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 PS4. Show all posts
Showing posts with label PS4. 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'
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Wednesday, December 04, 2019
A few impressions of and pieces of advice on the recently released Romancing SaGa 3 remake now that I've put more than 20 hours into it
My original plan was to wait until early 2020 to buy the recently released Romancing SaGa 3 remake. Everything changed, though, when Square Enix slapped a 20-percent discount on this long-awaited role-playing game during its launch window.
Still, I assumed I wouldn't actually play it for weeks, if not months--what with Pokémon Shield's imminent arrival (at the time) and all. Boy, was I wrong. Romancing SaGa 3 dug its hooks into me within minutes of being booted up for the very first time.
Over 20 hours later, I'm thoroughly enjoying it and ignoring the new Pokémon title.
Why am I enjoying this Romancing SaGa 3 remake-remaster-whatever-you-want-to-call-it so thoroughly? Here are the main reasons, plus a couple of complaints that, if addressed, would prompt me to like this pixelated adventure even more than I already do.
Oh, and I'm tossing in a few pieces of advice at the end as a bonus--just in case any of you decide to buy it down the road as well.
I love how the map opens up as you talk to NPCs--I'm sure other RPGs have utilized a similar system, where you only gain access to towns and dungeons and other locations after a non-player character (NPC) mentions them, but this is the first one I've played. There's something surprisingly thrilling about exiting to the world map and seeing a new area or two pop up out of nowhere, begging to be explored.
It's worth playing for the weird potential party members alone--My current Romancing SaGa 3 party includes a blue elephant, a pink-haired fairy, and a bard who bears a striking resemblance to Final Fantasy IV's Gogo. And they're only the tip of the iceberg here. Additional options include an anthropomorphic snowman, a similarly human-esque lobster, and a Batman wannabe. Eat your heart out, bog-standard JRPGs.
"Sparking" new skills here is as exhilarating as it is in every SaGa game--Admittedly, it isn't as exhilarating as it is in SaGa Frontier, or at least it isn't to me. But there's no denying my heart skips a beat whenever a little lightbulb appears over the head of one of my party members, alerting me to the fact that he, she, or it is about to learn a new battle skill. My only complaint is that I wish it would happen with more frequency. I've gone through a lot of dry spells so far in my 20 or so hours with the game, and that's not only unacceptable, it's boring.
Although I appreciate that Romancing SaGa 3 is mysterious, I wish it would explain things a bit more than it does--You've probably heard that this game, like its predecessors and successors, has the barest of stories. It's true, but that honestly hasn't bothered me much. Far more irksome has been that it's often similarly tight-lipped about how things like magic and combo attacks operate. Some of it can be sussed out via trial and error, but not all of it. Harrumph.
I wish the town music was more varied--I adore Romancing SaGa 3's soundtrack on the whole, but something that really bugs me about it is a good number of towns feature the exact same background tune. Even worse, that particular song is my least favorite of the ones I've heard up to this point.
Where's the fast-forward button, Square Enix?--Both Bravely Default and Octopath Traveler let players speed up battles with the touch of a button. Why on earth doesn't Romancing SaGa 3 allow the same? Especially since it features the slowest fights of this trio of titles. These lackadaisical battles aren't dealbreakers, mind you, but they do get a tad boring now and then.
Has what I've said thus far got you itching to pick up a copy of Romancing SaGa 3? If so, keep the following pieces of advice in mind as you continue to contemplate your purchase--or as you start your way through the game (if it's already taking up space on your PC, PS4, Xbox One, Switch, Vita, or phone).
If you hate RPGs that lack explorable overworlds, look elsewhere--I enjoy racing across an ever-changing overworld as much as anyone. That's not something you get to do while playing Romancing SaGa 3, however. Instead, you get to choose between icons--representing caves, forests, towns, and the like--unceremoniously plopped onto a map. It's kind of a bummer at first, but it saves time in the long run, so I personally consider the whole she-bang a wash.
Also look elsewhere if you absolutely need a grand story in your RPGs--Most SaGa games aren't story-focused affairs. Romancing SaGa 3 is no different. That doesn't mean it's story-free, though. In fact, it offers up plenty of little snippets of stories through the numerous quests it tosses your way. Many of them are surprisingly unique for the genre, too, so if you're at all open-minded in this area, give the title a go despite the fact that its gameplay isn't tied to a novel-worthy tale.
Try not to psyche yourself out--Yes, Romancing SaGa 3 can be obtuse. And yes, Romancing SaGa 3 can be difficult. It's not so obtuse or difficult that it's impossible to finish, though. In fact, if your first playthrough is anything like mine has been so far, you'll enjoy long stretches when the proceedings seem positively ho-hum. So don't keep the game at arm's length simply because you're scared it'll be too much for you.
Prepare to see your party wiped out a lot--Part of the fun of playing a SaGa game, in my experience, is tucking into dungeons or taking on bosses you know nothing about and seeing how you fare. That often results in your ass being handed to you, admittedly. As such, try to embrace dying in Romancing SaGa 3. It's going to happen a lot, no matter what you do. Accept rather than fear it and you'll get a lot more enjoyment out of the experience.
Don't worry about grinding--One of the main things that's made me wary about playing both Romancing SaGa 2 and 3 is the oft-repeated warning that grinding in either game can be a bad idea. As in, grinding does more than toughen up your party members; it toughens up enemies, too. Well, here's some good news for you: while that's true--to a point--you shouldn't have to worry about it much. Although there are no random battles in this game, you'll be forced into them regularly enough that grinding is sure to be the last thing on your mind.
Embrace FAQs and walkthroughs--Going through a game blindly is an admirable feat. That said, I wouldn't suggest doing so with Romancing SaGa 3. Not only will it make your journey a lot more challenging, but it'll likely cause you to miss a bunch of cool characters and quests along the way as well. This blog is a great source of information, as is this shrine.
See also: 'Five reasons I would've paid full price for the Switch version of Dandy Dungeon if Onion Games had forced me to do so'
Still, I assumed I wouldn't actually play it for weeks, if not months--what with Pokémon Shield's imminent arrival (at the time) and all. Boy, was I wrong. Romancing SaGa 3 dug its hooks into me within minutes of being booted up for the very first time.
Over 20 hours later, I'm thoroughly enjoying it and ignoring the new Pokémon title.
Why am I enjoying this Romancing SaGa 3 remake-remaster-whatever-you-want-to-call-it so thoroughly? Here are the main reasons, plus a couple of complaints that, if addressed, would prompt me to like this pixelated adventure even more than I already do.
Oh, and I'm tossing in a few pieces of advice at the end as a bonus--just in case any of you decide to buy it down the road as well.
I love how the map opens up as you talk to NPCs--I'm sure other RPGs have utilized a similar system, where you only gain access to towns and dungeons and other locations after a non-player character (NPC) mentions them, but this is the first one I've played. There's something surprisingly thrilling about exiting to the world map and seeing a new area or two pop up out of nowhere, begging to be explored.
It's worth playing for the weird potential party members alone--My current Romancing SaGa 3 party includes a blue elephant, a pink-haired fairy, and a bard who bears a striking resemblance to Final Fantasy IV's Gogo. And they're only the tip of the iceberg here. Additional options include an anthropomorphic snowman, a similarly human-esque lobster, and a Batman wannabe. Eat your heart out, bog-standard JRPGs.
