It's funny how frequently the games I least expect to like end up becoming my favorites.
Four cases in point from the last 12 months: A Witch's Tale, Hey! Pikmin, Lapis x Labyrinth, and The Liar Princess and the Blind Prince.
To be honest, I approached Raging Loop with a bit less apprehension than I approached the just-named titles, but only a bit.
I say that because although I always liked the premise of Raging Loop, which is a Groundhog Day-esque visual novel (or VN) set in a secluded Japanese village and mixed with the social-deduction game called "Werewolf," I wasn't so fond of its art style.
In fact, I kept Raging Loop--or Rei-Jin-G-Lu-P, as it's known in Japan--at arm's length due to the latter until I read this old, glowing game-forum post about it.
Although the above-mentioned write-up pushed me to eagerly pre-order a physical copy of Raging Loop, I didn't pop its cartridge into my Switch as soon as it arrived on my doorstep in late November.
Part of the reason for the delay is I planned to race through it in the lead-up to Halloween. (Physical copies were supposed to hit North America on Oct. 22, but didn't actually do so until Nov. 19.) Also, by the time I got my grubby hands on it, I was knee-deep into Romancing SaGa 3. And after I finished that game, I dove right into Heroland.
Forty-plus hours and far too many weeks later, I wrapped up my mostly positive Heroland campaign and looked for something else to play. That's when I remembered Raging Loop--and promptly fired it up.
Honestly, what followed was something akin to a fever dream. For 10 straight days, I was utterly charmed by and obsessed with this visual novel's nail-biter of a story.
Why is Raging Loop's story so darn compelling? For me, the remote, rural Japanese setting was a big part of the pull. It made everything that happened after the protagonist, a mysterious grad student named Haruaki Fusaishi, enters it all the more unnerving and captivating.
Speaking of which, the "everything that happened after" also plays a major role in making Raging Loop such an engaging experience. As I mentioned earlier, it's got a Groundhog Day-esque time-loop thing going on that I'm sure will aggravate some, but for me it added enough twists and turns to that storytelling trope to seem uniquely thrilling.
The characters that help bring Raging Loop's story to life are another standout component of this creepy VN. It'll take you a while to warm up to most of them, if you're anything like me, but once that happens you'll do as I did and root for more than Fusaishi to make it through "the feast" alive.
The contentious art style grows on you after a while, too--or at least it grew on me over time. In the end, I thought Raging Loop's at-times-off-putting aesthetic was a perfect match for its unsettling vibe.
Still, I have a feeling the visuals here won't sit well with some folks. And even those who like them may be turned off by the general "cheapness" of the game's presentation. There isn't much variety to its character or backdrop illustrations, and while that didn't bother me, it may bug others.
Something else that might annoy Raging Loop readers is its overall linearity. Yes, there are decisions to make, the aforementioned time loops to deal with, and a vast assortment of (mostly bad) endings to muse over, but for the most part you have to tackle them in a fairly straightforward manner.
Clearly that didn't keep me from enjoying the hell out of Raging Loop. In fact, I can't point to a single component of the game that irked me in any meaningful way.
Will you have a similarly positive reaction to this VN should you choose to play--or read, as the kids say--it? It's hard to say. If what I've said so far intrigues you in the least, though, I'd recommend giving it a try.
And if you still need a little push in that direction? Read this Raging Loop review, or check out this game-forum thread devoted to it. They should nudge you to one side of the fence or the other.
Showing posts with label PC games. Show all posts
Showing posts with label PC games. Show all posts
Thursday, February 06, 2020
Sunday, January 12, 2020
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)
The topic of this post may surprise those of you who noticed that I named Heroland in my "favorite games of 2019 that aren't The Liar Princess and the Blind Prince or Lapis x Labyrinth" write-up.
Don't get me wrong, I stand by its inclusion there--despite the fact that I'm giving serious thought to pulling the plug on my lengthy Heroland playthrough well in advance of the game's end credits.
How could I both enjoy this unique PC, PS4, and Switch RPG--called Work x Work in Japan--and bounce off it before encountering its credit roll? That's what I'll hopefully explain here.
It dares to do things differently--I love role-playing games to death, but even I think they can be a little too samey. Well, Heroland approaches the well-worn genre from a unique angle. I guess I should've expected that. After all, it was made by folks who previously worked on Fantasy Life, Magical Vacation, and even Mother 3. Heroland doesn't play like any of those titles, though. It's actually kind of--gulp!--mobile game-esque in its design. To advance the story, you take on quests that revolve around guiding four-person parties through areas of a theme park. Said park has an RPG theme, so naturally it features battles with baddies. (Though the baddies here are just other humans in costumes.) Being a guide, you don't do any fighting yourself; rather, you bark out orders to customers who paid to partake in such tussles. That probably sounds boring to a good portion of you, but I've found it fairly fun so far.
Heroland's soundtrack is surprisingly magical--Or maybe I should call it sneakily impressive? I say this because Heroland's OST didn't strike me as superb right away. It wasn't until a couple of days after I started playing it, when I realized I was humming the game's main battle theme, that such a thought entered my head. On a related note, Tsukasa Masuko's work here is more playful than serious or somber--appropriate, given Heroland's amusement-park setting.
I wish its developers would've gone further with the board game-esque playfields--Although it's possible things open up in this regard as Heroland approaches its denouement, I'm not betting on it doing so. Assuming I'm right, that's a real shame. While the game changes up its sorties now and then by tossing new environments and enemies at the player, they otherwise remain disappointingly straightforward. Personally, I would've loved it if the playfields that serve as the backbone of Heroland's silly quests were filled with twists and turns--or at least a few more slight bends.
It lasts way too long--When I started playing Heroland, I assumed it would take me 15 to 20 hours to finish. Around the time I hit the 15-hour mark, I asked folks on Twitter how long it took them to beat the game. The answer I received shocked me: over 40 hours. Twenty hours in, I've long since forgotten the thrust of Heroland's story--which suggests to me it's already gone on far too long. How on earth am I supposed to give it 20 more hours of my time?
See also: 'A few impressions of the recently released Romancing SaGa 3 remake now that I've put more than 20 hours into it'
Don't get me wrong, I stand by its inclusion there--despite the fact that I'm giving serious thought to pulling the plug on my lengthy Heroland playthrough well in advance of the game's end credits.
How could I both enjoy this unique PC, PS4, and Switch RPG--called Work x Work in Japan--and bounce off it before encountering its credit roll? That's what I'll hopefully explain here.
The good
Physical copies come with a frickin' instruction manual--And not only that, but Heroland's manual is pretty nice. It's 25 pages long, printed in full color, and filled with a ton of lovely illustrations. Oh, and it's small enough it actually fits in the game's case. I wouldn't suggest buying a physical copy of Heroland just so you can flip through this booklet whenever the urge arises, but it sure is a nice bonus if you purchase one for at least a couple of other reasons.It dares to do things differently--I love role-playing games to death, but even I think they can be a little too samey. Well, Heroland approaches the well-worn genre from a unique angle. I guess I should've expected that. After all, it was made by folks who previously worked on Fantasy Life, Magical Vacation, and even Mother 3. Heroland doesn't play like any of those titles, though. It's actually kind of--gulp!--mobile game-esque in its design. To advance the story, you take on quests that revolve around guiding four-person parties through areas of a theme park. Said park has an RPG theme, so naturally it features battles with baddies. (Though the baddies here are just other humans in costumes.) Being a guide, you don't do any fighting yourself; rather, you bark out orders to customers who paid to partake in such tussles. That probably sounds boring to a good portion of you, but I've found it fairly fun so far.
Heroland's soundtrack is surprisingly magical--Or maybe I should call it sneakily impressive? I say this because Heroland's OST didn't strike me as superb right away. It wasn't until a couple of days after I started playing it, when I realized I was humming the game's main battle theme, that such a thought entered my head. On a related note, Tsukasa Masuko's work here is more playful than serious or somber--appropriate, given Heroland's amusement-park setting.
The bad
Everyone in Heroland talks too much--Everyone except the silent, afro-coifed protagonist, that is. I'm not always keen on silent protagonists in games, but Heroland's thrills me. I mean, if ol' Lucky (that's the main character's name) added his two cents to every conversation, this role-player would be even more blathery than it is already. Oh, well, at least Heroland's wall of text is witty.I wish its developers would've gone further with the board game-esque playfields--Although it's possible things open up in this regard as Heroland approaches its denouement, I'm not betting on it doing so. Assuming I'm right, that's a real shame. While the game changes up its sorties now and then by tossing new environments and enemies at the player, they otherwise remain disappointingly straightforward. Personally, I would've loved it if the playfields that serve as the backbone of Heroland's silly quests were filled with twists and turns--or at least a few more slight bends.
The ugly
Battles don't become a whole lot more strategic or even interesting after the five- or 10-hour mark--Though there's more depth to Heroland's skirmishes than the game leads you to believe early on, things seem to level off in that regard once you're a few hours into its story. Admittedly, I'm still enjoying them quite a bit, but I'm pretty sure I'd enjoy them a lot more if I could make even a couple more choices while telling the park's customers what to do against the horde of adorable enemies they encounter during their Heroland adventures.It lasts way too long--When I started playing Heroland, I assumed it would take me 15 to 20 hours to finish. Around the time I hit the 15-hour mark, I asked folks on Twitter how long it took them to beat the game. The answer I received shocked me: over 40 hours. Twenty hours in, I've long since forgotten the thrust of Heroland's story--which suggests to me it's already gone on far too long. How on earth am I supposed to give it 20 more hours of my time?
