale for PC, PS4 or Vita?
Three days ago, fangamer finally opened up pre-orders for physical copies of Undertale's PC, PS4 and Vita ports.
Although the initial batch of Collector's Editions--going for $64 a pop--sold out yesterday, the site's now letting people pre-order CE copies that will ship in December. (The first run supposedly will be sent to eager buyers in late September.)
As much as I adore the Undertale Collector's Edition--which will contain a two-CD soundtrack of 100-plus songs, a booklet of sheet music, a gold-plated music-box locket, a matchbox-style box and a copy of the game--I no longer have the space for such bulky items. So, I went for the Undertale Standard Edition, which still looks pretty sweet and only set me back $25.
Have any of you pre-ordered one or more versions of Undertale's PC, PS4 or Vita ports via fangamer in recent days? If so, which did you buy?
Although the initial batch of Collector's Editions--going for $64 a pop--sold out yesterday, the site's now letting people pre-order CE copies that will ship in December. (The first run supposedly will be sent to eager buyers in late September.)
As much as I adore the Undertale Collector's Edition--which will contain a two-CD soundtrack of 100-plus songs, a booklet of sheet music, a gold-plated music-box locket, a matchbox-style box and a copy of the game--I no longer have the space for such bulky items. So, I went for the Undertale Standard Edition, which still looks pretty sweet and only set me back $25.
Have any of you pre-ordered one or more versions of Undertale's PC, PS4 or Vita ports via fangamer in recent days? If so, which did you buy?
Labels:
collector's editions,
Fangamer,
PC,
pre-orders,
PS4,
RPGs,
Undertale,
Vita
Thursday, February 23, 2017
My 10 Most Influential Games: The 7th Guest (PC)
It probably seems strange to call a game I've never mentioned here before one of my "most influential." (And by influential, I mean it was influential in shaping my current taste in video games.) The fact is, though, that The 7th Guest absolutely blew my mind back when I played through it on my family's PC as a teen.
If this is the first you're hearing of The 7th Guest, it's an adventure game set in a haunted mansion. To progress through its surprisingly adult story, players have to solve various logic puzzles.
Really, The 7th Guest is like a horror-tinged precursor to the Professor Layton series, although Level-5's games offer up many more brain-teasers than the Trilobyte-developed title discussed in this post.
Anyway, besides all of the above, The 7th Guest caused a stir when it was released in 1993 because it took up two CDs (unheard of at the time) and was chock-full of both live-action video clips and pre-rendered 3D graphics.
As much as my younger self loved this game's flashiness, the aspects that most impressed me, and kept me and my mom--a mystery and puzzle buff herself--coming back to it until we reached its ending, were its creepy backstory and its many tough-as-nails puzzles.
I'd never encountered the former in a game before I started The 7th Guest, while the latter opened my mind to the fact that digital puzzles (you know, as opposed to physical ones found in books and newspapers) could involve more than just letters, words or random shapes and blobs.
Of course, I'd also never encountered 3D graphics and live-action video clips in a game before I started The 7th Guest, so I guess I shouldn't discount how much those components impacted and influenced my taste in video games moving forward.
Certainly, The 7th Guest helped solidify my interest in adventure and puzzle games. Previously, I viewed both genres as something akin to second-class citizens and preferred to spend my precious free time with platformers and RPGs.
It also opened my eyes to the fact that games don't have to be depicted in a limited number of ways to be appealing or engaging. Until The 7th Guest came around, I pretty much equated games with pixels. I also generally thought of them as being two-dimensional affairs.
The idea of a game made up of three-dimensional graphics and video clips didn't sit all that well with me back then--thanks in large part to the fact that the few existing efforts I was aware of didn't seem to offer any real gameplay or even graphical improvements over the status quo.
That mostly changed after my mom and I dumped countless hours into The 7th Guest. Not entirely, mind you, as it wasn't until I'd spent some serious time with the Saturn's, PlayStation's and Nintendo 64's libraries that I fully got behind the notion that games with pre-rendered or pre-recorded visuals could be something other than crap.
Still, the "interactive movie" that is The 7th Guest started me down the path toward accepting non-traditional video games, and for that I'll always be grateful.
I'll also forever be grateful that it brought my mom and I together in a way that's rarely happened in either of our lives. Other than the time I helped her figure out how to play Tetris DS (and tried to help her play New Super Mario Bros.), we've played just one game together--The 7th Guest. And that's an experience I'll never forget.
Note: I was inspired to begin this series after reading through Rachel Simone Weil's similar one over at nobadmemories.com. Rachel's write-ups focus on the games that prompted her to start making her own. I'm obviously not a developer, so my posts will focus on the 10 titles that sucked me into this hobby and shaped my interests in it.
If this is the first you're hearing of The 7th Guest, it's an adventure game set in a haunted mansion. To progress through its surprisingly adult story, players have to solve various logic puzzles.
Really, The 7th Guest is like a horror-tinged precursor to the Professor Layton series, although Level-5's games offer up many more brain-teasers than the Trilobyte-developed title discussed in this post.
Anyway, besides all of the above, The 7th Guest caused a stir when it was released in 1993 because it took up two CDs (unheard of at the time) and was chock-full of both live-action video clips and pre-rendered 3D graphics.
As much as my younger self loved this game's flashiness, the aspects that most impressed me, and kept me and my mom--a mystery and puzzle buff herself--coming back to it until we reached its ending, were its creepy backstory and its many tough-as-nails puzzles.
I'd never encountered the former in a game before I started The 7th Guest, while the latter opened my mind to the fact that digital puzzles (you know, as opposed to physical ones found in books and newspapers) could involve more than just letters, words or random shapes and blobs.
Of course, I'd also never encountered 3D graphics and live-action video clips in a game before I started The 7th Guest, so I guess I shouldn't discount how much those components impacted and influenced my taste in video games moving forward.
Certainly, The 7th Guest helped solidify my interest in adventure and puzzle games. Previously, I viewed both genres as something akin to second-class citizens and preferred to spend my precious free time with platformers and RPGs.
It also opened my eyes to the fact that games don't have to be depicted in a limited number of ways to be appealing or engaging. Until The 7th Guest came around, I pretty much equated games with pixels. I also generally thought of them as being two-dimensional affairs.
The idea of a game made up of three-dimensional graphics and video clips didn't sit all that well with me back then--thanks in large part to the fact that the few existing efforts I was aware of didn't seem to offer any real gameplay or even graphical improvements over the status quo.