"Sparking" new skills here is as exhilarating as it is in every SaGa game--Admittedly, it isn't as exhilarating as it is in SaGa Frontier, or at least it isn't to me. But there's no denying my heart skips a beat whenever a little lightbulb appears over the head of one of my party members, alerting me to the fact that he, she, or it is about to learn a new battle skill. My only complaint is that I wish it would happen with more frequency. I've gone through a lot of dry spells so far in my 20 or so hours with the game, and that's not only unacceptable, it's boring.
Although I appreciate that Romancing SaGa 3 is mysterious, I wish it would explain things a bit more than it does--You've probably heard that this game, like its predecessors and successors, has the barest of stories. It's true, but that honestly hasn't bothered me much. Far more irksome has been that it's often similarly tight-lipped about how things like magic and combo attacks operate. Some of it can be sussed out via trial and error, but not all of it. Harrumph.
I wish the town music was more varied--I adore Romancing SaGa 3's soundtrack on the whole, but something that really bugs me about it is a good number of towns feature the exact same background tune. Even worse, that particular song is my least favorite of the ones I've heard up to this point.
Where's the fast-forward button, Square Enix?--Both Bravely Default and Octopath Traveler let players speed up battles with the touch of a button. Why on earth doesn't Romancing SaGa 3 allow the same? Especially since it features the slowest fights of this trio of titles. These lackadaisical battles aren't dealbreakers, mind you, but they do get a tad boring now and then.
Has what I've said thus far got you itching to pick up a copy of Romancing SaGa 3? If so, keep the following pieces of advice in mind as you continue to contemplate your purchase--or as you start your way through the game (if it's already taking up space on your PC, PS4, Xbox One, Switch, Vita, or phone).
If you hate RPGs that lack explorable overworlds, look elsewhere--I enjoy racing across an ever-changing overworld as much as anyone. That's not something you get to do while playing Romancing SaGa 3, however. Instead, you get to choose between icons--representing caves, forests, towns, and the like--unceremoniously plopped onto a map. It's kind of a bummer at first, but it saves time in the long run, so I personally consider the whole she-bang a wash.
Also look elsewhere if you absolutely need a grand story in your RPGs--Most SaGa games aren't story-focused affairs. Romancing SaGa 3 is no different. That doesn't mean it's story-free, though. In fact, it offers up plenty of little snippets of stories through the numerous quests it tosses your way. Many of them are surprisingly unique for the genre, too, so if you're at all open-minded in this area, give the title a go despite the fact that its gameplay isn't tied to a novel-worthy tale.
Try not to psyche yourself out--Yes, Romancing SaGa 3 can be obtuse. And yes, Romancing SaGa 3 can be difficult. It's not so obtuse or difficult that it's impossible to finish, though. In fact, if your first playthrough is anything like mine has been so far, you'll enjoy long stretches when the proceedings seem positively ho-hum. So don't keep the game at arm's length simply because you're scared it'll be too much for you.
Prepare to see your party wiped out a lot--Part of the fun of playing a SaGa game, in my experience, is tucking into dungeons or taking on bosses you know nothing about and seeing how you fare. That often results in your ass being handed to you, admittedly. As such, try to embrace dying in Romancing SaGa 3. It's going to happen a lot, no matter what you do. Accept rather than fear it and you'll get a lot more enjoyment out of the experience.
Don't worry about grinding--One of the main things that's made me wary about playing both Romancing SaGa 2 and 3 is the oft-repeated warning that grinding in either game can be a bad idea. As in, grinding does more than toughen up your party members; it toughens up enemies, too. Well, here's some good news for you: while that's true--to a point--you shouldn't have to worry about it much. Although there are no random battles in this game, you'll be forced into them regularly enough that grinding is sure to be the last thing on your mind.
Embrace FAQs and walkthroughs--Going through a game blindly is an admirable feat. That said, I wouldn't suggest doing so with Romancing SaGa 3. Not only will it make your journey a lot more challenging, but it'll likely cause you to miss a bunch of cool characters and quests along the way as well. This blog is a great source of information, as is this shrine.
See also: 'Five reasons I would've paid full price for the Switch version of Dandy Dungeon if Onion Games had forced me to do so'
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Sunday, September 03, 2017
I'm really liking the looks of SWERY's The Good Life, too--despite its rather rough first trailer
You may have heard elsewhere that the incomparable Japanese game designer known as both SWERY and Swery65 is working on another title.
The unveiling of that game caused a bit of a stir thanks to the fact that it seems a world away from SWERY's best-known work, the cult favorite Deadly Premonition.
Actually, calling it a "world away" from Deadly Premonition may be a bit hyperbolic, as the two games share a couple of similarities. I'll get to those in a minute. For now, let's chat about SWERY's new joint, The Good Life. According to the description of the game on its Fig campaign page, it's going to be a "debt-repayment life-simulation RPG."
Sounds kind of like Animal Crossing, don't you think? That's the first thing that popped into my mind, at least--especially after I read that The Good Life's protagonist, Naomi, can take on part-time jobs--like bartending at a pub, delivering milk and shearing sheep--to help her accomplish the above-mentioned task.
That's just the tip of the iceberg as far as The Good Life's content is concerned, though. In addition to its Animal Crossing-inspired side jobs, the game will allow players to snap photos for cash, task them with solving a Professor Layton-ish murder mystery and require them to keep tabs on Naomi's stamina (which she can replenish by eating food, drinking beverages and even sleeping).
Another aspect of The Good Life that calls to mind Nintendo's world-conquering life sim is how customizable it's aiming to be. Not only will you be able to alter Naomi's appearance in the finished product, but you'll be able to change the look of her feline form, too.
Oh, wait, I forgot to tell you Naomi turns into a cat at night, as do Rainy Woods' quirky, Deadly Premonition-esque residents? Well, she does, and they do. Apparently this can help Naomi get to know, and develop relationships with, her fellow townspeople.
All of the above has me keenly interested in The Good Life's just-launched fundraising campaign. That's not to say I've chipped in myself. The trailer above is more than a little rough (although I love the game's low-poly aesthetic) and I can't say I'm a fan of its current reward tiers.
Add in the fact that it's currently only being made for PC and PS4--a Switch stretch goal has been promised, but no one seems to know how much money has to be raised before that version gets the green light--and it should be easy to understand why I've yet to back this intriguing title.
Are any of you also keeping an eye on The Good Life's Fig campaign? If so, why is that--and what would prompt you to contribute to it (if you haven't done so already)?
The unveiling of that game caused a bit of a stir thanks to the fact that it seems a world away from SWERY's best-known work, the cult favorite Deadly Premonition.
Actually, calling it a "world away" from Deadly Premonition may be a bit hyperbolic, as the two games share a couple of similarities. I'll get to those in a minute. For now, let's chat about SWERY's new joint, The Good Life. According to the description of the game on its Fig campaign page, it's going to be a "debt-repayment life-simulation RPG."