See also: 'A few impressions of the recently released Romancing SaGa 3 remake now that I've put more than 20 hours into it'
Labels:
2019 games,
FuRyu,
Heroland,
impressions,
Nintendo Switch,
PC games,
PS4,
RPGs,
Work x Work,
Xseed
Wednesday, October 09, 2019
Ten questions with Christophe Galati, maker of Save me Mr Tako
I had a keen eye on Christophe Galati's Save me Mr Tako: Tatsukete Tako-San long before it hit Steam and the Nintendo Switch eShop this time last year.
To put it another way, I drooled over this adorable, octopus-starring platformer back when it was still a Wii U title. And when it was being considered for the New 3DS, too.
In the end, neither of those now-defunct systems were blessed with Save me Mr Tako. Why? Sadly, I don't know. I rather stupidly forgot to ask Christophe about those planned-but-canned releases when he agreed to answer a few questions about the game a couple of weeks ago.
I asked him a number of other intriguing questions, though. Or at least I hope they're intriguing. You be the judge.
The Gay Gamer: How long have you been making games and what prompted you to start making them? Also, what kinds of games did you make early on?
Christophe: I was really into JRPGs and retro games growing up, as my brother was a game collector. I started to create games when I was 12, after discovering RPG Maker with a friend. My first attempt was a Pokémon fan game. It had a Final Fantasy-like battle system and a very dark story with Mudkip sacrifices.
I learned a lot, then decided to make more personal projects, learn pixel art and write stories. I continued using RPG Maker, and showed my work in online forums. At 18, I went to a game school--Isart Digital--in Paris, where I learned more about game design and programming while also working in the industry.
The Gay Gamer: I'm guessing Save me Mr Tako was your first "big" game--or at least the first one that was picked up by a publisher, made you money, etc. How did you go from developing games for fun, or on the side, to this?
Christophe: Correct, Save me Mr Tako is my first game as an indie. I started to create it in 2014, at a time when I was very depressed by the game school I was attending and the internship I had (where I was making a game for a French cheese company). It was the GameBoy's 25th anniversary year, I ate takoyaki for the first time and got the vision of an octopus character. All of this merged in my mind, along with my JRPG inspiration, and led to Tako.
I started with a small prototype that I published in September of that year, and it got a lot of visibility, especially in Japan. It gave me the motivation to make a full game of it, even though I was 19 at the time. I worked on it in my free time for three years, with the help of the composer Marc-Antoine Archier. Then, the game was selected for the Tokyo Game Show in 2016. It was like a dream come true. That’s where I met Nicalis. After that, I decided to leave my job and go full-time indie. The game finally released last October, after four years of hard work.
The Gay Gamer: How was that experience for you overall, now that it's behind you? Are you happy with how Save me Mr Tako turned out and how players responded to it?
Christophe: It’s never behind you. There are still many things I want to do with the game. I’m glad I was able to follow my vision and make the story come to life, as my first goal when designing a game is to tell a story. I’m proud to have made such a large game, but I’m kind of sad it has some balancing issues, as it was never my intention to make a hard game. After four years on my own, I couldn’t feel the difficulty anymore. Hopefully it will be patched soon so more people can enjoy the story.
I also learned a lot by working with a publisher, and feel prepared for what will come next. I’m glad players liked the game and identified with the characters, that it got the "hidden gem" aura and is considered one of the best GameBoy tribute games.
The Gay Gamer: Kind of an aside here, but Save me Mr Tako features drag queens. What made you decide to include them in the game?
Christophe: You can thank my friend Mirage for that! She introduced me to drag culture around the time I started development, and brought me to a few drag shows in Paris. It was so much fun! I’m all for making games more inclusive, to help the representation of LGBT characters--that’s something I want to keep doing in my next creations.
The Gay Gamer: Do you think you'll ever return to that world, perhaps with a sequel to Save me Mr Tako? And if you did ever return to it, what do you think you'd add to or change about it? Would it even still be a platformer?
Christophe: I hope I can return to that world someday. Now that I have more distance with it, I realized there were a lot of elements and ideas that came from the projects I made when I was a teenager, with an octopus twist. I guess it’s my own universe, and I want to keep expanding it.
But I don’t want to do a platformer again soon. My goal is to lean toward the JRPG genre, which is more suited to the stories I want to tell. I love to write universe and lore documents, so I may also create new worlds. Who knows what projects I will have the chance to work on in the future?
The Gay Gamer: You recently completed a five-month artist residency program in Kyoto. How did that change how you think about and make games? What are some of the things you learned there that are impacting your next game?
Christophe: Earlier this year, I got the chance to become the first game developer to be selected in a French artist residency. It’s something I've had in mind since seeing a documentary about Villa Medicis a few years ago. That made me think it would be great to have these kind of places open for game creators. When I discovered Villa Kujoyama in Kyoto, I had to apply. It was perfect for my needs, as my games are very inspired by Japanese culture.
I really think I grew up during those five months. It gave me more confidence as an artist and in the messages I want to express in my games. Being able to work in such a cool environment, surrounded by artists from very different fields and experiencing life in Japan--all those things inspired me a lot. It also gave me time to take care of myself after crunching on Tako, to get in better shape, to do research and a real pre-production this time.
The Gay Gamer: Speaking of your next game, it seems to be something you're calling the Himitsu Project. It appears to be inspired by Famicom games rather than GameBoy ones this time around. Is that the case? If so, why are you going for a Famicom aesthetic with it?
Christophe: Himitsu Project is a code name. I always saw Tako as a first step in a journey of paying tribute to and mastering the aesthetic of games that inspired me growing up. I started with the GameBoy, and am now moving on to the GameBoy Advance. I agree the current palette of the prototype is very limited, making it look like a Famicom game, but this way people understand it’s a prototype and that nothing is final. (That’s also why the character is still naked.) I hope that in future projects I’ll be able to explore aesthetics like the PS1 and DS, too.
The Gay Gamer: What else can you share about the Himitsu Project at this time? Does it fit into any particular genre or genres? Have any existing games served as inspiration for it? How far along are you in its creation?
Christophe: The game is an action RPG that's inspired by many games, including Illusion of Gaia, Golden Sun and Secret of Mana. The main themes it will deal with are secrets, how our society and people are built on traumas and how that consumes the world from the inside. It will follow several characters, including a drag performer.
It’s still the beginning of the project, I think it will take at least three years to develop--if I manage to not only work on it in my free time as I did with Tako. That’s what I’ve been working on since I returned to France--applying for funding and creating opportunities for the project.
The Gay Gamer: You say on your Patreon page that you want to form your own company at some point. Why is that?
Christophe: That’s also why I opened a Patreon page recently. It’s part of creating the good working conditions I’d like to have. I was able to develop Tako mostly alone, but in the future, I’d like to work with a team. That will benefit the quality of the final game and allow me to make even more ambitious projects. Starting my own company will help with funding, too, and that will provide even more opportunities. I’m just at the beginning of my career, and I want to see how far I can go to make my dreams come true.
The Gay Gamer: You also say you eventually want that company be seen as a modern Quintet. How exactly do you hope to follow in the footsteps of that company?
Christophe: For me, Quintet will always be a company with an aura, which made meaningful games. That is kind of what I aspire to--I want to create masterpieces, games that will inspire people as those games inspired me growing up.
My goal is not to revolutionize the game industry, but to explore new subjects, use gameplay to tell stories that will reach the heart of players, create great adventures that will make them understand things and help them in their own lives. I see games as an artform, and I want to defend that view. I believe our generation is the game industry of tomorrow, and I want to help make it less abusive and more inclusive.
See also: 'Ten questions with the guys behind the best GameBoy game you've probably never played, Tobu Tobu Girl'
To put it another way, I drooled over this adorable, octopus-starring platformer back when it was still a Wii U title. And when it was being considered for the New 3DS, too.
In the end, neither of those now-defunct systems were blessed with Save me Mr Tako. Why? Sadly, I don't know. I rather stupidly forgot to ask Christophe about those planned-but-canned releases when he agreed to answer a few questions about the game a couple of weeks ago.
I asked him a number of other intriguing questions, though. Or at least I hope they're intriguing. You be the judge.
The Gay Gamer: How long have you been making games and what prompted you to start making them? Also, what kinds of games did you make early on?
Christophe: I was really into JRPGs and retro games growing up, as my brother was a game collector. I started to create games when I was 12, after discovering RPG Maker with a friend. My first attempt was a Pokémon fan game. It had a Final Fantasy-like battle system and a very dark story with Mudkip sacrifices.
I learned a lot, then decided to make more personal projects, learn pixel art and write stories. I continued using RPG Maker, and showed my work in online forums. At 18, I went to a game school--Isart Digital--in Paris, where I learned more about game design and programming while also working in the industry.
Christophe Galati sporting a Zelda tee |
The Gay Gamer: I'm guessing Save me Mr Tako was your first "big" game--or at least the first one that was picked up by a publisher, made you money, etc. How did you go from developing games for fun, or on the side, to this?