That mostly changed after my mom and I dumped countless hours into The 7th Guest. Not entirely, mind you, as it wasn't until I'd spent some serious time with the Saturn's, PlayStation's and Nintendo 64's libraries that I fully got behind the notion that games with pre-rendered or pre-recorded visuals could be something other than crap.
Still, the "interactive movie" that is The 7th Guest started me down the path toward accepting non-traditional video games, and for that I'll always be grateful.
I'll also forever be grateful that it brought my mom and I together in a way that's rarely happened in either of our lives. Other than the time I helped her figure out how to play Tetris DS (and tried to help her play New Super Mario Bros.), we've played just one game together--The 7th Guest. And that's an experience I'll never forget.
Note: I was inspired to begin this series after reading through Rachel Simone Weil's similar one over at nobadmemories.com. Rachel's write-ups focus on the games that prompted her to start making her own. I'm obviously not a developer, so my posts will focus on the 10 titles that sucked me into this hobby and shaped my interests in it.
Wednesday, June 22, 2016
Help me remain strong as I wait for the Vita version of VA-11 Hall-A to be released
I've been curious about Sukeban Games' VA-11 Hall-A, which the developer describes as a "cyberpunk bartender action" title, since I first became aware of it some time ago.
Considering publisher Ysbryd Games' finally made it available to the world yesterday, you might assume I'm currently feeling ecstatic. Unfortunately, you'd be wrong.
That's not because I've reconsidered my stance on this lovely looking visual novel, mind you. Rather, it's because only the Linux, Mac and PC versions of VA-11 Hall-A are able to be purchased at the moment.
The Vita iteration, the one I've been dreaming of playing since this deliciously retro title was unveiled, is nowhere to be seen.
Apparently it'll see the light of day later this year, if the word on the street is to believed, so in the meantime I've either got to sit tight until VA-11 Hall-A Vita hits both virtual and physical store shelves, or I've got to bite the bullet and buy the Mac release for a not-inconsiderable $14.99.
While I decide which path to take, check out the game's final trailer (above). Or, if you've already played some form of VA-11 Hall-A, share your thoughts on it in the comments section below.
Considering publisher Ysbryd Games' finally made it available to the world yesterday, you might assume I'm currently feeling ecstatic. Unfortunately, you'd be wrong.
That's not because I've reconsidered my stance on this lovely looking visual novel, mind you. Rather, it's because only the Linux, Mac and PC versions of VA-11 Hall-A are able to be purchased at the moment.
The Vita iteration, the one I've been dreaming of playing since this deliciously retro title was unveiled, is nowhere to be seen.
Apparently it'll see the light of day later this year, if the word on the street is to believed, so in the meantime I've either got to sit tight until VA-11 Hall-A Vita hits both virtual and physical store shelves, or I've got to bite the bullet and buy the Mac release for a not-inconsiderable $14.99.
While I decide which path to take, check out the game's final trailer (above). Or, if you've already played some form of VA-11 Hall-A, share your thoughts on it in the comments section below.
Labels:
adventure games,
cyberpunk bartender action,
iOS,
Linux,
mac,
PC,
pixels,
retro-ish,
Steam,
Sukeban Games,
VA-11 Hall-A,
visual novels,
Vita,
Ysbryd Games
Wednesday, March 23, 2016
NightCry (aka Project Scissors) embraces its jankiness in this just-released trailer
Full disclosure: I haven't paid a whole lot of attention to NightCry, the spiritual successor to Clock Tower that began life with the working title Project Scissors, until now.
Of course, that makes a good amount of sense when you consider I've played just one Clock Tower game to date, and even then I've only played a small fraction of it.
Still, I've always loved the idea of Hifumi Kono's long-running series of survival horror titles thanks in large part to its giant-scissors-wielding antagonist.
Because of that long-ignored admiration, last night I eagerly clicked on a link that led me to the latest NightCry trailer that can be seen below.
After I watched it for the first time, I couldn't help but think, that's it? A few minutes later, though, I caught myself smirking at its unabashed jankiness, which reminds me of all the similarly rough PS1 and PS2 titles I've loved since I was a barely legal game fan.
The thing is, this trailer only mentions a PC release for NightCry--which is concerning, as its original Kickstarter mentioned Android, iOS and Vita versions as well.
Here's hoping the game finds its way onto the Vita in some form or fashion, and not too far down the road at that.
In the meantime, the PC iteration will hit Steam and the Playism site on Mar. 29 carrying a $24.99 price tag. I don't suppose any of you are planning to pick up this spooky looking title on or around that date?
Of course, that makes a good amount of sense when you consider I've played just one Clock Tower game to date, and even then I've only played a small fraction of it.
Still, I've always loved the idea of Hifumi Kono's long-running series of survival horror titles thanks in large part to its giant-scissors-wielding antagonist.
Because of that long-ignored admiration, last night I eagerly clicked on a link that led me to the latest NightCry trailer that can be seen below.
After I watched it for the first time, I couldn't help but think, that's it? A few minutes later, though, I caught myself smirking at its unabashed jankiness, which reminds me of all the similarly rough PS1 and PS2 titles I've loved since I was a barely legal game fan.
The thing is, this trailer only mentions a PC release for NightCry--which is concerning, as its original Kickstarter mentioned Android, iOS and Vita versions as well.
Here's hoping the game finds its way onto the Vita in some form or fashion, and not too far down the road at that.
In the meantime, the PC iteration will hit Steam and the Playism site on Mar. 29 carrying a $24.99 price tag. I don't suppose any of you are planning to pick up this spooky looking title on or around that date?
Labels:
Android,
Clock Tower,
handheld games,
Human,
iOS,
janky,
mobile games,
NightCry,
PC,
PC games,
Project Scissors,
scary games,
survival horror,
trailers,
Vita
Thursday, December 31, 2015
My favorite games of 2015 (that actually were released in 2015)
Although I bought and played a lot of games in 2015, the sad truth is that not many of them actually were released this past year.
In fact, aside from the ones highlighted here, the only other released-in-2015 games I remember playing are BOXBOY!, The Legend of Kusakari, Nintendo Badge Arcade and Pokémon Picross.
Still, I think the trio touched on below are worthy of all the praise I can heap on them.
The Legend of Legacy (3DS)--If I were forced to point out my absolute favorite of the current-gen games I bought and played in 2015, this weird, distinctly Japanese RPG would be it. Don't take that to mean it's perfect or recommended for everyone or anything of the sort, though, as The Legend of Legacy often goes out of its way to be repetitive, tight-lipped (as in, its story is the definition of sparse) and hair-pullingly difficult.