Sounds kind of like Animal Crossing, don't you think? That's the first thing that popped into my mind, at least--especially after I read that The Good Life's protagonist, Naomi, can take on part-time jobs--like bartending at a pub, delivering milk and shearing sheep--to help her accomplish the above-mentioned task.
That's just the tip of the iceberg as far as The Good Life's content is concerned, though. In addition to its Animal Crossing-inspired side jobs, the game will allow players to snap photos for cash, task them with solving a Professor Layton-ish murder mystery and require them to keep tabs on Naomi's stamina (which she can replenish by eating food, drinking beverages and even sleeping).
Another aspect of The Good Life that calls to mind Nintendo's world-conquering life sim is how customizable it's aiming to be. Not only will you be able to alter Naomi's appearance in the finished product, but you'll be able to change the look of her feline form, too.
Oh, wait, I forgot to tell you Naomi turns into a cat at night, as do Rainy Woods' quirky, Deadly Premonition-esque residents? Well, she does, and they do. Apparently this can help Naomi get to know, and develop relationships with, her fellow townspeople.
All of the above has me keenly interested in The Good Life's just-launched fundraising campaign. That's not to say I've chipped in myself. The trailer above is more than a little rough (although I love the game's low-poly aesthetic) and I can't say I'm a fan of its current reward tiers.
Add in the fact that it's currently only being made for PC and PS4--a Switch stretch goal has been promised, but no one seems to know how much money has to be raised before that version gets the green light--and it should be easy to understand why I've yet to back this intriguing title.
Are any of you also keeping an eye on The Good Life's Fig campaign? If so, why is that--and what would prompt you to contribute to it (if you haven't done so already)?
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Friday, July 21, 2017
So, who else has pre-ordered a physical copy of Undertale for PC, PS4 or Vita?
Three days ago, fangamer finally opened up pre-orders for physical copies of Undertale's PC, PS4 and Vita ports.
Although the initial batch of Collector's Editions--going for $64 a pop--sold out yesterday, the site's now letting people pre-order CE copies that will ship in December. (The first run supposedly will be sent to eager buyers in late September.)
As much as I adore the Undertale Collector's Edition--which will contain a two-CD soundtrack of 100-plus songs, a booklet of sheet music, a gold-plated music-box locket, a matchbox-style box and a copy of the game--I no longer have the space for such bulky items. So, I went for the Undertale Standard Edition, which still looks pretty sweet and only set me back $25.
Have any of you pre-ordered one or more versions of Undertale's PC, PS4 or Vita ports via fangamer in recent days? If so, which did you buy?
Although the initial batch of Collector's Editions--going for $64 a pop--sold out yesterday, the site's now letting people pre-order CE copies that will ship in December. (The first run supposedly will be sent to eager buyers in late September.)
As much as I adore the Undertale Collector's Edition--which will contain a two-CD soundtrack of 100-plus songs, a booklet of sheet music, a gold-plated music-box locket, a matchbox-style box and a copy of the game--I no longer have the space for such bulky items. So, I went for the Undertale Standard Edition, which still looks pretty sweet and only set me back $25.
Have any of you pre-ordered one or more versions of Undertale's PC, PS4 or Vita ports via fangamer in recent days? If so, which did you buy?
Labels:
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Saturday, December 10, 2016
The best box art of 2016
This past year was a great one for games. It also was great for game cover art--as the following examples hopefully prove.
Culdcept Revolt (3DS)--To be totally honest, I originally chose to include this piece of box art in this post because it's awash in red. I've since come around to appreciating that the game's cast of characters aren't huddled around the middle point of the illustration, which seems to the case for most Japanese cover images these days. Add in Culdcept Revolt's slick logo, and you've got yourself an obvious winner.
Dragon Quest Builders (PS4/Vita)--What's not to love about Dragon Quest Builders' Japanese cover art? After all, it sports a top-notch logo, a charmingly stylized main image and is so sweetly colorful it could give you a toothache. Sadly, Square Enix's designers gave it an extreme makeover when prepping the game for release outside its home country.
Final Fantasy XV Deluxe Edition (PS4)--I've drooled over Yoshitaka Amano's work since I learned he was responsible for the key art for one of my all-time favorite games, Final Fantasy VI. What he conjured up for Final Fantasy XV's Deluxe Edition may not be quite as mind-blowing as those aforementioned creations, but it's still completely gorgeous and very much worthy of being mentioned in a write-up such as this.
Ikenie to Yuki no Setsuna (PS4/Vita)--This may be my favorite of all the box arts mentioned in this post. I love that it's subtle. I love that its designers weren't afraid of white space. I love the pop of color provided by the lone tree in the upper-right corner. I love the logo, which straddles the line of looking handwritten and looking like a computer-enabled font. And, oddly enough, I love the feeling of loneliness it evokes.
The Last Guardian (PS4)--Please note that I'm talking about the Japanese "First-Press Limited Edition" here. As in, the chartreuse-tinged label affixed to the cardboard outer box shown in the photo above. That's the only cover image associated with this long-awaited release I find at all appealing, by the way.
Culdcept Revolt (3DS)--To be totally honest, I originally chose to include this piece of box art in this post because it's awash in red. I've since come around to appreciating that the game's cast of characters aren't huddled around the middle point of the illustration, which seems to the case for most Japanese cover images these days. Add in Culdcept Revolt's slick logo, and you've got yourself an obvious winner.
Dragon Quest Builders (PS4/Vita)--What's not to love about Dragon Quest Builders' Japanese cover art? After all, it sports a top-notch logo, a charmingly stylized main image and is so sweetly colorful it could give you a toothache. Sadly, Square Enix's designers gave it an extreme makeover when prepping the game for release outside its home country.
Final Fantasy XV Deluxe Edition (PS4)--I've drooled over Yoshitaka Amano's work since I learned he was responsible for the key art for one of my all-time favorite games, Final Fantasy VI. What he conjured up for Final Fantasy XV's Deluxe Edition may not be quite as mind-blowing as those aforementioned creations, but it's still completely gorgeous and very much worthy of being mentioned in a write-up such as this.
Ikenie to Yuki no Setsuna (PS4/Vita)--This may be my favorite of all the box arts mentioned in this post. I love that it's subtle. I love that its designers weren't afraid of white space. I love the pop of color provided by the lone tree in the upper-right corner. I love the logo, which straddles the line of looking handwritten and looking like a computer-enabled font. And, oddly enough, I love the feeling of loneliness it evokes.
The Last Guardian (PS4)--Please note that I'm talking about the Japanese "First-Press Limited Edition" here. As in, the chartreuse-tinged label affixed to the cardboard outer box shown in the photo above. That's the only cover image associated with this long-awaited release I find at all appealing, by the way.
Thursday, November 03, 2016
Let's ogle six lovely examples of Japanese PS4 and Vita cover art
To know me is to know I love a good piece of game box art.
Sure, most of the cover art I shine a light on here is of the "retro" variety, but that doesn't mean I turn my nose up at more modern offerings. Consider the following, all of which make me feel warm and tingly inside:
Birthdays the Beginning (PS4)--Although this game is still a bit of a mystery to me, that isn't keeping me from wanting it with all my might. Sadly, I'm unlikely to buy Birthdays the Beginning--even the North American release, which will hit the streets here early next year--because I don't currently own a PS4 and because I doubt that'll change in 2017. Oh, well, staring at its Japanese cover art (above) brings me so much joy that it (almost) makes up for the fact I'll likely never experience its gameplay.
