Showing posts with label PS1. Show all posts
Showing posts with label PS1. Show all posts

Sunday, June 11, 2017

Nice Package! (Mizzurna Falls, PlayStation)

I've been obsessed with Mizzurna Falls since I first read an article about it on the now-defunct Eastern Mind blog a number of years ago.

You might think it piqued my interest because it's often described as being something of a precursor to the 2010 cult classic, Deadly Premonition. In reality, the thing that initially attracted me to Mizzurna Falls, which released in Japan (and only in Japan) in 1998, was its captivating cover art.



There's just something about its wintry landscape, and the illuminated town that's nestled among its shadowy mountains and trees, that made me want to own and play this game.

I also was drawn to its odd title and even odder subtitle (the latter being "Country of the Woods and Repose"). And then, of course, I couldn't help but find the Twin Peaks-esque story--that focuses on the mystery of a missing girl--and open-world gameplay alluring.

Another intriguing aspect of Mizzurna Falls: it was developed and published by Human Entertainment, the same company that gave the world the classic survival-horror title, Clock Tower.



Not that the two games are at all alike. Oh, Mizzurna Falls has an unsettling air about it, but I wouldn't say it ever even approaches the terrifying heights of Clock Tower.

Given the above, it shouldn't be too surprising to hear this game's instruction manual is a bit quirky. My favorite spread is the one highlighted above, which details the titular town's map.

I also like the pages near the end of Mizzurna Falls' manual, which offer up English and Japanese lyrics to the title's theme song.


For some dumb reason, I failed to take a photo of the Mizzurna Falls game disc when I snapped the others showcased here. I'd take one now, but I didn't bring the CD with me when I left Seattle early this year. (It's currently in storage--and won't be reunited with me until sometime this summer.)

I can tell you that you're not missing a whole lot. The disc basically depicts the same scene printed on the Mizzurna Falls manual cover--only in black and white rather than in color.

Oh, well, the gameplay embedded on that disc is what's important, right? And Mizzurna Falls' exploration-heavy gameplay is--or at least seems to be, I've only played a small portion of it so far--pretty special.



I'll try to share some more detailed impressions of Mizzurna Falls once I get my hands on its CD again in a month or two. At that time, I'll also scan its instruction manual and share the resulting images in a future installment of my "Manual Stimulation" series.

In the meantime, I'd highly recommend reading the Eastern Mind blog post I linked to earlier. It's more than a review; it offers up all sorts of background information and in-depth analysis that help explain why Mizzurna Falls is so impressive--especially for a 19-year-old game.

See also: previous 'Nice Package!' posts about The Adventure of Puppet PrincessMoon: Remix RPG Adventure, Ore no Shikabane o Koete Yuke and PoPoLoCrois Monogatari.

Monday, October 03, 2016

Five overlooked Japanese PlayStation games you need to play as soon as possible

Most folks who love the original PlayStation know all about Japan-only gems like Harmful Park, LSD: Dream Emulator, Rakugaki Showtime, Slap Happy Rhythm Busters, Vib-Ribbon and Umihara Kawase Shun.

There are a lot of other PSone imports that are worth picking up and playing, though--and many of them are far more affordable than the titles mentioned above. Here are five such games. (Bonus: all of the following can be enjoyed without knowing a lick of Japanese.)


Engacho!--I know why people ignore this game even after they become aware of it. It's gross--and not in a Mortal Kombat kind of way. No, this colorful puzzler is gross in an "it's full of boogers and spit and smelly armpit hair" kind of way. The thing is, the brain-teasing gameplay that surrounds all of this grossness is not only fun and challenging, but unique. To learn more about it, read my Engacho! review. (If you'd also like to get a glimpse of this game's outer case, disc and manual, check out my post, "What in the hell does Engacho! mean, anyway?"


Gussun Paradise--Although I can understand why a lot of Westerners shy away from Engacho!, I'm completely flummoxed that they treat Gussun Paradise in the same manner. For starters, the latter game was made by the masters at Irem. Second, it's a single-screen platformer à la Don Doko Don and all kinds of other Taito releases. Third, its graphics are so cute and colorful it's hard not to grin like an idiot while basking in their glow. For more information on this Gussun Oyoyo spinoff, and to see some snapshots of its packaging, peruse this old post about it.