Still, I put nearly 40 hours into The Legend of Legacy since I got my hands on a copy of it a couple of months ago, so clearly its developers did something right. Specifically, I consider the pop-up backdrops, watercolor aesthetics and surprisingly deep battles they created for this 3DS title to be spot-on.
I wouldn't have complained if they'd added a bit more pizazz to that last component, mind you, but even in its current, somewhat unfinished state, The Legend of Legacy is pretty great, in my humble opinion, and well worth the hard-earned cash I spent on it.
Rhythm Tengoku: The Best Plus (3DS)--Am I surprised that a lot of folks were let down by The Best Plus after digging into it? Not really. For starters, like me, they probably spent a long time looking forward to a new entry in this quirky series of rhythm games--and as we all know, that sort of thing usually leads to disappointment.
Two additional issues that surely pushed at least a few people down that same path: this title's "best of" nature (as in, most of its content is pulled from past Rhythm Tengoku releases) and its insistence on wrapping an unnecessarily chatty story around the included package of mini-games.
Although I'm just as guilty as anyone in being turned off by those "problem areas," I still walked away from The Best Plus happy that I added it to my collection. The new characters more than hold their own against those who were showcased in previous Rhythm Tengoku installments, and the new mini-games, while perhaps not as stellar as their predecessors, are well beyond passable.
In other words, there's plenty of fun to be had with The Best Plus if you lower your expectations a smidge and then just go with the flow.
Undertale (Mac)--Full disclosure: at this point in time, I don't consider Undertale to be a better (or more enjoyable) game than any of Nintendo's three Mother (aka EarthBound) titles. Granted, I'm pretty sure I've only experienced a fraction of what it has to offer so far.
Also, although I may not be as enamored with this unique RPG as some others are, there's no question I've loved every second I've put into it. The touching--and almost shockingly dark--story and pleasantly odd art style on offer here are obvious high points, but I also really appreciate Undertale's fresh take on old-school RPG battle scenes. As a result, I very much intend to blast my way to this game's finish line in early 2016.
Now that I've blathered on about my favorite games of 2015 (or at least those that actually were released in the last 12 months), please feel free to talk about yours in the comments section below.
See also: 'My favorite games of 2014 (that actually were released in 2014)' and 'My favorite games of 2014 (that were released before 2014)'
In fact, aside from the ones highlighted here, the only other released-in-2015 games I remember playing are BOXBOY!, The Legend of Kusakari, Nintendo Badge Arcade and Pokémon Picross.
Still, I think the trio touched on below are worthy of all the praise I can heap on them.
The Legend of Legacy (3DS)--If I were forced to point out my absolute favorite of the current-gen games I bought and played in 2015, this weird, distinctly Japanese RPG would be it. Don't take that to mean it's perfect or recommended for everyone or anything of the sort, though, as The Legend of Legacy often goes out of its way to be repetitive, tight-lipped (as in, its story is the definition of sparse) and hair-pullingly difficult.
Still, I put nearly 40 hours into The Legend of Legacy since I got my hands on a copy of it a couple of months ago, so clearly its developers did something right. Specifically, I consider the pop-up backdrops, watercolor aesthetics and surprisingly deep battles they created for this 3DS title to be spot-on.
I wouldn't have complained if they'd added a bit more pizazz to that last component, mind you, but even in its current, somewhat unfinished state, The Legend of Legacy is pretty great, in my humble opinion, and well worth the hard-earned cash I spent on it.
Rhythm Tengoku: The Best Plus (3DS)--Am I surprised that a lot of folks were let down by The Best Plus after digging into it? Not really. For starters, like me, they probably spent a long time looking forward to a new entry in this quirky series of rhythm games--and as we all know, that sort of thing usually leads to disappointment.
Two additional issues that surely pushed at least a few people down that same path: this title's "best of" nature (as in, most of its content is pulled from past Rhythm Tengoku releases) and its insistence on wrapping an unnecessarily chatty story around the included package of mini-games.
Although I'm just as guilty as anyone in being turned off by those "problem areas," I still walked away from The Best Plus happy that I added it to my collection. The new characters more than hold their own against those who were showcased in previous Rhythm Tengoku installments, and the new mini-games, while perhaps not as stellar as their predecessors, are well beyond passable.
In other words, there's plenty of fun to be had with The Best Plus if you lower your expectations a smidge and then just go with the flow.
Undertale (Mac)--Full disclosure: at this point in time, I don't consider Undertale to be a better (or more enjoyable) game than any of Nintendo's three Mother (aka EarthBound) titles. Granted, I'm pretty sure I've only experienced a fraction of what it has to offer so far.
Also, although I may not be as enamored with this unique RPG as some others are, there's no question I've loved every second I've put into it. The touching--and almost shockingly dark--story and pleasantly odd art style on offer here are obvious high points, but I also really appreciate Undertale's fresh take on old-school RPG battle scenes. As a result, I very much intend to blast my way to this game's finish line in early 2016.
Now that I've blathered on about my favorite games of 2015 (or at least those that actually were released in the last 12 months), please feel free to talk about yours in the comments section below.
See also: 'My favorite games of 2014 (that actually were released in 2014)' and 'My favorite games of 2014 (that were released before 2014)'
Monday, November 30, 2015
Two more reasons to back Indivisible on Indiegogo this week: it's being made by a gay guy and it's going to include LGBT content
First, the "gay guy" in question is Peter Bartholow, CEO of Los Angeles-based Lab Zero Games.
Second, Indivisible, in case this is the first you've heard of it, is a two-dimensional action RPG--inspired by both Valkyrie Profile and Super Metroid--that Bartholow and his team hope to release for PS4, Xbox One, PC, Mac and Linux in 2017.
For that to happen, though, Lab Zero Games has to raise $1.5 million. As of now, its related Indiegogo campaign has garnered just over $1.2 million, with less than five days left until its Nov. 24 deadline. (Go to indiegogo.com to learn more about Indivisible and to make a contribution.)
If you're still on the fence as to whether or not to hand over some of your own hard-earned cash for this intriguing effort, the following tête-à-tête--about Indivisible's origins as well as the gay content mentioned in the header above--with Bartholow may help nudge you toward the "yes" side of the equation.
The Gay Gamer: Indivisible's Indiegogo page describes the game as being inspired by Valkyrie Profile and Super Metroid. Why those two games? Were they simply games you enjoyed playing back in the day, or is there more to it than that?