Christophe: Correct, Save me Mr Tako is my first game as an indie. I started to create it in 2014, at a time when I was very depressed by the game school I was attending and the internship I had (where I was making a game for a French cheese company). It was the GameBoy's 25th anniversary year, I ate takoyaki for the first time and got the vision of an octopus character. All of this merged in my mind, along with my JRPG inspiration, and led to Tako.
I started with a small prototype that I published in September of that year, and it got a lot of visibility, especially in Japan. It gave me the motivation to make a full game of it, even though I was 19 at the time. I worked on it in my free time for three years, with the help of the composer Marc-Antoine Archier. Then, the game was selected for the Tokyo Game Show in 2016. It was like a dream come true. That’s where I met Nicalis. After that, I decided to leave my job and go full-time indie. The game finally released last October, after four years of hard work.
The Gay Gamer: How was that experience for you overall, now that it's behind you? Are you happy with how Save me Mr Tako turned out and how players responded to it?
Christophe: It’s never behind you. There are still many things I want to do with the game. I’m glad I was able to follow my vision and make the story come to life, as my first goal when designing a game is to tell a story. I’m proud to have made such a large game, but I’m kind of sad it has some balancing issues, as it was never my intention to make a hard game. After four years on my own, I couldn’t feel the difficulty anymore. Hopefully it will be patched soon so more people can enjoy the story.
I also learned a lot by working with a publisher, and feel prepared for what will come next. I’m glad players liked the game and identified with the characters, that it got the "hidden gem" aura and is considered one of the best GameBoy tribute games.
A scene from Save me Mr Tako |
The Gay Gamer: Kind of an aside here, but Save me Mr Tako features drag queens. What made you decide to include them in the game?
Christophe: You can thank my friend Mirage for that! She introduced me to drag culture around the time I started development, and brought me to a few drag shows in Paris. It was so much fun! I’m all for making games more inclusive, to help the representation of LGBT characters--that’s something I want to keep doing in my next creations.
The Gay Gamer: Do you think you'll ever return to that world, perhaps with a sequel to Save me Mr Tako? And if you did ever return to it, what do you think you'd add to or change about it? Would it even still be a platformer?
Christophe: I hope I can return to that world someday. Now that I have more distance with it, I realized there were a lot of elements and ideas that came from the projects I made when I was a teenager, with an octopus twist. I guess it’s my own universe, and I want to keep expanding it.
But I don’t want to do a platformer again soon. My goal is to lean toward the JRPG genre, which is more suited to the stories I want to tell. I love to write universe and lore documents, so I may also create new worlds. Who knows what projects I will have the chance to work on in the future?
The Gay Gamer: You recently completed a five-month artist residency program in Kyoto. How did that change how you think about and make games? What are some of the things you learned there that are impacting your next game?
Christophe: Earlier this year, I got the chance to become the first game developer to be selected in a French artist residency. It’s something I've had in mind since seeing a documentary about Villa Medicis a few years ago. That made me think it would be great to have these kind of places open for game creators. When I discovered Villa Kujoyama in Kyoto, I had to apply. It was perfect for my needs, as my games are very inspired by Japanese culture.
Another Save me Mr Tako scene |
I really think I grew up during those five months. It gave me more confidence as an artist and in the messages I want to express in my games. Being able to work in such a cool environment, surrounded by artists from very different fields and experiencing life in Japan--all those things inspired me a lot. It also gave me time to take care of myself after crunching on Tako, to get in better shape, to do research and a real pre-production this time.
The Gay Gamer: Speaking of your next game, it seems to be something you're calling the Himitsu Project. It appears to be inspired by Famicom games rather than GameBoy ones this time around. Is that the case? If so, why are you going for a Famicom aesthetic with it?
Christophe: Himitsu Project is a code name. I always saw Tako as a first step in a journey of paying tribute to and mastering the aesthetic of games that inspired me growing up. I started with the GameBoy, and am now moving on to the GameBoy Advance. I agree the current palette of the prototype is very limited, making it look like a Famicom game, but this way people understand it’s a prototype and that nothing is final. (That’s also why the character is still naked.) I hope that in future projects I’ll be able to explore aesthetics like the PS1 and DS, too.
The Gay Gamer: What else can you share about the Himitsu Project at this time? Does it fit into any particular genre or genres? Have any existing games served as inspiration for it? How far along are you in its creation?
Christophe: The game is an action RPG that's inspired by many games, including Illusion of Gaia, Golden Sun and Secret of Mana. The main themes it will deal with are secrets, how our society and people are built on traumas and how that consumes the world from the inside. It will follow several characters, including a drag performer.
Christophe Galati's Himitsu Project |
It’s still the beginning of the project, I think it will take at least three years to develop--if I manage to not only work on it in my free time as I did with Tako. That’s what I’ve been working on since I returned to France--applying for funding and creating opportunities for the project.
The Gay Gamer: You say on your Patreon page that you want to form your own company at some point. Why is that?
Christophe: That’s also why I opened a Patreon page recently. It’s part of creating the good working conditions I’d like to have. I was able to develop Tako mostly alone, but in the future, I’d like to work with a team. That will benefit the quality of the final game and allow me to make even more ambitious projects. Starting my own company will help with funding, too, and that will provide even more opportunities. I’m just at the beginning of my career, and I want to see how far I can go to make my dreams come true.
The Gay Gamer: You also say you eventually want that company be seen as a modern Quintet. How exactly do you hope to follow in the footsteps of that company?
Christophe: For me, Quintet will always be a company with an aura, which made meaningful games. That is kind of what I aspire to--I want to create masterpieces, games that will inspire people as those games inspired me growing up.
My goal is not to revolutionize the game industry, but to explore new subjects, use gameplay to tell stories that will reach the heart of players, create great adventures that will make them understand things and help them in their own lives. I see games as an artform, and I want to defend that view. I believe our generation is the game industry of tomorrow, and I want to help make it less abusive and more inclusive.
See also: 'Ten questions with the guys behind the best GameBoy game you've probably never played, Tobu Tobu Girl'
Saturday, December 08, 2018
How to beat Black Bird's final boss in 'True' mode
If you're anything like me, your first few meetings with the final boss of Black Bird's "True" mode won't end in success.
Oh, hell, who am I kidding? If you're anything like me, your first, I don't know, 30 meetings with it won't end in success.
In fact, I put around 25 hours into this Onion Games release before I saw the credit roll in this mode. What changed? To be honest, I found and watched video footage of someone else fighting this shape-changing baddie that clued me into a few mistakes I was making.
If you're having a similarly difficult time toppling this Black Bird adversary and you're not sure why, the following tips should help.
1. Try your best to reach the boss while in the bird-ship's fully powered-up form. (It should look like mine does in the screenshot above. Also, it should shoot large, circular bullets straight ahead and launch homing missiles that look like little crows from the side.) Believe me when I say this will make the task ahead a lot easier than it'll be if you arrive on the scene without enough ammo.
2. If possible, don't use any bombs during the first two portions of the fight. Should that not be an option for you at this point, at least save a couple of them for the battle's third phase. (Need some specific advice here? Let me know in the comments section below and I'll do my best to help.)
3. Speaking of which, I pretty much always drop a couple of bombs during this brawl's third segment. You'll know you've reached it when feathers--or whatever they're supposed to be--begin to rain down from the top of the screen. It's possible to avoid even the ones this multi-faceted foe launches at you, of course, but doing so takes more skill than I currently possess. At any rate, unleashing a bomb just as this iteration of Black Bird's final boss attempts to pelt you with projectiles not only keeps you from being hit, but it also keeps you from losing your precious homing missiles. (Assuming you're still fully powered-up.)
4. Those of you who are used to Black Bird's "Normal" mode, or those of you who've yet to get past this portion of the "True" mode's last fight, are in for a bit of a surprise now. Not only isn't the scuffle over (as it would be if you were playing the game's easier setting), but it's got two more phases. Thankfully, the first is a breeze. All you need to do during it is avoid the green prisms that surround and then try to squeeze you. The only advice I can give you here is to stay still until the objects lock into position, then move in whatever direction is needed to avoid being pinched. Rinse and repeat until just one of those little buggers remains.
5. Enjoy that rather calm segment of Black Bird's final fight while it lasts, by the way. The fifth and final portion of this clash is the toughest and most chaotic one yet. Or it is until you realize it's not nearly as nightmarish as the game wants you to believe it is. Basically, you've got to deal with two different attack patterns this time around. During the first, the boss inhales a bunch of asteroids from the edges of the screen. Your focus here needs to be on avoiding those rotating, damage-dealing boulders. The only time you should change that tactic is when you lose your homing missiles. If you ever find yourself in that situation, go ahead and drop a bomb--assuming you have any in your arsenal. That should return you to fully powered-up status. And if you don't have any of those explosives? Shoot the green planetoids. They'll drop gems that will produce the same result.
6. The second attack pattern of this phase is the polar opposite of the first. Instead of inhaling objects from the edge of the screen, the boss spews them outward from the center of it. This is where most people freak a bit. I know I did early on. Don't follow in my footsteps. Instead, stick to one side of this many-staged adversary. When she unleashes her fury (you'll know it when you see it), stay close to the line of red "bullets" while shooting the other projectiles she sends your way. Oh, and only use bombs here if you absolutely need to do so. They won't help you power up, so save them for the first segment of the fight.