Lup Salad: Loopop Cube--If adorable games tend to give you toothache, you may have to see your dentist for a root canal after playing this puzzler-platformer from 2012. Not only are its sprite-based characters, blocks and backdrops as precious as can be, but the same can be said of its ear-pleasing soundtrack. You'd do well to try Loopop Cube (or Lupupu Cube or Rupupu Cube) even if the description and screenshot above give you pause, though, as the block-pushing and -matching gameplay at the center of this title will entice even the biggest haters to waste many an hour on it.


Mad Panic Coaster--All of the Japan-only PlayStation games that have been discussed up to this point are unquestionably enjoyable affairs. The same can't be said of Mad Panic Coaster. So why on earth have I included it here? Because it's so damn weird--it's basically an on-rails racer that's set on a bunch of themed roller coasters--that it's worth playing even if it can be maddeningly frustrating and difficult at times. If you're a collector of import PSone titles, by the way, do yourself a favor and hunt down a complete-in-box copy of Mad Panic Coaster. Its instruction manual (ogle scans of it here) alone will make you appreciate your purchase.


Susume! Taisen Puzzle-Dama--For whatever reason, Konami's long-running Taisen Puzzle-Dama never made waves outside of Japan like other match-two and -three titles from the same era. You know the ones I'm talking about: Columns, Magical Drop, Puyo Puyo and their ilk. That's too bad, as the various iterations of Taisen Puzzle-Dama I've played--including this one and one that features the company's TwinBee characters--are a blast. That's partially because of its frantic puzzling action, of course, but it's also because of its wacky cast (see above) and sense of humor.

Can you think of any unfortunately overlooked or ignored Japan-only PSone games that people in other parts of the world really need to play? If so, share them in the comments section of this post.

Tuesday, October 20, 2015

We're nearly legal (aka The Nichiest Podcast Ever #17 is now available for your aural pleasure)

Are you the sort who likes to listen to silly people chat about video games during your free time? If so, you'll probably get a kick out of the latest installment of The Nichiest Podcast Ever.

What do Anne, Mollie and I blather on about this time around? A bunch of recently released and soon-to-be-released North American games, for starters, Also, a small handful of just-announced Japanese games.

Oh, and all of the above are niche-y as hell, of course.



We also spend a couple of minutes discussing our ever-embarrassing backlogs, with SaGa Frontier 2, We Love Katamari and The Legend of Zelda: Majora's Mask 3D being a few of the games I singled out.

Finally, we pull out our favorite pom-poms and cheer on a trio of titles we think deserve a bit more attention. (Actually, my pick--the fabulously EarthBound-esque Undertale--has gotten a whole lot of love on line as of late, but I bring it up here anyway because I'm enjoying it so much.)

Sound scintillating? Point your Internet browser of choice to radio.morningproject.com--or search for "The Nichiest Podcast Ever" on iTunes, I guess--and have a blast.

Thursday, June 18, 2015

Nice Package! (The Adventures of Puppet Princess, PlayStation)

One of the byproducts of my most recent attempt to learn the Japanese language (don't worry, I'm still working on it, albeit slowly) has been a reignited interest in a certain world-conquering system made by a little company called Sony.

The system in question is the original PlayStation, naturally (OK, so I could've said it was the PS2, but to be honest I've always preferred Sony's first effort in this space to its second), and the focus of my renewed interest in this console has been on its amazingly diverse catalog of Japanese releases.

The game seen below, known outside of Japan as Rhapsody: A Musical Adventure, is a good example. I mean, it's an RPG that stars a female protagonist and features all kinds of sing-songy cutscenes.



My original plan was to buy the North American version of this Nippon Ichi-made game, by the way, but I quickly changed course after I came across (while perusing eBay) the copy shown throughout this post.

Granted, it helped that this particular copy carried a surprisingly cheap price tag. (It was less than $5, to be exact.)



It also helped that I found The Adventures of Puppet Princess' cover art to be rather appealing in its Disney-esque simplicity.


The art produced for the front of this title's instruction manual (see above) is even nicer, if you ask me.



The inside of The Adventures of Puppet Princess' manual is stuffed with similarly adorable illustrations, with the ones shown above and below being but a fraction of what's made available to those who pick up copies of this PlayStation game.