Harukanaru Toki no Naka de 6 Gentou Rondo (Vita)--This one's a Japanese otome game, which means there's no way a copy of it is going to find its way into my collection anytime soon. (Not because I hate otome games, mind you; rather, it's because I can't even imagine attempting to play through an otome game in Japanese at this point in time.) If some brave company were to release an English version of this title, though, I'd buy it in a second--as long as the company in question retained its brilliant Japanese box art, of course.
Nier: Automata (PS4)--I may not be as hot to trot about Nier: Automata as your average "gamer," but I'm certainly hot to trot about its beautifully stark Japanese cover art. Granted, I'm a huge Akihiko Yoshida fanboy, so I guess my interest should've been expected?
Princess wa Kane no Mouja (Vita)--This piece of box art, for the upcoming title Western gamers often refer to as The Princess is Money-Hungry, is as bright and colorful as Nier: Automata's is dreary. I especially love its funky logo, which--appropriately enough--seems to be bathing in gold and silver coins.
SaGa: Scarlet Grace (Vita)--OK, so I'm no longer so sure I'm going to pick up this latest entry in Square Enix's odd SaGa series. (This despite the fact that I've got a huge crush on earlier entries that were released for the GameBoy, Super Famicom and PlayStation.) I am sure I like SaGa: Scarlet Grace's Japanese box art, though. Is it on the simple side in terms of design? Definitely. Still, it seems fitting for a title that'll hopefully end up being a compellingly strange RPG.
Touhou Shinpiroku ~ Urban Legend in Limbo (PS4)--This box art is for an upcoming PS4 brawler, if you can believe it. Fighting games usually prompt me to yawn, but this one has my attention thanks to its eye-popping cover illustration. Does this mean I'd probably buy Touhou Shinpiroku if I had a PS4 console? I doubt it. I'd definitely buy a poster-sized version of the above, though.
See also: 'Eight Vita games I'm planning to buy (and play) later in 2016 or as soon as possible in 2017' and 'Six Vita games I may buy (and play) later in 2016 or as soon as possible in 2017'
Sure, most of the cover art I shine a light on here is of the "retro" variety, but that doesn't mean I turn my nose up at more modern offerings. Consider the following, all of which make me feel warm and tingly inside:
Birthdays the Beginning (PS4)--Although this game is still a bit of a mystery to me, that isn't keeping me from wanting it with all my might. Sadly, I'm unlikely to buy Birthdays the Beginning--even the North American release, which will hit the streets here early next year--because I don't currently own a PS4 and because I doubt that'll change in 2017. Oh, well, staring at its Japanese cover art (above) brings me so much joy that it (almost) makes up for the fact I'll likely never experience its gameplay.
Harukanaru Toki no Naka de 6 Gentou Rondo (Vita)--This one's a Japanese otome game, which means there's no way a copy of it is going to find its way into my collection anytime soon. (Not because I hate otome games, mind you; rather, it's because I can't even imagine attempting to play through an otome game in Japanese at this point in time.) If some brave company were to release an English version of this title, though, I'd buy it in a second--as long as the company in question retained its brilliant Japanese box art, of course.
Nier: Automata (PS4)--I may not be as hot to trot about Nier: Automata as your average "gamer," but I'm certainly hot to trot about its beautifully stark Japanese cover art. Granted, I'm a huge Akihiko Yoshida fanboy, so I guess my interest should've been expected?
Princess wa Kane no Mouja (Vita)--This piece of box art, for the upcoming title Western gamers often refer to as The Princess is Money-Hungry, is as bright and colorful as Nier: Automata's is dreary. I especially love its funky logo, which--appropriately enough--seems to be bathing in gold and silver coins.
SaGa: Scarlet Grace (Vita)--OK, so I'm no longer so sure I'm going to pick up this latest entry in Square Enix's odd SaGa series. (This despite the fact that I've got a huge crush on earlier entries that were released for the GameBoy, Super Famicom and PlayStation.) I am sure I like SaGa: Scarlet Grace's Japanese box art, though. Is it on the simple side in terms of design? Definitely. Still, it seems fitting for a title that'll hopefully end up being a compellingly strange RPG.
Touhou Shinpiroku ~ Urban Legend in Limbo (PS4)--This box art is for an upcoming PS4 brawler, if you can believe it. Fighting games usually prompt me to yawn, but this one has my attention thanks to its eye-popping cover illustration. Does this mean I'd probably buy Touhou Shinpiroku if I had a PS4 console? I doubt it. I'd definitely buy a poster-sized version of the above, though.
See also: 'Eight Vita games I'm planning to buy (and play) later in 2016 or as soon as possible in 2017' and 'Six Vita games I may buy (and play) later in 2016 or as soon as possible in 2017'
Thursday, September 15, 2016
I'm really looking forward to Dragon Quest Builders; how about you?
I wasn't sure what to think when Dragon Quest Builders was first unveiled last summer. I love the whole Dragon Quest aesthetic, but I haven't exactly been bowled over by Minecraft or its many pretenders, so it took me a good long while to realize I could have a blast with Builders.
If I hadn't come around yet, I'm pretty sure the game's latest trailer (below) would've done the trick.
I'm especially enamored with Dragon Quest Builders' character and creature models. The town-building and resource-collecting aspects look interesting, too, although I'm still not entirely sold on them. (I liked, but didn't love, that component of Harvest Moon: The Lost Valley, and I'm somewhat worried I'll be similarly underwhelmed by it here.)
How about all of you? Are any of you planning to buy either the PS4 or Vita version of Dragon Quest Builders upon its North American release on Oct. 11? If so, which version will you get?
If I hadn't come around yet, I'm pretty sure the game's latest trailer (below) would've done the trick.
I'm especially enamored with Dragon Quest Builders' character and creature models. The town-building and resource-collecting aspects look interesting, too, although I'm still not entirely sold on them. (I liked, but didn't love, that component of Harvest Moon: The Lost Valley, and I'm somewhat worried I'll be similarly underwhelmed by it here.)
How about all of you? Are any of you planning to buy either the PS4 or Vita version of Dragon Quest Builders upon its North American release on Oct. 11? If so, which version will you get?
Thursday, August 25, 2016
Is it wrong that Yasuhiro Wada's upcoming game, Birthdays, makes me wish I owned a PS4?
OK, so I'm sure I could think of at least a few other PS4 games that make me wish I owned Sony's latest console. At the moment, though, Birthdays is the only one that's coming to mind. (And, yes, this is despite the fact that Yasuhiro Wada's last game, Hometown Story, was quite a turd.)
What is Birthdays, you ask? Based on the handful of screenshots that've been released so far and the trailer found below, I'd describe it as being a thoroughly Japanese mix of Minecraft and an old SNES game called E.V.O.: Search for Eden.
According to one of the first English reports about this PS4 title, which will be published in its home country by Arc System Works, it "lets players create, steadily evolve and develop environments on new lands where living things are born."