Bartholow: Indivisible actually began as a pitch for another publisher--they requested something along the lines of Child of Light. So we all played it, and our main takeaway was that it was a hybrid platformer-RPG. We thought about other platformer RPGs, and Valkyrie Profile immediately came to mind, since it’s one of our favorite games.
As we thought more about Valkyrie Profile, we thought about what we’d like to change. The first thing we decided to do was remove the time limit so that players had more opportunity to explore and enjoy the game as they saw fit. And that got us thinking--RPGs typically have a strong exploration component, so what are platformers with a strong exploration component? Naturally, Super Metroid came to mind. The addition of new progression abilities and weapons fit nicely into Indivisible’s nascent story, and so we started heading down that route.
The Gay Gamer: You've also brought up Chrono Trigger in past interviews about Indivisible. How does that Squaresoft classic fit into all of this? Or to put it another way, which aspects of Chrono Trigger will be seen or heard or felt in the final version of Indivisible?
Bartholow: There are subtle touches here and there influenced by Chrono Trigger, such as how the enemies are in the environment and you fight them right there. But probably the main influence is our approach to the story. In Chrono Trigger, each era was sort of an episode focused on a particular character or characters who, in addition to being involved in that era’s story, also served as a guide for Crono and Marle to help them settle into the events they’ve stumbled into. So our goal is to give each region of Indivisible’s world and its story a similar feel, with interconnected episodes anchored by strong characters.
Second, Indivisible, in case this is the first you've heard of it, is a two-dimensional action RPG--inspired by both Valkyrie Profile and Super Metroid--that Bartholow and his team hope to release for PS4, Xbox One, PC, Mac and Linux in 2017.
For that to happen, though, Lab Zero Games has to raise $1.5 million. As of now, its related Indiegogo campaign has garnered just over $1.2 million, with less than five days left until its Nov. 24 deadline. (Go to indiegogo.com to learn more about Indivisible and to make a contribution.)
If you're still on the fence as to whether or not to hand over some of your own hard-earned cash for this intriguing effort, the following tête-à-tête--about Indivisible's origins as well as the gay content mentioned in the header above--with Bartholow may help nudge you toward the "yes" side of the equation.
The Gay Gamer: Indivisible's Indiegogo page describes the game as being inspired by Valkyrie Profile and Super Metroid. Why those two games? Were they simply games you enjoyed playing back in the day, or is there more to it than that?
Bartholow: Indivisible actually began as a pitch for another publisher--they requested something along the lines of Child of Light. So we all played it, and our main takeaway was that it was a hybrid platformer-RPG. We thought about other platformer RPGs, and Valkyrie Profile immediately came to mind, since it’s one of our favorite games.
As we thought more about Valkyrie Profile, we thought about what we’d like to change. The first thing we decided to do was remove the time limit so that players had more opportunity to explore and enjoy the game as they saw fit. And that got us thinking--RPGs typically have a strong exploration component, so what are platformers with a strong exploration component? Naturally, Super Metroid came to mind. The addition of new progression abilities and weapons fit nicely into Indivisible’s nascent story, and so we started heading down that route.
The Gay Gamer: You've also brought up Chrono Trigger in past interviews about Indivisible. How does that Squaresoft classic fit into all of this? Or to put it another way, which aspects of Chrono Trigger will be seen or heard or felt in the final version of Indivisible?
Bartholow: There are subtle touches here and there influenced by Chrono Trigger, such as how the enemies are in the environment and you fight them right there. But probably the main influence is our approach to the story. In Chrono Trigger, each era was sort of an episode focused on a particular character or characters who, in addition to being involved in that era’s story, also served as a guide for Crono and Marle to help them settle into the events they’ve stumbled into. So our goal is to give each region of Indivisible’s world and its story a similar feel, with interconnected episodes anchored by strong characters.
Labels:
Child of Light,
Chrono Trigger,
Indiegogo,
Indivisible,
interviews,
Lab Zero Games,
Linux,
mac,
PC,
Peter Bartholow,
PS4,
Q and A,
Super Metroid,
trailers,
Valkyrie Profile,
Xbox One
Thursday, October 29, 2015
So, who's buying some version of The Legend of Heroes: Trails in the Sky SC today?
Is it weird that I decided to publish a post about a game--and game series--I know very little about today? I guess so.
So many people have been talking about the long-awaited North American release of The Legend of Heroes: Trails in the Sky SC, though, that I couldn't help myself.
The thing is, I really am quite uneducated when it comes to this game and to developer Nihon Falcom's Trails in the Sky series in general. Given that, I'm going to hand the reins over to you fine folks.
Specifically, I'd love to hear from those of you consider yourselves at least somewhat knowledge about The Legend of Heroes: Trails in the Sky SC. What should I and other people like me know about it? Why is it so appealing?
Also, for those of you who picked up either the PC or the PSP version of this highly acclaimed RPG or are planning to do so soon, what pushed you down that particular path?
As for me, I may buy the PSP iteration--for my criminally underused Vita, of course--of The Legend of Heroes: Trails in the Sky SC down the road, but before I do that I want to buy and play the first Trails in the Sky game that Xseed so kindly brought to North America a couple of years back.
If any of you are in a similar situation, by the way, you still can purchase the physical version of the first Trails in the Sky title at Amazon for just $19.99.
So many people have been talking about the long-awaited North American release of The Legend of Heroes: Trails in the Sky SC, though, that I couldn't help myself.
The thing is, I really am quite uneducated when it comes to this game and to developer Nihon Falcom's Trails in the Sky series in general. Given that, I'm going to hand the reins over to you fine folks.
Specifically, I'd love to hear from those of you consider yourselves at least somewhat knowledge about The Legend of Heroes: Trails in the Sky SC. What should I and other people like me know about it? Why is it so appealing?
Also, for those of you who picked up either the PC or the PSP version of this highly acclaimed RPG or are planning to do so soon, what pushed you down that particular path?
As for me, I may buy the PSP iteration--for my criminally underused Vita, of course--of The Legend of Heroes: Trails in the Sky SC down the road, but before I do that I want to buy and play the first Trails in the Sky game that Xseed so kindly brought to North America a couple of years back.
If any of you are in a similar situation, by the way, you still can purchase the physical version of the first Trails in the Sky title at Amazon for just $19.99.