Have any of you played some iteration or other of this lovely little RPG? If so, which version have you experienced, and what did you think of it?

See also: other recent 'Nice Package!' write-ups about Hyakumanton no Bara Bara (for the PSP), PoPoLoCrois Monogatari (for the PSone) and my new 'noble pink' Nintendo DS Lite

Friday, May 22, 2015

Nice Package! (PoPoLoCrois Monogatari, PlayStation)

I've looked upon PoPoLoCrois Monogatari, a role-playing game that was developed and published by Sony Computer Entertainment and first released in Japan in the summer of 1996, with a curious eye for a number of years now.

I refrained from buying it, though, because of the language barrier. Although I was more than happy to attempt to play through Japanese RPGs as a teen, I've become less and less willing to do so as I’ve gotten older.

Or at least that’s how I felt until I returned to my Japanese studies earlier this year. Now that I’ve got the language’s hiragana and katakana syllabaries down pat (again) and I’ve started learning actual words and phrases and grammar, I’m feeling quite a bit more confident in my ability to tackle an adventure like this one.


Which should go a long way toward explaining why I finally picked up the copy of PoPoLoCrois Monogatari that can be seen in the photos scattered throughout this post a couple of weeks ago.

Although I’ve yet to start playing it, I’m planning to do just that soon. (Specifically, as soon as this night class I’ve been taking, on and off, for the last nine months wraps up in a couple of weeks.)

In the meantime, I thought I’d share a few snapshots of the game’s packaging, which, in my humble opinion, is so pretty that it deserves every whistle and catcall thrown its way.



I find the game’s cover art especially appealing, I’ve got to say—although, really, only a person with a heart of stone would consider it anything less than stunning, wouldn’t you agree?



I decided to include the photo above here, by the way, because the sticker that is its focus shows that, at some point in its life, this particular copy of PoPoLoCrois Monogatari sat on the shelves of Tokyo’s world-famous Super Potato game shop.



There’s no need to explain the preceding shot, though, is there? After all, the art that’s splashed across the top side of this game’s disc is nearly as spectacular as the art that peeks through its case—or at least that’s how I see things.


I wish I could tell you why I failed to snap any photos of the interior of PoPoLoCrois Monogatari’s instruction manual, but at the moment I’m unable to conjure up any reasons. Don’t worry, I plan on rectifying matters this weekend, so look for some of the above to be published on my Flickr photostream within the next few days.

While you wait, you likely could do worse than waste a handful of minutes ogling the lovely sticker sheet that was hidden inside the manual in question.

Wednesday, December 03, 2014

20 years of PlayStation memories

In case you weren't aware already, Sony's monumental first foray into the world of video-game consoles (after the botched Super Famicom CD-ROM attachment, of course) made its initial appearance on Japanese store shelves 20 years ago today.

(North Americans didn't get their hands on the system until Sept. 9, 1995, while Europeans had to wait until Sept. 29 of the same year and Australians had to wait until Nov. 15.)

In honor of that fact, I thought I'd share some of my "PlayStation memories."

One of my earliest such memories relates to the PlayStation's Japanese launch. I'm pretty sure I wore out the pages of the DieHard GameFan, Electronic Gaming Monthly and other magazines that covered its development and release (as well as the release of the Sega Saturn and the NEC PC-FX). Thanks to those articles, I was all but set to buy a Japanese Saturn from a retailer I can't remember (it was one of the many that advertised within the pages of the above-mentioned publications back then) when I came across screenshots of some of the PlayStation's most newsworthy launch and launch-window titles--Battle Arena Toshinden, Crime Crackers, Jumping Flash! and Ridge Racer.

For whatever reason, the first and last of the above-mentioned games were the ones that nearly prompted me to pick up a Japanese PlayStation rather than a Saturn. Granted, at the time, GameFan's writers, especially, were pushing both of them as being akin to the Second Coming, so don't give me too hard of a time about the fact that I once pined for a game (Battle Arena Toshinden) that later was revealed to be a bit of a turd.