The current plan is for it to hit the streets of Japan in early 2017. Apparently European and North American PS4 owners will get their hands on it shortly after that, as NIS America's already decided to localize Birthdays for those regions. (Here's hoping they keep the original name and logo.)
How about all of you wonderful folks? Are any of you also chomping at the bit to sink your teeth into Birthdays?
What is Birthdays, you ask? Based on the handful of screenshots that've been released so far and the trailer found below, I'd describe it as being a thoroughly Japanese mix of Minecraft and an old SNES game called E.V.O.: Search for Eden.
According to one of the first English reports about this PS4 title, which will be published in its home country by Arc System Works, it "lets players create, steadily evolve and develop environments on new lands where living things are born."
The current plan is for it to hit the streets of Japan in early 2017. Apparently European and North American PS4 owners will get their hands on it shortly after that, as NIS America's already decided to localize Birthdays for those regions. (Here's hoping they keep the original name and logo.)
How about all of you wonderful folks? Are any of you also chomping at the bit to sink your teeth into Birthdays?
Saturday, July 16, 2016
I am so ready to be 'Alone With You' on Aug. 23
Full disclosure: I've yet to play--or even buy--Benjamin Rivers' first game, Home: A Unique Horror Adventure. I've wanted to play it, though, thanks to its appealing graphics and intriguing gameplay.
The same could be said for why I'm planning to purchase another of Benjamin Rivers' titles, the upcoming Alone With You, around the time of its release on Aug. 23.
I'm interested in Alone With You beyond its graphics and gameplay, though. Specifically, I'm interested in the fact that it's being described as a "sci-fi-romance adventure." Who wouldn't want to experience such a thing?
If this is the first you're hearing of Alone With You, check out the launch trailer above. It should answer many of the questions you have about how this PS4 and Vita title looks, how it plays, and more.
I don't know about you, but between this game, 2064: Read Only Memories (out on Aug. 16 for both PS4 and Vita) and VA-11 Hall-A (supposedly coming to Vita in late 2016), my Vita's going to get a lot of love this fall and winter.
Are any of you also psyched about these in-the-works Vita (and PS4) releases? If so, let me know why by leaving a comment below.
The same could be said for why I'm planning to purchase another of Benjamin Rivers' titles, the upcoming Alone With You, around the time of its release on Aug. 23.
I'm interested in Alone With You beyond its graphics and gameplay, though. Specifically, I'm interested in the fact that it's being described as a "sci-fi-romance adventure." Who wouldn't want to experience such a thing?
If this is the first you're hearing of Alone With You, check out the launch trailer above. It should answer many of the questions you have about how this PS4 and Vita title looks, how it plays, and more.
I don't know about you, but between this game, 2064: Read Only Memories (out on Aug. 16 for both PS4 and Vita) and VA-11 Hall-A (supposedly coming to Vita in late 2016), my Vita's going to get a lot of love this fall and winter.
Are any of you also psyched about these in-the-works Vita (and PS4) releases? If so, let me know why by leaving a comment below.
Labels:
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Thursday, March 31, 2016
Let's ogle some Japanese PS4 and Vita box art
OK, so not all of the PS4 and Vita box covers that can be seen below are all that recent. In fact, two of them are kind of old. Still, I'm including them in this post because I didn't want it to include just three or four pieces of art.
Caligula (Vita)--This may be my favorite of the bunch. Why? The color scheme--black, purple, pink, red and white--is the main reason for that, although I'm also pretty fond of the illustration, the layout and even the rather simple logo.
I can't say I know a ton about the game itself, although I believe it's supposed to be some sort of Persona spinoff. Which sounds cool to me--as long as it's a high-quality (or at least medium-quality) spinoff.
Cladun Sengoku (Vita)--When this game was revealed, I was surprisingly uninterested. I say surprisingly because I'm a big fan of the two Cladun titles that were made and released for the PSP a few years ago. A third entry set in Japan's Sengoku period, though, doesn't really appeal to me.
Or so I thought. I mean, I can't say I'm all hot and bothered about this Cladun sequel's setting now, but I'm intrigued enough by it that I'm seriously considering picking up a copy of this game in the coming months. (The only reason I haven't already pre-ordered it is that I'm waiting to see if someone localizes it for a North American release.)
Coven and the Labyrinth of Refrain (Vita)--I've got to be honest here: I don't completely love this particular piece of cover art. Oh, it's nice enough overall, and I like the soft, cool colors it showcases. The layout's kind of awkward, though, don't you think?
Still, I decided to include it here because: a) I like its flowery, Etrian Odyssey-esque logo and b) I like the little I've seen of its gameplay.
Final Fantasy XV (PS4)--Am I itching to play Square Enix's next mainline Final Fantasy title? Not really, to be completely honest. Granted, I haven't been all that interested in the company's main moneymaker for years, and although I think Final Fantasy XV looks grand--literally and figuratively--I don't see myself running out and buying a PS4 later this year just so I can experience it. Stranger things have happened, though, so who knows? Maybe I'll have a change of heart between now and then.
In the meantime, I'll gladly ogle the game's Japanese box art, which adeptly conveys the "epic road trip" that seems serve as the backbone of this particular Final Fantasy adventure. I'm also enamored with Final Fantasy XV's "Deluxe Edition" box art. How about you?
Guilty Gear Xrd: Revelator (PS4)--No one's ever going to accuse me of bring a fighting-game nut. In fact, I haven't been into fighters since Street Fighter II's glory days. Still, I know--and like--a good cover illustration when I see one, and I'd definitely call Revelator's cover illustration "good" (if not "great").
I especially like the inventive use of color on display in this piece of box art, by the way. In fact, I'd say that's its main selling point.
Republique (PS4)--I'm kind of embarrassed to admit I know nothing about this game aside from its name. I'm going to do my best to educate myself about it in the next few days, though, as I like its cover imagery enough that I'd buy it if its gameplay is compelling and it won't cost me an arm and a leg to add to my collection.
Rose to Tasogare Kojo (Vita)--I'm already rubbing my hands together in anticipation of this upcoming Vita title arriving on my doorstep. That's mostly due to its htoL#NiQ-ish gameplay, of course, but owning a game box that looks as slick as this one's does is more than a minor factor.
You know what kills me, though? In the past, a game like this would come with a similarly stellar instruction manual. Today, we'll be luck to get a single piece of paper that explains its controls. Oh, well.
Caligula (Vita)--This may be my favorite of the bunch. Why? The color scheme--black, purple, pink, red and white--is the main reason for that, although I'm also pretty fond of the illustration, the layout and even the rather simple logo.
I can't say I know a ton about the game itself, although I believe it's supposed to be some sort of Persona spinoff. Which sounds cool to me--as long as it's a high-quality (or at least medium-quality) spinoff.
Cladun Sengoku (Vita)--When this game was revealed, I was surprisingly uninterested. I say surprisingly because I'm a big fan of the two Cladun titles that were made and released for the PSP a few years ago. A third entry set in Japan's Sengoku period, though, doesn't really appeal to me.
Or so I thought. I mean, I can't say I'm all hot and bothered about this Cladun sequel's setting now, but I'm intrigued enough by it that I'm seriously considering picking up a copy of this game in the coming months. (The only reason I haven't already pre-ordered it is that I'm waiting to see if someone localizes it for a North American release.)