7. You'll cycle through these patterns until you've died or you've defeated the boss, so get comfortable. And make sure you aim at least some of your bullets at Black Bird's biggest baddie during this Groundhog Day-esque segment of the final battle. This is why it's so important to start the fight fully powered-up. The homing missile-bird thingies that come along with that allow you to pick away at the game's antagonist even when you're not facing her.
8. Fill "Amoris Nova" (apparently that's the name of this iteration of the last boss) with enough ammo and she'll finally explode--and in a fairly satisfying way, if I do say so myself. What's next? Why, the game's score-tally screen and credit roll-cum-ending sequence, of course. Congratulations!
9. One last thing: should you wind up with fewer than 25 million points, you won't see the game's true ending.
If you're struggling with that task, check out my post full of Black Bird tips, tricks, and tactics.
See also: 'Onion Games' Black Bird is the dark Fantasy Zone clone I didn't know I wanted or needed'
Oh, hell, who am I kidding? If you're anything like me, your first, I don't know, 30 meetings with it won't end in success.
In fact, I put around 25 hours into this Onion Games release before I saw the credit roll in this mode. What changed? To be honest, I found and watched video footage of someone else fighting this shape-changing baddie that clued me into a few mistakes I was making.
If you're having a similarly difficult time toppling this Black Bird adversary and you're not sure why, the following tips should help.
1. Try your best to reach the boss while in the bird-ship's fully powered-up form. (It should look like mine does in the screenshot above. Also, it should shoot large, circular bullets straight ahead and launch homing missiles that look like little crows from the side.) Believe me when I say this will make the task ahead a lot easier than it'll be if you arrive on the scene without enough ammo.
2. If possible, don't use any bombs during the first two portions of the fight. Should that not be an option for you at this point, at least save a couple of them for the battle's third phase. (Need some specific advice here? Let me know in the comments section below and I'll do my best to help.)
3. Speaking of which, I pretty much always drop a couple of bombs during this brawl's third segment. You'll know you've reached it when feathers--or whatever they're supposed to be--begin to rain down from the top of the screen. It's possible to avoid even the ones this multi-faceted foe launches at you, of course, but doing so takes more skill than I currently possess. At any rate, unleashing a bomb just as this iteration of Black Bird's final boss attempts to pelt you with projectiles not only keeps you from being hit, but it also keeps you from losing your precious homing missiles. (Assuming you're still fully powered-up.)
4. Those of you who are used to Black Bird's "Normal" mode, or those of you who've yet to get past this portion of the "True" mode's last fight, are in for a bit of a surprise now. Not only isn't the scuffle over (as it would be if you were playing the game's easier setting), but it's got two more phases. Thankfully, the first is a breeze. All you need to do during it is avoid the green prisms that surround and then try to squeeze you. The only advice I can give you here is to stay still until the objects lock into position, then move in whatever direction is needed to avoid being pinched. Rinse and repeat until just one of those little buggers remains.
5. Enjoy that rather calm segment of Black Bird's final fight while it lasts, by the way. The fifth and final portion of this clash is the toughest and most chaotic one yet. Or it is until you realize it's not nearly as nightmarish as the game wants you to believe it is. Basically, you've got to deal with two different attack patterns this time around. During the first, the boss inhales a bunch of asteroids from the edges of the screen. Your focus here needs to be on avoiding those rotating, damage-dealing boulders. The only time you should change that tactic is when you lose your homing missiles. If you ever find yourself in that situation, go ahead and drop a bomb--assuming you have any in your arsenal. That should return you to fully powered-up status. And if you don't have any of those explosives? Shoot the green planetoids. They'll drop gems that will produce the same result.
6. The second attack pattern of this phase is the polar opposite of the first. Instead of inhaling objects from the edge of the screen, the boss spews them outward from the center of it. This is where most people freak a bit. I know I did early on. Don't follow in my footsteps. Instead, stick to one side of this many-staged adversary. When she unleashes her fury (you'll know it when you see it), stay close to the line of red "bullets" while shooting the other projectiles she sends your way. Oh, and only use bombs here if you absolutely need to do so. They won't help you power up, so save them for the first segment of the fight.
7. You'll cycle through these patterns until you've died or you've defeated the boss, so get comfortable. And make sure you aim at least some of your bullets at Black Bird's biggest baddie during this Groundhog Day-esque segment of the final battle. This is why it's so important to start the fight fully powered-up. The homing missile-bird thingies that come along with that allow you to pick away at the game's antagonist even when you're not facing her.
8. Fill "Amoris Nova" (apparently that's the name of this iteration of the last boss) with enough ammo and she'll finally explode--and in a fairly satisfying way, if I do say so myself. What's next? Why, the game's score-tally screen and credit roll-cum-ending sequence, of course. Congratulations!
9. One last thing: should you wind up with fewer than 25 million points, you won't see the game's true ending.
If you're struggling with that task, check out my post full of Black Bird tips, tricks, and tactics.
See also: 'Onion Games' Black Bird is the dark Fantasy Zone clone I didn't know I wanted or needed'
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Thursday, November 08, 2018
Ten Black Bird tips, tricks, and tactics
As my last post here hopefully makes clear, I like Onion Games' homage to Fantasy Zone, Black Bird, a whole heck of a lot.
I like this Switch shoot 'em up (though it's also available via Steam) so much, in fact, that I've put more than 16 hours into it since I bought it a few weeks ago.
That means I'm a bona fide Black Bird pro, right? I wouldn't go that far. My high score at the moment is a smidgen above 15 million, which puts me around 265th on the worldwide leaderboard. (This is just among Switch players, by the way. The Switch and PC leaderboards are separate.)
Still, I'd say I know my way around the game pretty well at this point.
That's what prompted me to publish the write-up you're reading now. Well, that and the fact that I've yet to come across a single English article or blog post or FAQ that shares tips, tricks, or tactics with players who are struggling to wrap their brains (and thumbs) around Black Bird's many gameplay elements.
So, that's what you're getting here: every hint, tip, trick, and tactic I could think of after obsessively playing Black Bird for the last 15 or so days.
1. First and foremost, never forget that only the black bird's eye is vulnerable to attack--This is part bullet-hell shmup, after all. And that kind of thing (making just a small portion of your "ship" assailable) is par for the course for the sub-genre. Keeping that in mind should make Black Bird's boss battles, in particular, a lot easier--or at least a little less stressful.
2. Don't bother hammering the shoot button--Save your thumb a lot of discomfort and even some cramping and just hold it down. Believe me, doing so won't make playing Black Bird a bore. You and your other thumb will have plenty to do--and plenty to worry about--even if your right one remains static. (Well, except for when it shifts positions to hit the "X" button and unleash an enemy-obliterating bomb.)
3. The key to combos is to keep shooting enemies (and to not get shot yourself while doing so)--You've heard this game has combos, right? Well, they're one of the keys to getting the highest of high scores. Actually, they may be the key to getting the highest of high scores. At any rate, starting a combo is easy: just shoot and kill one of Black Bird's many enemies. (Yes, even though they're cute.) To keep a combo going, though, you have to continue shooting and killing them.
But don't dawdle. You see that yellow gauge sitting just below the score in the upper-right corner of the screen? If that empties, your combo comes to an abrupt end. The same happens if even one of your foes' bullets hits your precious plumage mid-combo, by the way. So do your best to keep those projectiles at, uh, wing's length as you go about your murderous business.
4. And the key to upgrading your weapon is to keep grabbing gems--Sadly, I can't tell you how many of these gems, dropped by felled baddies, you need to grab to successfully upgrade your weapon. So grab as many as you can as you zigzag your way through Black Bird's wrap-around stages.
5. Try to balance the number of enemies you kill with the amount of time you spend on a level--Down enough baddies during a stage and you'll be awarded a ton of bonus points. How many is "enough"? It depends on the stage. You'll know you've succeeded in that regard, though, when the game offers up a "superb!" while tallying your results. You also want to shoot for "superb!" when it comes to your level-completion time. Achieve that and the bonus points you netted for your enemy kills are tripled. (They're doubled if you get a "great!")
6. Use your bombs wisely--During my first handful of Black Bird playthroughs, I saved these eye-popping and often ear-splitting explosives for the final boss, mostly to make its last form a little easier. I still hold on to a few for that purpose, but now I use some within the levels that precede the climactic battle, too. Anyway, to get the most bang for your buck, don't drop one of these weapons of mass destruction until you've maxed out your combo meter. (You'll know this has happened when its text turns purple.) Also, I'd recommend against wasting any bombs on the first three bosses--even while tackling the game's "True" mode. With a bit of practice and patience, you should be able to beat them using regular bullets--or whatever shoots out of the eponymous fowl's beak.
7. Speaking of bombs, you can't have more than six in your inventory--And you can't have more than eight life bars at any one time. Keep that in mind as you collect the power-ups that pop out of Black Bird's grinning "curse pots." (They're the little brown bowl-shaped objects that tend to be hidden beneath the dirt, behind doors, and among tree branches.) You only get a handful of points for collecting another after hitting those limits, so aim for a different power-up instead.