Labels:
JRPGs,
Nihon Falcom,
PC,
PS Vita TV,
psp,
RPGs,
The Legend of Heroes,
Trails in the Sky,
Trails in the Sky SC,
Vita,
Xseed Games
Thursday, October 15, 2015
A trio of spooky games I'm hoping to play between now and All Hallows' Eve
For those of us in North America--and any other locale where folks celebrate the holiday--it's that time of year again. And when I say "that time of year," I of course mean Halloween.
While my compatriots spend the next couple of weeks prepping costumes, planning parties and popping orange and black candies into their mouths, I'm going to spend them playing spooky games. Specifically, I'm going to play--or maybe I should say I'm going to do my best to play--the following trio of Halloween-appropriate titles.
Undertale (Mac)--The good news here is that I've already started playing this just-released, EarthBound-esque RPG. The bad news: I've only played about an hour and a half of it so far. I have no doubt that will change appreciably by the end of this coming weekend thanks to all of the grins and chuckles it's already produced.
My favorite aspects of Undertale at the moment, by the way, are its colorfully creepy "overworld" graphics, its wonderfully witty text and its unexpectedly unique gameplay. A highlight of that last component: if you want, you can dance, flirt or simply chat with baddies rather than beat them up during this title's battle scenes.
Corpse Party (PSP)--I put a small handful of hours into this game a couple of years ago while traveling for one reason or another. That playthrough came to a screeching halt, though, when I got stuck and couldn't figure out what to do next. Why didn't I turn to GameFAQs or some other online resource? I have no idea, I'm sorry to say.
Thankfully, I'm feeling decidedly less stubborn these days--especially after listening to my podcast pal, Mollie, rave about this original entry in the oddly titled Corpse Party series while we recorded the 17th installment of The Nichiest Podcast Ever a few nights ago. So, look for me to give the game a second chance (and write about it in one or more future blog posts) between now and the end of this month.
Clock Tower (Super Famicom or WonderSwan)--Can you believe I've never played any of the many versions of Clock Tower that have been released over the years? I can't. OK, so that's not completely true. I spent about 30 minutes with the Super Famicom release earlier this year, but I quickly gave up on that campaign when the game's scissor-wielding antagonist popped up and scared the living daylights out of me.
I can't guarantee the same thing won't happen again when and if I return to this pixelated horror title, but I can guarantee I'll do my best avoid it. Who knows, maybe playing it in black and white will help?
Any you playing any spooky, scary or otherwise Halloween-esque games this month? If so, which ones--and what do you think of them thus far?
While my compatriots spend the next couple of weeks prepping costumes, planning parties and popping orange and black candies into their mouths, I'm going to spend them playing spooky games. Specifically, I'm going to play--or maybe I should say I'm going to do my best to play--the following trio of Halloween-appropriate titles.
Undertale (Mac)--The good news here is that I've already started playing this just-released, EarthBound-esque RPG. The bad news: I've only played about an hour and a half of it so far. I have no doubt that will change appreciably by the end of this coming weekend thanks to all of the grins and chuckles it's already produced.
My favorite aspects of Undertale at the moment, by the way, are its colorfully creepy "overworld" graphics, its wonderfully witty text and its unexpectedly unique gameplay. A highlight of that last component: if you want, you can dance, flirt or simply chat with baddies rather than beat them up during this title's battle scenes.
Corpse Party (PSP)--I put a small handful of hours into this game a couple of years ago while traveling for one reason or another. That playthrough came to a screeching halt, though, when I got stuck and couldn't figure out what to do next. Why didn't I turn to GameFAQs or some other online resource? I have no idea, I'm sorry to say.
Thankfully, I'm feeling decidedly less stubborn these days--especially after listening to my podcast pal, Mollie, rave about this original entry in the oddly titled Corpse Party series while we recorded the 17th installment of The Nichiest Podcast Ever a few nights ago. So, look for me to give the game a second chance (and write about it in one or more future blog posts) between now and the end of this month.
Clock Tower (Super Famicom or WonderSwan)--Can you believe I've never played any of the many versions of Clock Tower that have been released over the years? I can't. OK, so that's not completely true. I spent about 30 minutes with the Super Famicom release earlier this year, but I quickly gave up on that campaign when the game's scissor-wielding antagonist popped up and scared the living daylights out of me.
I can't guarantee the same thing won't happen again when and if I return to this pixelated horror title, but I can guarantee I'll do my best avoid it. Who knows, maybe playing it in black and white will help?
Any you playing any spooky, scary or otherwise Halloween-esque games this month? If so, which ones--and what do you think of them thus far?
Labels:
All Hallows' Eve,
Clock Tower,
Corpse Party,
Earthbound,
Halloween,
horror games,
imports,
mac,
PC,
psp,
RPGs,
scary games,
spooky games,
super famicom,
Undertale,
WonderSwan
Monday, May 18, 2015
The Nichiest Podcast Ever gets even nichier in its 14th episode
Those of you who enjoy spending a couple of hours listening to three people blather on about all sorts of niche-y gaming experiences should get a kick out of the latest episode (or "take," if your name is shidoshi) of The Nichiest Podcast Ever.
This is the 14th time we've recorded together, by the way, which I think is pretty cool. Oh, and it's the first time my portion of the discussion was captured using a real microphone, pop filter, sound board and the like, which I also find kind of cool.
Another "cool" element of this particular Nichiest Podcast Ever take, in the opinion of yours truly: we cover even more ground than usual, or at least that's how it felt while we were chatting. For example, some of the games we discussed this time around were A-Train: City Simulator (3DS), Amnesia: Memories (Vita), Class of Heroes 3 (PSP), Fatal Frame V (Wii U) and Starlight Vega (PC).
That's far from the extent of what's included in this latest, greatest installment of The Nichiest Podcast Ever, mind you. We also talk about a few other 3DS, Vita and even PC games during its just-over-two-hour running time.
If you're curious to find out which PC, Vita and 3DS titles I'm talking about here, or if you're really itching to hear what Anne, shidoshi and I have to say about any or all of the aforementioned releases, head on over to radio.morningproject.com at your earliest convenience.
This is the 14th time we've recorded together, by the way, which I think is pretty cool. Oh, and it's the first time my portion of the discussion was captured using a real microphone, pop filter, sound board and the like, which I also find kind of cool.
Another "cool" element of this particular Nichiest Podcast Ever take, in the opinion of yours truly: we cover even more ground than usual, or at least that's how it felt while we were chatting. For example, some of the games we discussed this time around were A-Train: City Simulator (3DS), Amnesia: Memories (Vita), Class of Heroes 3 (PSP), Fatal Frame V (Wii U) and Starlight Vega (PC).