Coven and the Labyrinth of Refrain (Vita)--I've got to be honest here: I don't completely love this particular piece of cover art. Oh, it's nice enough overall, and I like the soft, cool colors it showcases. The layout's kind of awkward, though, don't you think?
Still, I decided to include it here because: a) I like its flowery, Etrian Odyssey-esque logo and b) I like the little I've seen of its gameplay.
Final Fantasy XV (PS4)--Am I itching to play Square Enix's next mainline Final Fantasy title? Not really, to be completely honest. Granted, I haven't been all that interested in the company's main moneymaker for years, and although I think Final Fantasy XV looks grand--literally and figuratively--I don't see myself running out and buying a PS4 later this year just so I can experience it. Stranger things have happened, though, so who knows? Maybe I'll have a change of heart between now and then.
In the meantime, I'll gladly ogle the game's Japanese box art, which adeptly conveys the "epic road trip" that seems serve as the backbone of this particular Final Fantasy adventure. I'm also enamored with Final Fantasy XV's "Deluxe Edition" box art. How about you?
Guilty Gear Xrd: Revelator (PS4)--No one's ever going to accuse me of bring a fighting-game nut. In fact, I haven't been into fighters since Street Fighter II's glory days. Still, I know--and like--a good cover illustration when I see one, and I'd definitely call Revelator's cover illustration "good" (if not "great").
I especially like the inventive use of color on display in this piece of box art, by the way. In fact, I'd say that's its main selling point.
Republique (PS4)--I'm kind of embarrassed to admit I know nothing about this game aside from its name. I'm going to do my best to educate myself about it in the next few days, though, as I like its cover imagery enough that I'd buy it if its gameplay is compelling and it won't cost me an arm and a leg to add to my collection.
Rose to Tasogare Kojo (Vita)--I'm already rubbing my hands together in anticipation of this upcoming Vita title arriving on my doorstep. That's mostly due to its htoL#NiQ-ish gameplay, of course, but owning a game box that looks as slick as this one's does is more than a minor factor.
You know what kills me, though? In the past, a game like this would come with a similarly stellar instruction manual. Today, we'll be luck to get a single piece of paper that explains its controls. Oh, well.
Thursday, February 11, 2016
I don't know about you, but I'm surprisingly on the fence about Grand Kingdom for Vita
When I first laid eyes on Grand Kingdom's Japanese cover art, I was intrigued.
Later, when I came across a handful of screenshots of this PS4 and Vita tactical RPG, I transitioned from intrigue to full-on excitement.
Which makes sense, I guess, as it looks an awful lot like Vanillaware's surprisingly similar PSP title, Grand Knights History. (That makes sense, too, it seems. Tomohiko Deguchi is listed as director of both efforts.)
So, why am I now on the fence about buying the Vita version of this game, set to hit North American store shelves this June?
I watched this trailer, and the gameplay snippets showcased in it tarnished my view a bit.
Combine that with the fact that I have a stack of unplayed--hell, unopened in most cases--Vita games currently giving me the stink eye, and my hesitation should be easier to understand.
That doesn't mean I'll never pick up a copy of Grand Kingdom, mind you. I just doubt it'll be on or around its launch day.
How about you? Do any of you think you'll add either the PS4 or Vita iteration of this MonoChro concoction to your collection? If so, what's got you feeling that way?
Buy: Grand Kingdom Limited Edition or Grand Kingdom Grand Edition
Later, when I came across a handful of screenshots of this PS4 and Vita tactical RPG, I transitioned from intrigue to full-on excitement.
Which makes sense, I guess, as it looks an awful lot like Vanillaware's surprisingly similar PSP title, Grand Knights History. (That makes sense, too, it seems. Tomohiko Deguchi is listed as director of both efforts.)
So, why am I now on the fence about buying the Vita version of this game, set to hit North American store shelves this June?
I watched this trailer, and the gameplay snippets showcased in it tarnished my view a bit.
Combine that with the fact that I have a stack of unplayed--hell, unopened in most cases--Vita games currently giving me the stink eye, and my hesitation should be easier to understand.
That doesn't mean I'll never pick up a copy of Grand Kingdom, mind you. I just doubt it'll be on or around its launch day.
How about you? Do any of you think you'll add either the PS4 or Vita iteration of this MonoChro concoction to your collection? If so, what's got you feeling that way?
Buy: Grand Kingdom Limited Edition or Grand Kingdom Grand Edition
Labels:
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Tomohiko Deguchi,
Vanillaware,
Vita
Tuesday, December 22, 2015
Let's take a minute to chat about (and ogle) Ikenie to Yuki no Setsuna's gorgeous character designs
I'm looking forward to putting loads of games--new and old--through their paces in 2016, but one of the former that I'm especially keen on playing is Square Enix's throwback RPG known as Ikenie to Yuki no Setsuna.
There are a ton of reasons for my interest in this upcoming PS4 and Vita adventure, of course. One is that it features a Chrono Trigger-esque battle system. Another is that it takes place (at least partially) in a breathtakingly wintry setting.
I also love that the in-game versions of Ikenie to Yuki no Setsuna's many party members all boast what can only be described as "stubby feet" à la Bravely Default and Bravely Second. (And, no, I'm not kidding.)
Speaking of the game's color cast of characters, they're also among the reasons I can't wait for my retail copy to arrive on our doorstep shortly after Feb. 18.
Seriously, take a gander at the illustrations found throughout this post and then try to tell me you wouldn't kill to play through a title that stars such beauties.
Setsuna, the ponytailed "hero" and Kuon, above, are my favorites, I've got to say, but I'm also quite fond of Julion, Yomi and Keele (or Kiel).
If I were forced to choose a favorite of all Ikenie to Yuki no Setsuna's currently known party members, I'd probably go with Kuon.
How about you? Which one is your favorite?
Also, are any of you also chomping at the bit to play some iteration of this retro-tinged RPG in the coming year?
See also: 'Square Enix's beautiful throwback of an RPG, Ikenie to Yuki no Setsuna, will be mine sometime on or around Feb. 18'
There are a ton of reasons for my interest in this upcoming PS4 and Vita adventure, of course. One is that it features a Chrono Trigger-esque battle system. Another is that it takes place (at least partially) in a breathtakingly wintry setting.
I also love that the in-game versions of Ikenie to Yuki no Setsuna's many party members all boast what can only be described as "stubby feet" à la Bravely Default and Bravely Second. (And, no, I'm not kidding.)
Speaking of the game's color cast of characters, they're also among the reasons I can't wait for my retail copy to arrive on our doorstep shortly after Feb. 18.
Seriously, take a gander at the illustrations found throughout this post and then try to tell me you wouldn't kill to play through a title that stars such beauties.
Setsuna, the ponytailed "hero" and Kuon, above, are my favorites, I've got to say, but I'm also quite fond of Julion, Yomi and Keele (or Kiel).
If I were forced to choose a favorite of all Ikenie to Yuki no Setsuna's currently known party members, I'd probably go with Kuon.