8. Patience really is a virtue, especially during Black Bird's boss fights--All of this game's bosses do their best to tease you into being more aggressive than maybe you should be. The third one, Paladon, is a good example. If you go into that tussle with all guns blazing, your life meter is sure to suffer for it. A much better tactic is to stay calm and to time your moves and shots with the openings it eventually offers up. In other words, don't rush these battles.
9. Don't ignore practice mode--It's a good place to come to grips with the game's many components and to practice strategies without committing to a full playthrough. Sure, you can do the same in Black Bird's "normal" and "true" modes if you want, but why waste your time with that when there's a far more efficient option?
10. If you see something sticking out of the ground, shoot it!--Why? For starters, it may be a curse pot that's just waiting to provide you with a power-up. On the other hand, it could be "Aspara-san," the wonderfully strange character that's part asparagus stalk and part rocket. Simply unearthing this guy will net you 10,000 points, but that's not the reason I'm suggesting you go out of your way to free him from the dirt. So what is? If you can manage to expose the tips of one or more Aspara-sans and then use a bomb to pull them the rest of the way out--and into a swarm of enemies, preferably--you'll be rewarded with a ton of points. (Thank you to @topherocious for bringing this tip to my attention!)
Have any of you played Black Bird? If so, share any of the hints, tips, tricks, or tactics you've amassed thus far in the comments section of this post.
I like this Switch shoot 'em up (though it's also available via Steam) so much, in fact, that I've put more than 16 hours into it since I bought it a few weeks ago.
That means I'm a bona fide Black Bird pro, right? I wouldn't go that far. My high score at the moment is a smidgen above 15 million, which puts me around 265th on the worldwide leaderboard. (This is just among Switch players, by the way. The Switch and PC leaderboards are separate.)
Still, I'd say I know my way around the game pretty well at this point.
Black Bird fan art by @karinto_angrm |
That's what prompted me to publish the write-up you're reading now. Well, that and the fact that I've yet to come across a single English article or blog post or FAQ that shares tips, tricks, or tactics with players who are struggling to wrap their brains (and thumbs) around Black Bird's many gameplay elements.
So, that's what you're getting here: every hint, tip, trick, and tactic I could think of after obsessively playing Black Bird for the last 15 or so days.
1. First and foremost, never forget that only the black bird's eye is vulnerable to attack--This is part bullet-hell shmup, after all. And that kind of thing (making just a small portion of your "ship" assailable) is par for the course for the sub-genre. Keeping that in mind should make Black Bird's boss battles, in particular, a lot easier--or at least a little less stressful.
2. Don't bother hammering the shoot button--Save your thumb a lot of discomfort and even some cramping and just hold it down. Believe me, doing so won't make playing Black Bird a bore. You and your other thumb will have plenty to do--and plenty to worry about--even if your right one remains static. (Well, except for when it shifts positions to hit the "X" button and unleash an enemy-obliterating bomb.)
3. The key to combos is to keep shooting enemies (and to not get shot yourself while doing so)--You've heard this game has combos, right? Well, they're one of the keys to getting the highest of high scores. Actually, they may be the key to getting the highest of high scores. At any rate, starting a combo is easy: just shoot and kill one of Black Bird's many enemies. (Yes, even though they're cute.) To keep a combo going, though, you have to continue shooting and killing them.
Black Bird fan art by @Taite283 |
4. And the key to upgrading your weapon is to keep grabbing gems--Sadly, I can't tell you how many of these gems, dropped by felled baddies, you need to grab to successfully upgrade your weapon. So grab as many as you can as you zigzag your way through Black Bird's wrap-around stages.
5. Try to balance the number of enemies you kill with the amount of time you spend on a level--Down enough baddies during a stage and you'll be awarded a ton of bonus points. How many is "enough"? It depends on the stage. You'll know you've succeeded in that regard, though, when the game offers up a "superb!" while tallying your results. You also want to shoot for "superb!" when it comes to your level-completion time. Achieve that and the bonus points you netted for your enemy kills are tripled. (They're doubled if you get a "great!")
6. Use your bombs wisely--During my first handful of Black Bird playthroughs, I saved these eye-popping and often ear-splitting explosives for the final boss, mostly to make its last form a little easier. I still hold on to a few for that purpose, but now I use some within the levels that precede the climactic battle, too. Anyway, to get the most bang for your buck, don't drop one of these weapons of mass destruction until you've maxed out your combo meter. (You'll know this has happened when its text turns purple.) Also, I'd recommend against wasting any bombs on the first three bosses--even while tackling the game's "True" mode. With a bit of practice and patience, you should be able to beat them using regular bullets--or whatever shoots out of the eponymous fowl's beak.
7. Speaking of bombs, you can't have more than six in your inventory--And you can't have more than eight life bars at any one time. Keep that in mind as you collect the power-ups that pop out of Black Bird's grinning "curse pots." (They're the little brown bowl-shaped objects that tend to be hidden beneath the dirt, behind doors, and among tree branches.) You only get a handful of points for collecting another after hitting those limits, so aim for a different power-up instead.
8. Patience really is a virtue, especially during Black Bird's boss fights--All of this game's bosses do their best to tease you into being more aggressive than maybe you should be. The third one, Paladon, is a good example. If you go into that tussle with all guns blazing, your life meter is sure to suffer for it. A much better tactic is to stay calm and to time your moves and shots with the openings it eventually offers up. In other words, don't rush these battles.
Black Bird fan art by @r_stk |
9. Don't ignore practice mode--It's a good place to come to grips with the game's many components and to practice strategies without committing to a full playthrough. Sure, you can do the same in Black Bird's "normal" and "true" modes if you want, but why waste your time with that when there's a far more efficient option?
10. If you see something sticking out of the ground, shoot it!--Why? For starters, it may be a curse pot that's just waiting to provide you with a power-up. On the other hand, it could be "Aspara-san," the wonderfully strange character that's part asparagus stalk and part rocket. Simply unearthing this guy will net you 10,000 points, but that's not the reason I'm suggesting you go out of your way to free him from the dirt. So what is? If you can manage to expose the tips of one or more Aspara-sans and then use a bomb to pull them the rest of the way out--and into a swarm of enemies, preferably--you'll be rewarded with a ton of points. (Thank you to @topherocious for bringing this tip to my attention!)
Have any of you played Black Bird? If so, share any of the hints, tips, tricks, or tactics you've amassed thus far in the comments section of this post.
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Yoshiro Kimura
Saturday, March 17, 2018
A few thoughts on Doki Doki Literature Club
If you want to get me excited about a game, tell me it's short.
It has to be "good," too, of course. But short is right up there in terms of importance when I'm considering which games to play these days.
That's not to say I decided to download and play Doki Doki Literature Club solely because someone told me it's short. I also liked that it's a visual novel--a gaming genre I've enjoyed quite a bit over the last few years. (See my write-ups on 999, Hakuoki, Hotel Dusk, Sweet Fuse, and VA-11 HALL-A for proof.)
What intrigued me most about this free PC game, though, was that it's known for being weird--even a bit (or a lot) freaky.
Imagine my surprise, then, when I played through the first hour or so of Doki Doki Literature Club and found it to be fairly typical, if a bit cheap in terms of production values, as far as visual novels are concerned.
OK, so maybe "typical" isn't the right word to use here. After all, a couple of the protagonist's handful of apparent love interests definitely made me a bit uncomfortable--and not in the comparably wholesome way most potential paramours do in these kinds of games.
Following a rather by-the-numbers opening salvo, during which one of the above-mentioned ladies (a neighbor and friend) twists your arm into joining the eponymous literature club, the atmosphere of this game slowly veers toward the sinister.
Even then, though, it never goes far beyond feeling "off," which makes the shocking twist that pops up almost out of nowhere all the more dramatic.
And after that? Woof. Buckle up, kids; the remainder of Doki Doki Literature Club is a bumpy ride of eye-opening situations and conversations.
To be honest, I didn't find the overall experience as enthralling as many others have, but it certainly didn't bore me. Actually, I take that back; it did bore me for a while. The first half drags on a little too long, if you ask me. Still, I couldn't help but appreciate how that imbued the game with a sort of mounting tension that otherwise might not exist.
Specifically, although Doki Doki Literature Club makes it clear right from the start that you're going to encounter some crazy shit at one point or another (hence the regular warnings that the game is "not suitable for children or those who are easily disturbed"), it keeps the "when" a mystery right until the end.
Does this "twist" and all that comes after it make up for the game's less than thrilling first few hours? Not entirely, in my opinion. Thankfully, that doesn't really matter. Doki Doki Literature Club is free, after all, which makes it hard to complain about such things. Plus, the overall experience is enjoyable enough that it's easy to overlook the title's handful of missteps and shortcomings.
Have any of you completed Doki Doki Literature Club? If so, what are your thoughts on it?
Download: Doki Doki Literature Club
It has to be "good," too, of course. But short is right up there in terms of importance when I'm considering which games to play these days.
That's not to say I decided to download and play Doki Doki Literature Club solely because someone told me it's short. I also liked that it's a visual novel--a gaming genre I've enjoyed quite a bit over the last few years. (See my write-ups on 999, Hakuoki, Hotel Dusk, Sweet Fuse, and VA-11 HALL-A for proof.)
What intrigued me most about this free PC game, though, was that it's known for being weird--even a bit (or a lot) freaky.