That's far from the extent of what's included in this latest, greatest installment of The Nichiest Podcast Ever, mind you. We also talk about a few other 3DS, Vita and even PC games during its just-over-two-hour running time.
If you're curious to find out which PC, Vita and 3DS titles I'm talking about here, or if you're really itching to hear what Anne, shidoshi and I have to say about any or all of the aforementioned releases, head on over to radio.morningproject.com at your earliest convenience.
Tuesday, May 05, 2015
Have you always wanted to play a visual novel featuring lesbian romances? Starlight Vega may be the game for you...
While recording the latest episode of The Nichiest Podcast Ever early last week, Anne (Lee, of the Chic Pixel blog) took the opportunity to educate shidoshi and I about an in-the-works visual novel (for PC) that will feature lesbian romances--an unfortunate oddity when it comes to this particular gaming genre.
That alone makes this game, called Starlight Vega, worth discussing, but what makes it doubly so--in my opinion, at least--is that it actually looks like it could wind up being pretty darn good.
I especially like its art style, which appealingly straddles the line between what's traditionally found in Japanese visual novels and what's usually created by your typical Western illustrator.
Starlight Vega's Kickstarter--which wraps up on May 22--surpassed its initial goal ages ago, but some of you may still want to invest in it given that its final stretch goal would allow for the creation of additional endings (including a "harem" one).
If you'd like to learn more about Starlight Vega, I'd suggest checking out its Kickstarter page, its official site, its Tumblr or its Twitter feed.
That alone makes this game, called Starlight Vega, worth discussing, but what makes it doubly so--in my opinion, at least--is that it actually looks like it could wind up being pretty darn good.
I especially like its art style, which appealingly straddles the line between what's traditionally found in Japanese visual novels and what's usually created by your typical Western illustrator.
Starlight Vega's Kickstarter--which wraps up on May 22--surpassed its initial goal ages ago, but some of you may still want to invest in it given that its final stretch goal would allow for the creation of additional endings (including a "harem" one).
If you'd like to learn more about Starlight Vega, I'd suggest checking out its Kickstarter page, its official site, its Tumblr or its Twitter feed.
Labels:
Kickstarter,
lesbian,
lesbian romances,
Linux,
mac,
PC,
romance,
Starlight Vega,
trailers,
visual novels
Monday, May 04, 2015
Here's hoping the SaGa game for Vita looks more interesting than the browser-based Imperial SaGa
I don't know about you, but I'd completely forgotten than the folks at Square Enix are working on a browser-based SaGa game--called Imperial SaGa--as well as one for the Vita.
After watching Imperial SaGa's first trailer, below, I have a feeling that game would be better off forgotten, actually.
OK, so that's not completely fair, as Imperial SaGa looks to have at least a couple of redeemable qualities. For instance, I like some of the enemy designs, and some of the attacks look appropriately bonkers.
I can't say I'm all that impressed with the rest of it, though--with the character sprites being a prime example. For me, these creations just don't hold a candle to the ones Square Enix's (or, rather, Squaresoft's) staffers produced during the Super Famicom and PlayStation eras.
Anyway, I still have somewhat high hopes for the Vita SaGa game--although, really, who knows when we'll finally get a look at that one, let alone be given the chance to play the finished product?
With that said, what do all of you think of this first Imperial SaGa trailer? Do you think it stinks, or do you think it smells like freshly baked chocolate chip cookies (which, for me, is a decidedly positive thing)?
After watching Imperial SaGa's first trailer, below, I have a feeling that game would be better off forgotten, actually.
OK, so that's not completely fair, as Imperial SaGa looks to have at least a couple of redeemable qualities. For instance, I like some of the enemy designs, and some of the attacks look appropriately bonkers.
I can't say I'm all that impressed with the rest of it, though--with the character sprites being a prime example. For me, these creations just don't hold a candle to the ones Square Enix's (or, rather, Squaresoft's) staffers produced during the Super Famicom and PlayStation eras.
Anyway, I still have somewhat high hopes for the Vita SaGa game--although, really, who knows when we'll finally get a look at that one, let alone be given the chance to play the finished product?
With that said, what do all of you think of this first Imperial SaGa trailer? Do you think it stinks, or do you think it smells like freshly baked chocolate chip cookies (which, for me, is a decidedly positive thing)?
Labels:
browser,
Imperial SaGa,
Japanese games,
PC,
RPGs,
SaGa,
SaGa 2015,
Square Enix,
Squaresoft,
trailers,
Vita
Thursday, January 22, 2015
The Nichiest Podcast Ever turns 13
Not 13 years old, mind you. Thirteen episodes--or "takes," in shidoshi speak--old.
Anyway, another iteration of The Nichiest Podcast Ever is available for your listening pleasure, should you be a person who enjoys hearing a trio of fellow humans blather on about niche video games and systems.
As always, we cram a lot of niche-y game-y chatter into the latest episode, take, whatever you want to call it of the podcast. Among the topics covered this time around:
Speaking of which, look for me to expound on my feelings--both positive and negative--regarding The Lost Valley in a post that will be published tomorrow.
In the meantime, check out The Nichiest Podcast Ever 13 at radio.morningproject.com, if you dare.
Anyway, another iteration of The Nichiest Podcast Ever is available for your listening pleasure, should you be a person who enjoys hearing a trio of fellow humans blather on about niche video games and systems.
As always, we cram a lot of niche-y game-y chatter into the latest episode, take, whatever you want to call it of the podcast. Among the topics covered this time around:
- the impending release of the New 3DS in North America
- the episodic visual novel, Harvest December, that's being localized by the folks at Circle Entertainment
- the many Japanese 3DS, Vita and even PC titles that supposedly are being worked on (for Western audiences) by the folks at Xseed
- the plethora of Vita game announcements that followed the holidays (one of which was tied to an English release of Steins;Gate)
Speaking of which, look for me to expound on my feelings--both positive and negative--regarding The Lost Valley in a post that will be published tomorrow.
In the meantime, check out The Nichiest Podcast Ever 13 at radio.morningproject.com, if you dare.
Friday, January 09, 2015
Shall We Do It? (Coming Out on Top, Fantasy Life, Harvest Moon: The Lost Valley and Slime MoriMori Dragon Quest 3)
The first eight days of 2015 have been a bit tumultuous for me, I've got to say, but thankfully that hasn't kept me from putting a good amount of time into the handful of games that are named in the header above.
(I've also been working on my weeklong not-quite-playthrough of Okamiden, of course, but you'll have to wait until Monday to read my thoughts on it.)