Also, are any of you also chomping at the bit to play some iteration of this retro-tinged RPG in the coming year?
See also: 'Square Enix's beautiful throwback of an RPG, Ikenie to Yuki no Setsuna, will be mine sometime on or around Feb. 18'
Monday, December 07, 2015
I hate the protagonist's hairdo, but I'm still hot and bothered about Ni No Kuni II
For me, the biggest shocker to come out of Saturday's PlayStation Experience event was the news that the folks at Level-5 are busy prepping a second Ni No Kuni game for PS4.
I know, I know. Some of you are shaking your heads at me because you were most surprised by the first gameplay footage of Square Enix's Final Fantasy VII remake or the North American release announcements for both Yakuza 0 and Yakuza 5.
For me, though, the prize goes to Ni No Kuni II: Revenant Kingdom. Speaking of which, here's the game's very first trailer:
OK, so it doesn't seem to show any real gameplay footage--or at least not any footage of its overworld (assuming one exists) or battle scenes, but I don't consider that too much of a surprise. We'll get plenty of that soon enough, I'm sure.
When we finally get it, though, I sincerely hope what is shown makes people in the know believe the gameplay in Ni No Kuni will be more enjoyable than what was included in the first title. (Specifically, I've heard quite a few folks say that the battles in the original Ni No Kuni--the PS3 iteration, at least--left a lot to be desired.)
I haven't heard quite such negative things about the DS version of Ni No Kuni, by the way--which is a very good thing, as I recently bought a complete-in-box copy of that behemoth. Who knows, maybe I'll publish some photos of its beautiful packaging in the next couple of days?
When we finally get it, though, I sincerely hope what is shown makes people in the know believe the gameplay in Ni No Kuni will be more enjoyable than what was included in the first title. (Specifically, I've heard quite a few folks say that the battles in the original Ni No Kuni--the PS3 iteration, at least--left a lot to be desired.)
I haven't heard quite such negative things about the DS version of Ni No Kuni, by the way--which is a very good thing, as I recently bought a complete-in-box copy of that behemoth. Who knows, maybe I'll publish some photos of its beautiful packaging in the next couple of days?
Labels:
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sony,
trailers
Friday, December 04, 2015
I don't know how 'new' it looks or sounds, but I'm still pretty darn interested in Danganronpa V3
Granted, the sentiments expressed above are coming from the mouth of a guy who's only put a few hours into the first Danganronpa game thus far.
So, for all I know, the footage (found in the trailer below) of the in-the-works third Danganronpa title, which apparently will be called New Danganronpa V3: A New Semester for Everyone's Killing Life in its home country, is quite a departure from its predecessors.
Speaking of my unfortunate lack of experience with the initial pair of Danganronpa games, keep that in mind while you consider whether or not to check out the following video. I have no idea if does or doesn't contain spoilers, so view it at your own risk.
With that out of the way, what do those of you who actually watched it think of it? Are you excited? Are you feeling wary? Are you experiencing some other emotion or emotions altogether?
Share your answers to those questions in the comments section below when you've got a second to spare. Oh, and also let me know if you think there's anything "new" to New Danganronpa V3 based on what you saw in the trailer above.
See also: some of the thoughts I've shared so far regarding my playthrough of the first Danganronpa
So, for all I know, the footage (found in the trailer below) of the in-the-works third Danganronpa title, which apparently will be called New Danganronpa V3: A New Semester for Everyone's Killing Life in its home country, is quite a departure from its predecessors.
Speaking of my unfortunate lack of experience with the initial pair of Danganronpa games, keep that in mind while you consider whether or not to check out the following video. I have no idea if does or doesn't contain spoilers, so view it at your own risk.
With that out of the way, what do those of you who actually watched it think of it? Are you excited? Are you feeling wary? Are you experiencing some other emotion or emotions altogether?
Share your answers to those questions in the comments section below when you've got a second to spare. Oh, and also let me know if you think there's anything "new" to New Danganronpa V3 based on what you saw in the trailer above.
See also: some of the thoughts I've shared so far regarding my playthrough of the first Danganronpa
Monday, November 30, 2015
Two more reasons to back Indivisible on Indiegogo this week: it's being made by a gay guy and it's going to include LGBT content
First, the "gay guy" in question is Peter Bartholow, CEO of Los Angeles-based Lab Zero Games.
Second, Indivisible, in case this is the first you've heard of it, is a two-dimensional action RPG--inspired by both Valkyrie Profile and Super Metroid--that Bartholow and his team hope to release for PS4, Xbox One, PC, Mac and Linux in 2017.
For that to happen, though, Lab Zero Games has to raise $1.5 million. As of now, its related Indiegogo campaign has garnered just over $1.2 million, with less than five days left until its Nov. 24 deadline. (Go to indiegogo.com to learn more about Indivisible and to make a contribution.)
If you're still on the fence as to whether or not to hand over some of your own hard-earned cash for this intriguing effort, the following tête-à-tête--about Indivisible's origins as well as the gay content mentioned in the header above--with Bartholow may help nudge you toward the "yes" side of the equation.
The Gay Gamer: Indivisible's Indiegogo page describes the game as being inspired by Valkyrie Profile and Super Metroid. Why those two games? Were they simply games you enjoyed playing back in the day, or is there more to it than that?
Bartholow: Indivisible actually began as a pitch for another publisher--they requested something along the lines of Child of Light. So we all played it, and our main takeaway was that it was a hybrid platformer-RPG. We thought about other platformer RPGs, and Valkyrie Profile immediately came to mind, since it’s one of our favorite games.
As we thought more about Valkyrie Profile, we thought about what we’d like to change. The first thing we decided to do was remove the time limit so that players had more opportunity to explore and enjoy the game as they saw fit. And that got us thinking--RPGs typically have a strong exploration component, so what are platformers with a strong exploration component? Naturally, Super Metroid came to mind. The addition of new progression abilities and weapons fit nicely into Indivisible’s nascent story, and so we started heading down that route.
The Gay Gamer: You've also brought up Chrono Trigger in past interviews about Indivisible. How does that Squaresoft classic fit into all of this? Or to put it another way, which aspects of Chrono Trigger will be seen or heard or felt in the final version of Indivisible?
Bartholow: There are subtle touches here and there influenced by Chrono Trigger, such as how the enemies are in the environment and you fight them right there. But probably the main influence is our approach to the story. In Chrono Trigger, each era was sort of an episode focused on a particular character or characters who, in addition to being involved in that era’s story, also served as a guide for Crono and Marle to help them settle into the events they’ve stumbled into. So our goal is to give each region of Indivisible’s world and its story a similar feel, with interconnected episodes anchored by strong characters.
Second, Indivisible, in case this is the first you've heard of it, is a two-dimensional action RPG--inspired by both Valkyrie Profile and Super Metroid--that Bartholow and his team hope to release for PS4, Xbox One, PC, Mac and Linux in 2017.
For that to happen, though, Lab Zero Games has to raise $1.5 million. As of now, its related Indiegogo campaign has garnered just over $1.2 million, with less than five days left until its Nov. 24 deadline. (Go to indiegogo.com to learn more about Indivisible and to make a contribution.)