Imagine my surprise, then, when I played through the first hour or so of Doki Doki Literature Club and found it to be fairly typical, if a bit cheap in terms of production values, as far as visual novels are concerned.
OK, so maybe "typical" isn't the right word to use here. After all, a couple of the protagonist's handful of apparent love interests definitely made me a bit uncomfortable--and not in the comparably wholesome way most potential paramours do in these kinds of games.
Following a rather by-the-numbers opening salvo, during which one of the above-mentioned ladies (a neighbor and friend) twists your arm into joining the eponymous literature club, the atmosphere of this game slowly veers toward the sinister.
Even then, though, it never goes far beyond feeling "off," which makes the shocking twist that pops up almost out of nowhere all the more dramatic.
And after that? Woof. Buckle up, kids; the remainder of Doki Doki Literature Club is a bumpy ride of eye-opening situations and conversations.
To be honest, I didn't find the overall experience as enthralling as many others have, but it certainly didn't bore me. Actually, I take that back; it did bore me for a while. The first half drags on a little too long, if you ask me. Still, I couldn't help but appreciate how that imbued the game with a sort of mounting tension that otherwise might not exist.
Specifically, although Doki Doki Literature Club makes it clear right from the start that you're going to encounter some crazy shit at one point or another (hence the regular warnings that the game is "not suitable for children or those who are easily disturbed"), it keeps the "when" a mystery right until the end.
Does this "twist" and all that comes after it make up for the game's less than thrilling first few hours? Not entirely, in my opinion. Thankfully, that doesn't really matter. Doki Doki Literature Club is free, after all, which makes it hard to complain about such things. Plus, the overall experience is enjoyable enough that it's easy to overlook the title's handful of missteps and shortcomings.
Have any of you completed Doki Doki Literature Club? If so, what are your thoughts on it?
Download: Doki Doki Literature Club
Wednesday, November 15, 2017
I think I'm going to back another Kickstarter (for a musical puzzler called Bit Band)
You may remember the post of mine from mid-October in which I declared my interest in a Kickstarter that, if successful, would bring the curious Order Land! (for Steam, Switch and Xbox One) to the West in early 2018.
Sadly, developer and publisher Poisoft pulled the plug on the campaign on Nov. 1. It's vowed to try again after retooling its appeal, but who knows when that'll happen or if it'll succeed during its second go-round.
Why am I bringing that up here? Because it was the first Kickstarter I actually attempted to back. Which means that if I back the one highlighted here, for a musical puzzler called Bit Band, it would be my second such attempt.
What's so great about this crowd-funding effort that I'm willing to throw some of my hard-earned money at it? I'm mostly into Bit Band's aesthetic, to be perfectly frank. I know some are over the whole "chunky sprite" retro look, but it's done so well here that I can't help but be impressed by it.
Don't get me wrong, I'm also pretty keen on Bit Band's gameplay. The developers describe it as being like "Tetris meets Rock Band," and I'd say that's pretty apt based on the gameplay displayed in the trailer above.
The only thing giving me pause at this point is that I'm not thrilled the project page mentions a "goal for the Nintendo Switch console," but then never explains it further. That bothers me because I'm not interested in backing the campaign, only to receive a Steam key in return.
Gavin Reed, who's handling Bit Band's art, animation, music, and game design, told me on Twitter the other day that a Switch version is this Kickstarter's first stretch goal. That makes me feel a bit better, but not entirely.
Anyway, despite my misgivings, I'll probably toss some money at this campaign before it ends on Dec. 8. If you'd like to do the same, or if you'd simply like to learn more about Bit Band, visit kickstarter.com.
Sadly, developer and publisher Poisoft pulled the plug on the campaign on Nov. 1. It's vowed to try again after retooling its appeal, but who knows when that'll happen or if it'll succeed during its second go-round.
Why am I bringing that up here? Because it was the first Kickstarter I actually attempted to back. Which means that if I back the one highlighted here, for a musical puzzler called Bit Band, it would be my second such attempt.
What's so great about this crowd-funding effort that I'm willing to throw some of my hard-earned money at it? I'm mostly into Bit Band's aesthetic, to be perfectly frank. I know some are over the whole "chunky sprite" retro look, but it's done so well here that I can't help but be impressed by it.
Don't get me wrong, I'm also pretty keen on Bit Band's gameplay. The developers describe it as being like "Tetris meets Rock Band," and I'd say that's pretty apt based on the gameplay displayed in the trailer above.
The only thing giving me pause at this point is that I'm not thrilled the project page mentions a "goal for the Nintendo Switch console," but then never explains it further. That bothers me because I'm not interested in backing the campaign, only to receive a Steam key in return.
Gavin Reed, who's handling Bit Band's art, animation, music, and game design, told me on Twitter the other day that a Switch version is this Kickstarter's first stretch goal. That makes me feel a bit better, but not entirely.
Anyway, despite my misgivings, I'll probably toss some money at this campaign before it ends on Dec. 8. If you'd like to do the same, or if you'd simply like to learn more about Bit Band, visit kickstarter.com.
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Monday, October 16, 2017
Switch owners: if you're itching to play an interesting RPG on your systems, consider supporting Poisoft's Kickstarter for Order Land!
OK, so I'm a bit obsessed with the Nintendo Switch right now. The same happens to everybody after they get a new system, right?
Regardless, my Switch obsession currently has me looking left and right for both existing and upcoming games to play on the console.
Two examples of in-the-works titles I'm planning to buy for my Switch: The Longest Five Minutes and Penny-Punching Princess.
I'm also hoping to play the game discussed here--Order Land!--sometime next year. That'll only be possible if this just-launched Kickstarter ends in success, however.
Basically, developer and publisher Poisoft wants to release an English version of Order Land! for Steam, Switch and Xbox One in early 2018, but knows that doing so wouldn't be an easy endeavor. So, it launched a Kickstarter to help cover the costs of the localization.
The Order Land! campaign seems pretty modest as far as Kickstarters are concerned. Poisoft's goal is to raise just under $45,000 for the project, and a pledge of about $9 or more nets supporters a digital download code for the English version of the game. (Larger pledges offer rewards like posters, mugs, t-shirts and even 3DS and New 3DS systems.)
If you need to hear a little more about Order Land! before handing over hard-earned cash to aid its localization, the gist is it's a simulation RPG that offers players three intriguing modes.
One puts you on a throne and has you rule the game's world as its king. Another allows you to create and train heroes who protect the land.
The third option seems to be as close to a traditional role-playing experience as you're going to get in Order Land!, as it plops you into the boots and armor of a hero and sets you loose to explore your surroundings.
A few of the stretch goals associated with the Order Land! campaign would add even more modes to the game, which began life as a Japan-only 3DS eShop release.
One would let you play as a devil, while another would shine a light on the "back side of this world"--whatever that's supposed to mean. Sadly, I don't understand what a third, called "Ikusa no Kuni," would offer.
Should all of the above sound interesting enough to you that you want to take part, keep in mind the Order Land! Kickstarter ends on Nov. 11.
(Via japanesenintendo.com)
Regardless, my Switch obsession currently has me looking left and right for both existing and upcoming games to play on the console.
Two examples of in-the-works titles I'm planning to buy for my Switch: The Longest Five Minutes and Penny-Punching Princess.
I'm also hoping to play the game discussed here--Order Land!--sometime next year. That'll only be possible if this just-launched Kickstarter ends in success, however.
Basically, developer and publisher Poisoft wants to release an English version of Order Land! for Steam, Switch and Xbox One in early 2018, but knows that doing so wouldn't be an easy endeavor. So, it launched a Kickstarter to help cover the costs of the localization.
The Order Land! campaign seems pretty modest as far as Kickstarters are concerned. Poisoft's goal is to raise just under $45,000 for the project, and a pledge of about $9 or more nets supporters a digital download code for the English version of the game. (Larger pledges offer rewards like posters, mugs, t-shirts and even 3DS and New 3DS systems.)
If you need to hear a little more about Order Land! before handing over hard-earned cash to aid its localization, the gist is it's a simulation RPG that offers players three intriguing modes.
One puts you on a throne and has you rule the game's world as its king. Another allows you to create and train heroes who protect the land.
The third option seems to be as close to a traditional role-playing experience as you're going to get in Order Land!, as it plops you into the boots and armor of a hero and sets you loose to explore your surroundings.
A few of the stretch goals associated with the Order Land! campaign would add even more modes to the game, which began life as a Japan-only 3DS eShop release.
One would let you play as a devil, while another would shine a light on the "back side of this world"--whatever that's supposed to mean. Sadly, I don't understand what a third, called "Ikusa no Kuni," would offer.
Should all of the above sound interesting enough to you that you want to take part, keep in mind the Order Land! Kickstarter ends on Nov. 11.
(Via japanesenintendo.com)
Labels:
digital games,
Japanese games,
Kickstarter,
Order Land,
PC games,
Poisoft,
RPGs,
simulation RPGs,
Steam,
Switch,
Xbox One
Thursday, September 07, 2017
My 10 Most Influential Games: Planet's Edge (PC)
I've made no secret of the fact that I don't much care for computer gaming these days. The thing is, that's the only way I played--and enjoyed--games before my brother and I got an NES.