Still, even now it's easy to see why I and others were blown away by the experiences the PlayStation was able to produce. We were coming from the era of the Mega Drive (Genesis), PC Engine (TurboGrafx-16) and Super Famicom (SNES), after all, and we were used to pixels and sprites and two-dimensional games. Seeing three-dimensional games that were produced using polygons was mighty foreign, not to mention thrilling, to most of us--especially those, like me, who tended to ignore PC gaming.

In the end, though, I dropped a boatload of hard-earned cash on a Japanese (gray) Saturn rather than a PlayStation, mainly because I was completely obsessed with two games that were released around the same time as Sega's console: Clockwork Knight and Panzer Dragoon.

Strangely, I can't for the life of me remember when I finally bought a PlayStation. All I know is that the system had been out for some time before I acquired one.

I do remember what pushed me over the edge, though: Final Fantasy Tactics. For whatever reason, although the much-ballyhooed (especially at the time) Final Fantasy 7 left me feeling cold--I rented it and a PlayStation system from the local video joint shortly after its North American release--this tactical spin-off had the opposite effect on me. In fact, I was so gung-ho about it that just one week with it (thanks to the same video store I mentioned a second ago) was all I needed to run out to the nearest big-box store and buy both a PlayStation and a copy of this game.

That ended up being both a blessing and a curse, of course, as I quickly became obsessed with Yasumi Matsuno's masterpiece--to the point where I played it for hours on end, often in lieu of completing my homework.

A number of other PlayStation games also have left an impression on me over the years, of course--games like PaRappa the Rapper, SaGa Frontier and Umihara Kawase Shun, just to name a few--but none of them hit me as hard as the one that forced me to (finally) give Sony and its PlayStation console a chance. Because of that--and a slew of additional reasons--it'll always have a place in my heart.

So, those are just a few of my own "PlayStation memories." What are some of yours? Please feel free share them in the comments section of this post, if you're up for it.

Friday, November 14, 2014

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

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

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



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

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



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

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


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

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



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

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

Wednesday, November 05, 2014

You don't need to be a Mega Man fan to dig this custom-painted PlayStation

I should know, as I haven't been much of a fan of Mega Man, the character or the series, since Mega Man X was released in 1993.

What can I say? The change in aesthetics just didn't appeal it for me, which I realize is an admittance that's akin to blasphemy.



Still, I'm bowled over by the custom-painted PlayStation that's showcased in the photo above.

It was produced, of course, by the artist who calls himself Oskunk. To see more photos of this creation, check out this post on Oskunk's blog, Custom Art.

Friday, October 24, 2014

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

On the other, I wish I actually enjoyed playing this cooking-themed import.

Sadly, I doubt the latter is going to change anytime soon, as Cooking Fighter Hao has proven to be a monumentally tedious experience for me so far. It was fairly evident from the word go that would be the case, actually, as the game opens with may well be the world's most boring--and wordy--introductory cutscene.



After that, players are transported to a drab, gray arena and then tasked with battling a bunch of SNK rejects in an what can only be described as an Iron Chef-esque competition. Here, though, participants produce dishes by bashing the adorable (well, kind of) animals that scurry about each stage and then pressing the PlayStation controller's buttons or control pad in various ways once the cattle, chickens, crabs and such have been stunned into submission.

Although that may sound acceptable enough on paper (or, er, on blog), in reality it's anything but.



Add to this the fact that the aesthetics of Cooking Fighter Hao would have been considered middle of the road even if they'd appeared in an early Super Famicom release--although I personally quite like the sprites found in the battle scenes--and you've got yourself a rather disappointing PlayStation pick-up.



So why did I buy a copy of it? And why am I happy about it? My knee-jerk reaction is to say that the game was made by the folks at Nippon Ichi and, as such, it would be worth hunting down even if it literally were a piece of crap. After a bit of reflection, I'd add that, despite all of the criticism I've leveled at it so far, I still like Cooking Fighter Hao enough to own a copy of it--especially given the price I paid for this particular copy.



Plus, the game's packaging is pretty nice, as a quick glance at any of the photos strewn about this post should prove. I especially like its cover and disc art, by the way, although the manual sports some nice illustrations, too.

Have any of you experienced Cooking Fighter Hao in some form or fashion? If so, do you agree with my rather negative assessment of it, or have you enjoyed what you've played of it thus far?