Anyway, as is par for the course for these "Shall We Do It?" posts, here are a few impressions of the titles that have hogged my attention since the holiday season came to an end.
Coming Out on Top (Mac)--For the longest time, this gay dating sim completely avoided pinging my radar. Eventually, though, I noticed that its official NeoGAF thread was getting a lot of action (pun intended) and so decided to see what was causing all the hubbub.
Two playthroughs later, and I can report, without hesitation, that Coming Out on Top is a blast if you're into visual novels that drop you into the trousers of a cute college boy and then let you, well, get into the trousers (eventually, at least--assuming you do and say the right things) of other cute guys.
As is typical of the genre, you're probably going to have to turn to some sort of walkthrough if you want to nab some of these studs, but if you can get over that hump you'll likely get a kick out of it.
A couple of highlights for me so far: the ability to modify, on the fly, the facial and body hair of each of your potential paramours; the amusing and clever writing; and the surprisingly effective sex scenes.
Fantasy Life (3DS)--Last time I published one of these posts, I mentioned that I'd finished this RPG's main story. In the ensuing two or so weeks, I've chiseled away at its post-game adventure, the bulk of which takes place in a unique locale called "Origin Island."
That journey got off to a rather bumpy start, I'm sad to report, thanks to the fact that Fantasy Life's overt chattiness continues well into its bonus content. Once I finished skipping through all of that blather, though, it wasn't long before I was back to giddily bashing baddies with the best greatsword I could get my hands on (or make myself, as a blacksmith).
The DLC pack adds a bunch of new areas, enemies, materials and even pets to the proceedings, by the way, so it's well worth buying if you enjoyed the main campaign.
I've now spent just over 90 hours with the game, in case you're wondering, which means I've put more than 15 hours into the add-on content alone. Not bad for $9, if you ask me.
Harvest Moon: The Lost Valley (3DS)--Although I got this controversial cart for Christmas, I failed to get past its title screen until yesterday. I've only devoted about two hours to it since then, but even that brief foray was enough to make me wonder if maybe this game isn't as bad as it's been made out to be (by my Nichiest Podcast Ever cohort, shidoshi, among many others).
The Lost Valley certainly looks better than I was expecting it to based on screenshots, though that doesn't mean I consider it to be a visual standout among 3DS titles. I'm also finding its gameplay to be acceptably entertaining this far, so it'll be interesting if that holds true after I've devoted a bit more time to it (which I'm planning to do tonight and this weekend) or if my attention and affection will deteriorate to some degree.
Slime MoriMori Dragon Quest 3 (3DS)--Sadly, I've barely given this Rocket Slime sequel any love in the last week or so, although I made some good progress on it early on in the new year. I'm now out on the open seas, tracking down new lands to explore and taking on any and all enemy ships that attempt to trip me up along the way.
That's one of the few ways in which Slime MoriMori 3 differs from its predecessor (the game known outside of Japan as Dragon Quest Heroes: Rocket Slime), by the way; rather than offering players more of the fairly infrequent tank-on-tank battles that were present in the series' second game, this third title ups the ante and not only increases their number (and switches them from tanks to ships, obviously) but also makes them more random, which I have found to be a welcome addition to the Slime MoriMori formula.
Another nice change of pace: it's possible to alter and upgrade your ship this time around, although I've yet to acquire the materials needed to accomplish that feat (or if I have, I've failed to figure out how to make use of them).
Although I've got plenty of other games on my plate at the moment, I'm going to do what I can to make sure Slime MoriMori 3 retains a spot on it for some time to come, as it's nearly as enticing as the DS title that came before it and that ended up being one of my all-time favorite games for the system.
See also: previous 'Shall We Do It?' posts
(I've also been working on my weeklong not-quite-playthrough of Okamiden, of course, but you'll have to wait until Monday to read my thoughts on it.)
Anyway, as is par for the course for these "Shall We Do It?" posts, here are a few impressions of the titles that have hogged my attention since the holiday season came to an end.
Coming Out on Top (Mac)--For the longest time, this gay dating sim completely avoided pinging my radar. Eventually, though, I noticed that its official NeoGAF thread was getting a lot of action (pun intended) and so decided to see what was causing all the hubbub.
Two playthroughs later, and I can report, without hesitation, that Coming Out on Top is a blast if you're into visual novels that drop you into the trousers of a cute college boy and then let you, well, get into the trousers (eventually, at least--assuming you do and say the right things) of other cute guys.
As is typical of the genre, you're probably going to have to turn to some sort of walkthrough if you want to nab some of these studs, but if you can get over that hump you'll likely get a kick out of it.
A couple of highlights for me so far: the ability to modify, on the fly, the facial and body hair of each of your potential paramours; the amusing and clever writing; and the surprisingly effective sex scenes.
Fantasy Life (3DS)--Last time I published one of these posts, I mentioned that I'd finished this RPG's main story. In the ensuing two or so weeks, I've chiseled away at its post-game adventure, the bulk of which takes place in a unique locale called "Origin Island."
That journey got off to a rather bumpy start, I'm sad to report, thanks to the fact that Fantasy Life's overt chattiness continues well into its bonus content. Once I finished skipping through all of that blather, though, it wasn't long before I was back to giddily bashing baddies with the best greatsword I could get my hands on (or make myself, as a blacksmith).
The DLC pack adds a bunch of new areas, enemies, materials and even pets to the proceedings, by the way, so it's well worth buying if you enjoyed the main campaign.
I've now spent just over 90 hours with the game, in case you're wondering, which means I've put more than 15 hours into the add-on content alone. Not bad for $9, if you ask me.
Harvest Moon: The Lost Valley (3DS)--Although I got this controversial cart for Christmas, I failed to get past its title screen until yesterday. I've only devoted about two hours to it since then, but even that brief foray was enough to make me wonder if maybe this game isn't as bad as it's been made out to be (by my Nichiest Podcast Ever cohort, shidoshi, among many others).
The Lost Valley certainly looks better than I was expecting it to based on screenshots, though that doesn't mean I consider it to be a visual standout among 3DS titles. I'm also finding its gameplay to be acceptably entertaining this far, so it'll be interesting if that holds true after I've devoted a bit more time to it (which I'm planning to do tonight and this weekend) or if my attention and affection will deteriorate to some degree.
Slime MoriMori Dragon Quest 3 (3DS)--Sadly, I've barely given this Rocket Slime sequel any love in the last week or so, although I made some good progress on it early on in the new year. I'm now out on the open seas, tracking down new lands to explore and taking on any and all enemy ships that attempt to trip me up along the way.