First, we used an Apple IIe to play classics like Apple Panic, Miner 2049er, Moon Patrol and The Oregon Trail. Then, we used a Windows PC. I don't remember the make or model, but I do remember a handful of the games I played on it: The 7th Guest, Day of the Tentacle and Planet's Edge.
Of all the above-mentioned titles, Planet's Edge is the one that has stuck with me the most over the years.
Curiously, I don't remember why we bought it. I have a feeling my brother read or heard about it somewhere--he was really into sci-fi movies, novels and games back then--and that's what pushed us to pick it up.
At any rate, I spent as much time with Planet's Edge as he did--to the point that I'd say it's as responsible as any other game for turning me on to the RPG genre. More importantly, this New World Computing release from 1992 opened my eyes to and made me aware of the joys of resource gathering and mining in a role-playing game.
Not that resource gathering and mining is the sole focus of this intergalactic adventure. As you work to retrieve Earth from some sort of "wormhole trap" (the planet disappears at the start of the game), you, controlling a four-member crew, also build and pilot spacecraft, battle other ships, investigate the surfaces of far-flung planets, fight their inhabitants and more.
(For those looking for a few more details, every playthrough of Planet's Edge begins on the moon. After outfitting a rather rudimentary spaceship, you and your cohorts lift off in search of information, ship parts and resources. Encountering alien craft along the way sometimes results in amiable chatter, while at other times it results in trade and even combat. If you successfully make it to another planet, you have to maneuver your vessel into its orbit before you can set down. Once on the ground, you move your foursome--viewed from a top-down, isometric perspective--as you do in most turn-based RPGs. Loot gathered from the mission is hauled back to the moon, where you can then upgrade your spacecraft before once again setting off for distant lands.)
To be honest, battles in Planet's Edge can be a pain, especially when it takes place in space. On-the-ground tussles are less aggravating, but only a bit. Thankfully, the annoyances associated with the latter are mostly offset by all of the intriguing loot that's made available to you as you explore the game's many alien outposts.
Plus, Planet's Edge does such a great job of fleshing out its expansive world that these missteps are easy enough to overlook--especially if sci-fi settings in RPGs tend to thrill you.
That's been the case for me ever since I first booted up Planet's Edge as a teenager, which is why I decided to declare it one of the 10 titles that most shaped my taste in video games.
Would I have become a fan of loot-heavy, planet-hopping RPGs had I not stumbled across this one decades ago? Probably, but at the moment I can't come up with a similar title that's had such an indelible impact on me.
To this day, I still regularly reminisce about about various aspects of my initial Planet's Edge playthrough. I especially enjoy recalling the excitement I felt when I first touched down on a previously unexplored world, or when I first encountered a rare or unusual resource or material.
I doubt I'll ever play this old PC game again, but that's OK with me. My fond memories of it are sure to be better than a second run-through anyway.
See also: previous '10 Most Influential Game' posts about The 7th Guest, Balloon Kid, Bubble Bobble, Final Fantasy V, Kid Icarus and Panzer Dragoon
First, we used an Apple IIe to play classics like Apple Panic, Miner 2049er, Moon Patrol and The Oregon Trail. Then, we used a Windows PC. I don't remember the make or model, but I do remember a handful of the games I played on it: The 7th Guest, Day of the Tentacle and Planet's Edge.
Of all the above-mentioned titles, Planet's Edge is the one that has stuck with me the most over the years.
Curiously, I don't remember why we bought it. I have a feeling my brother read or heard about it somewhere--he was really into sci-fi movies, novels and games back then--and that's what pushed us to pick it up.
At any rate, I spent as much time with Planet's Edge as he did--to the point that I'd say it's as responsible as any other game for turning me on to the RPG genre. More importantly, this New World Computing release from 1992 opened my eyes to and made me aware of the joys of resource gathering and mining in a role-playing game.
Not that resource gathering and mining is the sole focus of this intergalactic adventure. As you work to retrieve Earth from some sort of "wormhole trap" (the planet disappears at the start of the game), you, controlling a four-member crew, also build and pilot spacecraft, battle other ships, investigate the surfaces of far-flung planets, fight their inhabitants and more.
(For those looking for a few more details, every playthrough of Planet's Edge begins on the moon. After outfitting a rather rudimentary spaceship, you and your cohorts lift off in search of information, ship parts and resources. Encountering alien craft along the way sometimes results in amiable chatter, while at other times it results in trade and even combat. If you successfully make it to another planet, you have to maneuver your vessel into its orbit before you can set down. Once on the ground, you move your foursome--viewed from a top-down, isometric perspective--as you do in most turn-based RPGs. Loot gathered from the mission is hauled back to the moon, where you can then upgrade your spacecraft before once again setting off for distant lands.)
To be honest, battles in Planet's Edge can be a pain, especially when it takes place in space. On-the-ground tussles are less aggravating, but only a bit. Thankfully, the annoyances associated with the latter are mostly offset by all of the intriguing loot that's made available to you as you explore the game's many alien outposts.
Plus, Planet's Edge does such a great job of fleshing out its expansive world that these missteps are easy enough to overlook--especially if sci-fi settings in RPGs tend to thrill you.
That's been the case for me ever since I first booted up Planet's Edge as a teenager, which is why I decided to declare it one of the 10 titles that most shaped my taste in video games.
Would I have become a fan of loot-heavy, planet-hopping RPGs had I not stumbled across this one decades ago? Probably, but at the moment I can't come up with a similar title that's had such an indelible impact on me.
To this day, I still regularly reminisce about about various aspects of my initial Planet's Edge playthrough. I especially enjoy recalling the excitement I felt when I first touched down on a previously unexplored world, or when I first encountered a rare or unusual resource or material.
I doubt I'll ever play this old PC game again, but that's OK with me. My fond memories of it are sure to be better than a second run-through anyway.
See also: previous '10 Most Influential Game' posts about The 7th Guest, Balloon Kid, Bubble Bobble, Final Fantasy V, Kid Icarus and Panzer Dragoon
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.
Monday, October 10, 2016
Attention regular folk: you can now buy Keita Takahashi's cute-as-hell ALPHABET
I was more than a bit bummed when I failed to back (via Kickstarter, naturally) the LA Game Space earlier this year and as a result missed out on obtaining a copy of Keita Takahashi's and Adam Saltsman's Alphabet.
For a $15 donation, backers gained access to the above-mentioned curiosity as well as something like 30 other indie titles.
That was nice and all, but the only one of those rewards that really appealed to me was Alphabet. I guess that goes a long way toward explaining why I didn't hand over any money in the end--despite the fact that the game offers players the chance to "run, jump, eat, sing, poop and sleep through silly obstacle courses."
Still, whenever Alphabet pops up in online conversations, I think, damn, I'd really like to play that game someday. Well, someday could be today, if I'd like it to be. That's because regular folk like you and I can now buy it and four other titles from juegosrancheros.itch.io for--you guessed it--$15.
Considering doing the same but not yet ready to sign in to your PayPal account or dig your credit card out of your wallet? Check out my friend Anne's entertaining playthrough of Alphabet. It should help you reach some sort of consensus on the matter.
Should you follow through with the purchase, come back here and let me know what you think of the game--especially if you figure it to be another Katamari Damacy.
For a $15 donation, backers gained access to the above-mentioned curiosity as well as something like 30 other indie titles.
That was nice and all, but the only one of those rewards that really appealed to me was Alphabet. I guess that goes a long way toward explaining why I didn't hand over any money in the end--despite the fact that the game offers players the chance to "run, jump, eat, sing, poop and sleep through silly obstacle courses."
Still, whenever Alphabet pops up in online conversations, I think, damn, I'd really like to play that game someday. Well, someday could be today, if I'd like it to be. That's because regular folk like you and I can now buy it and four other titles from juegosrancheros.itch.io for--you guessed it--$15.
Considering doing the same but not yet ready to sign in to your PayPal account or dig your credit card out of your wallet? Check out my friend Anne's entertaining playthrough of Alphabet. It should help you reach some sort of consensus on the matter.
Should you follow through with the purchase, come back here and let me know what you think of the game--especially if you figure it to be another Katamari Damacy.
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:
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handheld games,
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trailers,
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Tuesday, November 10, 2015
Let's talk about RPG Maker MV's awesome Japanese cover art
Did any version of the Enterbrain-made, Degica-published RPG Maker MV actually earn a physical release somewhere in the world?
I ask because although I'm assuming this latest entry in the decades-old make-your-own-RPG series is available in boxed form in Japan based on the following image, I can't find any evidence to support that assumption.
Regardless, the concoction on the right, which was noted in this NeoGAF thread as being the Japanese PC version's official box art, is pretty spectacular, if my opinion.
Granted, it's from the same, boring "cram a bunch of the game's characters into an amorphous blob" mold that produces too many of Japan's cover images these days, if you ask me, but its colors are so nice and it's so pretty overall that I'm willing to give this example a pass.
Have any of you played any iteration of RPG Maker since the first debuted 22 years ago? I'm sad to say I haven't, but I'd love to hear from someone who has--especially if that person can help me figure out which version (if any) would be worth picking up in 2015 or 2016.
Oh, and if you're curious to learn more about RPG Maker MV, which was released on Oct. 23 carrying an $80 price tag, check out its official site at rpgmakerweb.com.