Tuesday, September 23, 2014

Five favorites: Japanese PlayStation box art

Of all the "retro" game systems I currently collect, the one about which I'm the least knowledgable is the original PlayStation--especially when it comes to the subject of Japanese cover art that was produced for that groundbreaking console.

Still, I think I've come across enough examples of the above to publish a post such as this.

Should you have any favorites that aren't highlighted here, though, by all means let me know about them in the comments section below.


Boku no Natsuyasumi--To be perfectly frank, I'd like this particular piece of box art a lot more if it ditched the English text and even the "contrail" logo that takes up a smidge of space in the lower-right corner. Even in its current state, though, I'm pretty darn smitten with it and the cheery, nostalgic vibe it gives off to viewers.


Eldergate--There are a bunch of Konami-made PlayStation covers that could be mentioned here, but I'm going with Eldergate's because it features a sumptuously colored--and not at all clichéd, which can't be said of many of its counterparts, especially today--illustration.


Mad Panic Coaster--Could you describe this selection as a bit garish? Yes, I suppose you could. It's long been a favorite of mine regardless, though, due to its unique layout--it takes the eye a few seconds to recognize the roller-coaster car along the bottom edge--and bold use of color. (Although I wouldn't have complained if the logo had been made a bit smaller.)


Mizzurna Falls--Here's another piece of cover art that I've been a fan of since I first laid eyes on it (while perusing this review at easternmind.tumblr.com). There's something so ... moody about it that really appeals to me. Plus, it features snow-covered mountains, which always earns an approving nod from me.


PoPoLoCrois Monogatari--This is the perfect way to portray an RPG's contents on its box art, if you ask me. We've got dragons (two of them, I think), a varied party of adventurers (the dudes and the dudette situated between the dragons) and dramatic dose of magic--unless, of course, that orb is something other than a "wall" or "protect" spell.

Add in the abundance of color and clean composition and you've got yourself one attractive cover illustration. In my opinion, of course.

See also: 'Five favorites: Japanese DS box art,' 'Five favorites: Japanese PSP box art' and 'Five favorites: Japanese Wii box art'

Friday, September 19, 2014

Let's talk about three Taito-made PlayStation titles: Pop'n Pop, Puzzle Bubble 2 + Puzzle Bobble 3DX

As much as I've long loved Taito's earliest console efforts--such as the titles the company made and released for the Famicom, PC Engine and even Mega Drive--I haven't been able to say the same about the titles that flowed from their offices during the 32-bit era (and after) until recently.

That's mostly because I lacked a general awareness of this portion of Taito's output, I have to admit, but it's also because the few releases I was aware of from this period--like 1991's PuLiRuLa1995's Psychic Force and 1996's RayStorm--failed to impress me the way predecessors like Bubble Bobble, Don Doko Don, Elevator Action and Insector X did.

A couple of months ago, you could have thrown the company's many Puzzle Bobble sequels onto the same pile as the one that contained PuLiRuLa, Psychic Force et al. What's changed in the interim? Well, I bought and played a few of them, for starters.



Specifically, I bought and played Taito's (Japanese) PlayStation ports of Puzzle Bubble 2 and Puzzle Bobble 3DX, both of which can be seen in the photo above.

I'm still not the biggest fan of the way Taito's artists decided to alter Bub's and Bob's designs around this time, but at least the gameplay of this pair of Puzzle Bubble titles makes up for these artistic miscues.



The other Taito-published PlayStation title included in the aforementioned photo (as well as the one above), by the way, is 1998's Pop'n Pop.

Wikipedia describes this colorful arcade port as "a hybrid of Puzzle Bobble and Space Invaders," and that's a pretty spot-on assessment based on my enjoyable experience with it so far.



Of course, I probably would've picked up a copy of Pop'n Pop even if its disc contained nothing more than high-quality scans of its beautiful cover art and manual illustrations.

Speaking of which, I love the adorable pieces of art that accompany this game's character bios. (The characters highlighted on the page above are Hipopo and Tamasun from Mizubaku Daibouken, as well as Chack'n and the missus--she's literally "Miss Chack'n"--from Chack'n Pop.)