That's one of the few ways in which Slime MoriMori 3 differs from its predecessor (the game known outside of Japan as Dragon Quest Heroes: Rocket Slime), by the way; rather than offering players more of the fairly infrequent tank-on-tank battles that were present in the series' second game, this third title ups the ante and not only increases their number (and switches them from tanks to ships, obviously) but also makes them more random, which I have found to be a welcome addition to the Slime MoriMori formula.
Another nice change of pace: it's possible to alter and upgrade your ship this time around, although I've yet to acquire the materials needed to accomplish that feat (or if I have, I've failed to figure out how to make use of them).
Although I've got plenty of other games on my plate at the moment, I'm going to do what I can to make sure Slime MoriMori 3 retains a spot on it for some time to come, as it's nearly as enticing as the DS title that came before it and that ended up being one of my all-time favorite games for the system.
See also: previous 'Shall We Do It?' posts
Thursday, January 23, 2014
What can I say? Guys with bouncy shovels (knights, especially) bring me to my knees...
Especially if they're pixelated. The guys, I mean. Actually, I kind of like pixelated shovels, too.
Anyway, the pixelated guy (and shovel) that's bringing me to my knees at this particular moment is the one showcased in the latest teaser trailer produced for Yacht Club Games' long-awaited, Duck Tales-esque platformer, Shovel Knight:
Shovel Knight is set to hit Steam as well as the Wii U and 3DS eShops on March 31, by the way. How many of you are planning to buy it--and which version(s) are you going to pick up?
Me, I'm going with the 3DS iteration. No question. Of course, I can't imagine you can go wrong with any version of this one.
Anyway, the pixelated guy (and shovel) that's bringing me to my knees at this particular moment is the one showcased in the latest teaser trailer produced for Yacht Club Games' long-awaited, Duck Tales-esque platformer, Shovel Knight:
Shovel Knight is set to hit Steam as well as the Wii U and 3DS eShops on March 31, by the way. How many of you are planning to buy it--and which version(s) are you going to pick up?
Me, I'm going with the 3DS iteration. No question. Of course, I can't imagine you can go wrong with any version of this one.
Labels:
3DS,
8-bit,
digital games,
downloadable games,
Duck Tales,
eShop,
mac,
PC,
pixels,
platformers,
retro,
Shovel Knight,
Steam,
trailers,
wii,
Yacht Club Games
Monday, October 07, 2013
Like someone just said on YouTube, this is some shovelware I can get behind
I can't be the only person who's kind of forgotten about this 3DS, Wii U and PC title since it found success via Kickstarter earlier this year, can I?
Regardless, it's back on my radar now--thanks to the following trailer, which found its way onto YouTube late last week.
My only issue with Shovel Knight and its makers, Yacht Club Games, is that it's not going to see the light of day until sometime in February.
Once it does, though, you can rest assured I'll be picking it up in form or fashion. At the moment I'm planning to buy the 3DS release, although it's possible I'll get the Wii U version instead (assuming I have a Wii U by then, of course).
Are any of you also champing at the bit to get your hands on this game?
Regardless, it's back on my radar now--thanks to the following trailer, which found its way onto YouTube late last week.
My only issue with Shovel Knight and its makers, Yacht Club Games, is that it's not going to see the light of day until sometime in February.
Once it does, though, you can rest assured I'll be picking it up in form or fashion. At the moment I'm planning to buy the 3DS release, although it's possible I'll get the Wii U version instead (assuming I have a Wii U by then, of course).
Are any of you also champing at the bit to get your hands on this game?
Labels:
3DS,
digital games,
eShop,
indies,
mac,
nintendo,
PC,
Shovel Knight,
Steam,
Wii U,
Yacht Club Games,
YouTube. trailer
Wednesday, September 04, 2013
It's like Crypt of the NecroDancer was made with me in mind
I don't know about you, but a name like Crypt of the NecroDancer doesn't really pique my interest. Tell me said game is rhythm-based roguelike that sports a retro-tastic art style, though, and you've got my attention.
The question is: will the aforementioned title, which is being made by the folks at Brace Yourself Games for both Mac and Windows, wind up being as fun to play as it appears to be in the following trailer?
I'm a little skeptical, I have to admit, but I'm also intrigued enough that I'll likely take the Mac version for a spin shortly after it's released.
The only thing that could keep me from doing that is Crypt of the NecroDancer's $15 price tag--something I'd be far more willing to put up with if it were attached to a console or even handheld release.
(Via penny-arcade.com)
The question is: will the aforementioned title, which is being made by the folks at Brace Yourself Games for both Mac and Windows, wind up being as fun to play as it appears to be in the following trailer?
I'm a little skeptical, I have to admit, but I'm also intrigued enough that I'll likely take the Mac version for a spin shortly after it's released.
The only thing that could keep me from doing that is Crypt of the NecroDancer's $15 price tag--something I'd be far more willing to put up with if it were attached to a console or even handheld release.
(Via penny-arcade.com)
Monday, August 19, 2013
What do you think of the fan-made Mother 4?
I ask because I'm not sure what I think of this creation myself. I mean, I really can't fathom an Itoi-less Mother game having even a modicum of the charm and wit that can be found in the series' first three entries, but I also have to admit I really like how this release is shaping up in terms of its aesthetics--which are shockingly (in a good way) reminiscent of Mother 3's visuals, in my opinion.
The question is, will the final product--which is expected to be released late next year for Windows, OS X and Linux--feature a script that's anywhere near as charming and emotional and intelligent as its predecessors? As I've already said, I'm not at all sure it will, but my fingers are crossed in the hopes that I'm wrong.
To see more screenshots of Mother 4, or to keep track of its progress, check out the game's official website, mother4game.com. Also, let me (and everyone else who frequents this blog) know in the comments section below what you think of this fan-made sequel.
See also: 'A fascinating look at EarthBound's localization'
The question is, will the final product--which is expected to be released late next year for Windows, OS X and Linux--feature a script that's anywhere near as charming and emotional and intelligent as its predecessors? As I've already said, I'm not at all sure it will, but my fingers are crossed in the hopes that I'm wrong.
To see more screenshots of Mother 4, or to keep track of its progress, check out the game's official website, mother4game.com. Also, let me (and everyone else who frequents this blog) know in the comments section below what you think of this fan-made sequel.
See also: 'A fascinating look at EarthBound's localization'
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