I ask because although I'm assuming this latest entry in the decades-old make-your-own-RPG series is available in boxed form in Japan based on the following image, I can't find any evidence to support that assumption.
Regardless, the concoction on the right, which was noted in this NeoGAF thread as being the Japanese PC version's official box art, is pretty spectacular, if my opinion.
Granted, it's from the same, boring "cram a bunch of the game's characters into an amorphous blob" mold that produces too many of Japan's cover images these days, if you ask me, but its colors are so nice and it's so pretty overall that I'm willing to give this example a pass.
Have any of you played any iteration of RPG Maker since the first debuted 22 years ago? I'm sad to say I haven't, but I'd love to hear from someone who has--especially if that person can help me figure out which version (if any) would be worth picking up in 2015 or 2016.
Oh, and if you're curious to learn more about RPG Maker MV, which was released on Oct. 23 carrying an $80 price tag, check out its official site at rpgmakerweb.com.
Labels:
box art,
cover art,
Degica,
Enterbrain,
Japanese games,
NeoGAF,
PC games,
RPG Maker,
RPG Maker MV,
RPGs
Tuesday, October 27, 2015
Shall We Do It? (The Legend of Legacy, Undertale and the Yo-Kai Watch demo)
Hey, I actually stepped away from The Legend of Legacy, which I've spent about 22 hours with so far, this weekend to play a couple of other games. Who would've thought?
As for the games that took my attention away from the FuRyu-developed, Atlus-published mentioned in the last sentence, they would be Undertale (for the Mac) and the just-released Yo-Kai Watch 3DS demo.
What follows are a handful of thoughts on all three of these intriguing titles.
The Legend of Legacy (3DS)--Why have I played this kinda-sorta RPG (more on that in a second) for more than 20 hours since it arrived on my doorstep two weeks ago? I guess it's because I like grinding. Or, perhaps more accurately, I guess it's because I really like this game's battle scenes. Sure, they're miles away from the fireworks-filled fights found in, say, SaGa Frontier, but they're still pretty fabulous--and fun. (In my opinion, of course.)
Can the battles here be tough as nails? Sure. In fact, they often are--especially when you start the game, or when you start a new area. For me, though, it's a welcome change of pace from the overly easy fights most RPGs offer up these days. Also, the steep challenge forces you to do what's needed--dig through the e-manual, scan GameFAQs, post questions on Twitter--to figure out the game's surprisingly intricate battle engine. When's the last time you had to do that in a modern game?
I also really like exploring each area and, in the process, filling out its map so I can sell it to the shopkeeper in what appears to be The Legend of Legacy's lone city for a few extra bucks. (If a place with a handful of buildings and citizens can even be called that.) Admittedly, I'd probably thoroughly scour each locale even if I weren't forced to do so, but I like that I'm awarded for it here.
I do wish there were more cities or towns or whatever you want to call them. And I also wish there were more people to talk to in those towns--or that the existing ones had more to say. (This includes the king, by the way, who seems pretty much useless after the first couple of hours.) That said, those same elements tend to be so much fluff in other RPGs, so maybe I should be happy that this one's developers decided to make it so they wouldn't get in my way as I work my way through this peculiar, portable adventure.
Undertale (Mac)--I almost feel like I should talk about this game here, as I'm only a smidge past where I was the last time I wrote about it.
In part, that's because I've focused more on The Legend of Legacy and the Yo-Kai Watch demo than I have on this game in the last week or so, and in part it's because I basically had to start over after I bought the full version of this EarthBound-esque RPG. (My previous comments were based on its demo.)
Something I can say here that I think I failed to mention in my earlier write-up about Undertale is that I'm head over heels in love with its soundtrack. Even at this early juncture, it's packed with the sort of amazing, earworm-worthy tunes that make you want to pause your playthrough so the notes can work their way into your bones.
Is that enough for me to heartily recommend handing over $10 for a copy of this digital title? Not entirely, but don't take that to mean anything horrible. After all, there are plenty of additional reasons to pick up Undertale if you're still on the fence about it--with the on-point, retro-inspired visuals, the genre-busting battles and the wittier-than-it-has-any-right-to-be text being three perfect examples.
Yo-Kai Watch demo (3DS)--I've been looking forward to playing Level-5's Pokémon-esque RPG for a long time now. Or maybe I should say I looked forward to it for a long time until I read some comments on line that suggested its battles are yawn-inducing.
Because of those remarks, I downloaded Yo-Kai Watch's North American demo with a bit of trepidation. Would I still like the game I'd pre-ordered some time ago, or would I wish I'd waited before making that decision? Thankfully, I was able to answer that question within a few minutes of booting up this teaser.
Specifically, I quickly figured out that the above-mentioned critics were wrong and that Yo-Kai Watch's fighting scenes were the polar opposite of boring. For me, they're electrifyingly frantic, and the mini-games at their core do an admirable job of keeping things very interesting.
Some other interesting aspects of this demo, in my humble opinion: the wonderfully charming character designs, the amazingly detailed setting and the appropriately energetic soundtrack.
Given all of that, it'll probably come as little surprise to hear that I'm feeling a lot more positive about my decision to pre-order Yo-Kai Watch after spending just 30 minutes or so with its just-released (in my neck of the woods, at least) demo.
Have any of you spent any time with the Yo-Kai Watch demo so far? If so, what do you think of it?
See also: previous 'Shall We Do It?' posts
As for the games that took my attention away from the FuRyu-developed, Atlus-published mentioned in the last sentence, they would be Undertale (for the Mac) and the just-released Yo-Kai Watch 3DS demo.
What follows are a handful of thoughts on all three of these intriguing titles.
The Legend of Legacy (3DS)--Why have I played this kinda-sorta RPG (more on that in a second) for more than 20 hours since it arrived on my doorstep two weeks ago? I guess it's because I like grinding. Or, perhaps more accurately, I guess it's because I really like this game's battle scenes. Sure, they're miles away from the fireworks-filled fights found in, say, SaGa Frontier, but they're still pretty fabulous--and fun. (In my opinion, of course.)
Can the battles here be tough as nails? Sure. In fact, they often are--especially when you start the game, or when you start a new area. For me, though, it's a welcome change of pace from the overly easy fights most RPGs offer up these days. Also, the steep challenge forces you to do what's needed--dig through the e-manual, scan GameFAQs, post questions on Twitter--to figure out the game's surprisingly intricate battle engine. When's the last time you had to do that in a modern game?
I also really like exploring each area and, in the process, filling out its map so I can sell it to the shopkeeper in what appears to be The Legend of Legacy's lone city for a few extra bucks. (If a place with a handful of buildings and citizens can even be called that.) Admittedly, I'd probably thoroughly scour each locale even if I weren't forced to do so, but I like that I'm awarded for it here.
I do wish there were more cities or towns or whatever you want to call them. And I also wish there were more people to talk to in those towns--or that the existing ones had more to say. (This includes the king, by the way, who seems pretty much useless after the first couple of hours.) That said, those same elements tend to be so much fluff in other RPGs, so maybe I should be happy that this one's developers decided to make it so they wouldn't get in my way as I work my way through this peculiar, portable adventure.
Undertale (Mac)--I almost feel like I should talk about this game here, as I'm only a smidge past where I was the last time I wrote about it.
In part, that's because I've focused more on The Legend of Legacy and the Yo-Kai Watch demo than I have on this game in the last week or so, and in part it's because I basically had to start over after I bought the full version of this EarthBound-esque RPG. (My previous comments were based on its demo.)
Something I can say here that I think I failed to mention in my earlier write-up about Undertale is that I'm head over heels in love with its soundtrack. Even at this early juncture, it's packed with the sort of amazing, earworm-worthy tunes that make you want to pause your playthrough so the notes can work their way into your bones.
Is that enough for me to heartily recommend handing over $10 for a copy of this digital title? Not entirely, but don't take that to mean anything horrible. After all, there are plenty of additional reasons to pick up Undertale if you're still on the fence about it--with the on-point, retro-inspired visuals, the genre-busting battles and the wittier-than-it-has-any-right-to-be text being three perfect examples.
Yo-Kai Watch demo (3DS)--I've been looking forward to playing Level-5's Pokémon-esque RPG for a long time now. Or maybe I should say I looked forward to it for a long time until I read some comments on line that suggested its battles are yawn-inducing.
Because of those remarks, I downloaded Yo-Kai Watch's North American demo with a bit of trepidation. Would I still like the game I'd pre-ordered some time ago, or would I wish I'd waited before making that decision? Thankfully, I was able to answer that question within a few minutes of booting up this teaser.
Specifically, I quickly figured out that the above-mentioned critics were wrong and that Yo-Kai Watch's fighting scenes were the polar opposite of boring. For me, they're electrifyingly frantic, and the mini-games at their core do an admirable job of keeping things very interesting.
Some other interesting aspects of this demo, in my humble opinion: the wonderfully charming character designs, the amazingly detailed setting and the appropriately energetic soundtrack.
Given all of that, it'll probably come as little surprise to hear that I'm feeling a lot more positive about my decision to pre-order Yo-Kai Watch after spending just 30 minutes or so with its just-released (in my neck of the woods, at least) demo.
Have any of you spent any time with the Yo-Kai Watch demo so far? If so, what do you think of it?
See also: previous 'Shall We Do It?' posts
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