A few more of Pop'n Pop's cast of playable characters can be seen in the photo above, including Kiki Kaikai's Sayo-chan, Phee Phee from The New Zealand Story, one of Don Doko Don's dwarves and Bubby (or is it Bobby?) from Rainbow Islands.



Moving on from Pop'n Pop, here's a better look at Puzzle Bobble 2's cover art. I don't know if you can make it out in this photo, but the colorful bubbles look to be actual marbles--an effect that's surprisingly pleasing in person.



Puzzle Bobble 3DX's disc is surprisingly pleasing, too--or at least I think so. Sure, it's a bit barren, but I've rarely been one to complain about minimalist approaches to such things.

Have any of you played any of the games mentioned in this post? If so, please share your own thoughts on them in the comments section below. (Oh, and feel free to share your thoughts on some of the other Taito-published titles discussed here, such as PuLiRuLa, Psychic Force and RayStorm, too.)

See also: 'Recommend me some Taito-made Famicom, PC Engine and GameBoy titles'

Tuesday, July 29, 2014

Orioto x Final Fantasy VII

True story: I've only spent about a week of my life playing Squaresoft's (as Square Enix was known at the time) Final Fantasy VII.

This happened back when I was a freshman or sophomore in college, by the way. I used to rent a PlayStation system plus a game or two from a nearby Blockbuster (if memory serves) on a fairly regular basis, and on one occasion Final Fantasy VII was my chosen pick-up.

Oddly, I barely remember anything about this 32-bit RPG other than liking the rather chunky look of its protagonists (in the overworld segments, at least) and its soundtrack.

Which means, of course, that I'm going to have to buy a copy at some point and give it a proper playthrough. Maybe after I finally get a Vita?

In the meantime, I'll have to make do with staring at Orioto's Final Fantasy VII-inspired poster, seen on the right.

Should you want to own one of these posters, by the way, you can do so by heading to redbubble.com. Don't dawdle, though, as apparently Orioto's only selling 50 of them (at $16.20 a pop).

To see more of Orioto's art, check out his deviantart gallery.

Friday, September 13, 2013

Dear Sony: bring Over My Dead Body 2 to the States and I'll finally buy a PS Vita

True story: I've been eyeing up copies of the original, PlayStation release of Over My Dead Body (aka Ore no Shikabane wo Koete Yuke or Oreshika) for ages now.

Why haven't I bought one yet? Because Oreshika looks to be a rather convoluted JRPG--albeit a beautiful one--and I'm just not sure I have it in me to try to stumble through such a game anytime soon. (A summary of its intriguing plot, via RPGamer.com: "A lineage of demon-hunters is cursed to live, age and die within a single year's span. A twelve-year campaign against the lord of demons thus becomes a matter for the generations.)

Anyway, I have a feeling I'm going to have a similarly tough time resisting Alfa System's upcoming sequel once it's finally released for the Vita sometime next year.

In large part, that's because the sequel looks absolutely stunning--as evidenced by the following, just-released screenshots:







Assuming Over My Dead Body 2's story and gameplay is even a smidge as impressive as its graphics, well, I think it's safe to say it's going to be hard for me to pass up this sucker--even if I don't yet know (much) Japanese and if I don't yet own a Vita.

Of course, Sony's North American arm could solve both of those problems by localizing and releasing the game here--but, really, what are the chances of that happening?

See also: more amazing Over My Dead Body 2 screenshots

Friday, June 28, 2013

Manual Stimulation: Umihara Kawase Shun (PlayStation)

In honor of the fact that my copy of Sayonara Umihara Kawase (3DS) should appear on my doorstep any day now, I decided to devote an installment of "Manual Stimulation" to the most recent iteration of this sadly short-lived (in terms of unique releases) series, Umihara Kawase Shun.

As you'll discover in just a second, this PlayStation platformer's instruction manual is a lengthy one. Given that, I'm going to keep the commentary to a minimum and instead let you savor its many adorable illustrations without interruption.

One thing I will point out: if you're in a hurry or if you're simply not up for examining 16 manual scans, you may want to skip ahead to pages 20 through 27 as well as 30 and 31.









OK, I know I said I'd keep my mouth shut, but I can't help but chime in on the text that floats in the background of the right-hand page below. I mean, it isn't every day that you come across an invitation to "Let's Control."