If you're still on the fence as to whether or not to hand over some of your own hard-earned cash for this intriguing effort, the following tête-à-tête--about Indivisible's origins as well as the gay content mentioned in the header above--with Bartholow may help nudge you toward the "yes" side of the equation.
The Gay Gamer: Indivisible's Indiegogo page describes the game as being inspired by Valkyrie Profile and Super Metroid. Why those two games? Were they simply games you enjoyed playing back in the day, or is there more to it than that?
Bartholow: Indivisible actually began as a pitch for another publisher--they requested something along the lines of Child of Light. So we all played it, and our main takeaway was that it was a hybrid platformer-RPG. We thought about other platformer RPGs, and Valkyrie Profile immediately came to mind, since it’s one of our favorite games.
As we thought more about Valkyrie Profile, we thought about what we’d like to change. The first thing we decided to do was remove the time limit so that players had more opportunity to explore and enjoy the game as they saw fit. And that got us thinking--RPGs typically have a strong exploration component, so what are platformers with a strong exploration component? Naturally, Super Metroid came to mind. The addition of new progression abilities and weapons fit nicely into Indivisible’s nascent story, and so we started heading down that route.
The Gay Gamer: You've also brought up Chrono Trigger in past interviews about Indivisible. How does that Squaresoft classic fit into all of this? Or to put it another way, which aspects of Chrono Trigger will be seen or heard or felt in the final version of Indivisible?
Bartholow: There are subtle touches here and there influenced by Chrono Trigger, such as how the enemies are in the environment and you fight them right there. But probably the main influence is our approach to the story. In Chrono Trigger, each era was sort of an episode focused on a particular character or characters who, in addition to being involved in that era’s story, also served as a guide for Crono and Marle to help them settle into the events they’ve stumbled into. So our goal is to give each region of Indivisible’s world and its story a similar feel, with interconnected episodes anchored by strong characters.
Labels:
Child of Light,
Chrono Trigger,
Indiegogo,
Indivisible,
interviews,
Lab Zero Games,
Linux,
mac,
PC,
Peter Bartholow,
PS4,
Q and A,
Super Metroid,
trailers,
Valkyrie Profile,
Xbox One
Wednesday, November 11, 2015
Thanks to this trailer, I've now got my eye on the 'sci-fi romance adventure' Alone With You
You'd think that I'd be interested in Alone With You simply because it's being made by Benjamin Rivers, who also brought the world the highly acclaimed Home: A Unique Horror Adventure in 2012.
The thing is, I've yet to actually play any version of Home. In fact, I barely know a thing about it--other than a lot of people who have experienced it seem to have enjoyed it.
Of course, I also don't know a whole lot about Alone With You--other than it's a "single-player, sci-fi adventure game" that has a "pretty unique romance element." Oh, and that it'll be released for PS4 and Vita this coming spring.
The quoted portions of the above are from a recently published PlayStation.Blog post written by Rivers. Here are a few more of Rivers' words about the game:
"You’ll trek through beautiful, varied areas--which include a series of communication towers, the dilapidated Colony B, the workspaces and staff quarters of the facility’s agricultural operation, and the various components of the planet’s mining and processing centres. As you do so, you’ll be in constant communication with the AI, who acts as your lifeline and your tour guide. It’ll give you info on all the things and places you find, but it’ll also speak to you--asking you questions and responding to your answers. And if you’ve ever played Home, you’ll know: sometimes even the smallest decision can have unexpected consequences."
Are any of you fine folks looking forward to Alone With You's release as much as I am at the moment? If so, why? Also, have you played Home, and if so, what did you think about it?
The thing is, I've yet to actually play any version of Home. In fact, I barely know a thing about it--other than a lot of people who have experienced it seem to have enjoyed it.
Of course, I also don't know a whole lot about Alone With You--other than it's a "single-player, sci-fi adventure game" that has a "pretty unique romance element." Oh, and that it'll be released for PS4 and Vita this coming spring.
The quoted portions of the above are from a recently published PlayStation.Blog post written by Rivers. Here are a few more of Rivers' words about the game:
"You’ll trek through beautiful, varied areas--which include a series of communication towers, the dilapidated Colony B, the workspaces and staff quarters of the facility’s agricultural operation, and the various components of the planet’s mining and processing centres. As you do so, you’ll be in constant communication with the AI, who acts as your lifeline and your tour guide. It’ll give you info on all the things and places you find, but it’ll also speak to you--asking you questions and responding to your answers. And if you’ve ever played Home, you’ll know: sometimes even the smallest decision can have unexpected consequences."
Are any of you fine folks looking forward to Alone With You's release as much as I am at the moment? If so, why? Also, have you played Home, and if so, what did you think about it?
Labels:
adventure games,
Alone With You,
Benjamin Rivers,
digital games,
handheld games,
Home,
portable games,
PS Vita,
PS4,
romance,
sci-fi,
Vita
Thursday, September 17, 2015
So, who else is frothing at the mouth over 13 Sentinels: Aegis Rim, Danganronpa 3, Project Setsuna and SaGa Scarlet Grace?
Why am I wasting my precious free time talking about the four games named in the header above? Because I think all of them look freaking amazing, that's why.
OK, so little has been shown of these in-the-works offerings--one of which, SaGa Scarlet Grace, is going to be a Vita-only affair, while the others are being prepped for both Vita and PS4--so far. Still, what was shown of them during the Sony Japan event held a couple of days ago really piqued my interest.
Speaking of which, here's the first trailer for 13 Sentinels: Aegis Rim, which is being made by Vanillaware (and published by Atlus, I believe):
And below is the teaser for the next entry in the Danganronpa series (which apparently will be called New Danganronpa V3):
As much as I like the "footage" shown above, it pales in comparison to what's found in the following video, which is of Square Enix's sure-to-be-renamed-sometime-soon Project Setsuna:
Project Setsuna is set to hit Japan sometime early next year, by the way, so keep your eyes peeled if you're even half as interested in it as I am at the moment.
Sadly, the brass at Square Enix seemingly aren't feeling as confident about their next SaGa title (SaGa Scarlet, and now a 2016 release), as the trailer above provides fans like me with a glimpse of the game's logo, two of what I'm assuming are its main characters and ... basically nothing else.
Despite the distinct lack of actual gameplay snippets in this quartet of videos, I'm still very much looking forward to learning more about the title they're supposed to promote.
How about you? Did any of these trailers "trip your trigger"? If so, which ones--and why?
OK, so little has been shown of these in-the-works offerings--one of which, SaGa Scarlet Grace, is going to be a Vita-only affair, while the others are being prepped for both Vita and PS4--so far. Still, what was shown of them during the Sony Japan event held a couple of days ago really piqued my interest.
Speaking of which, here's the first trailer for 13 Sentinels: Aegis Rim, which is being made by Vanillaware (and published by Atlus, I believe):
And below is the teaser for the next entry in the Danganronpa series (which apparently will be called New Danganronpa V3):
As much as I like the "footage" shown above, it pales in comparison to what's found in the following video, which is of Square Enix's sure-to-be-renamed-sometime-soon Project Setsuna:
Project Setsuna is set to hit Japan sometime early next year, by the way, so keep your eyes peeled if you're even half as interested in it as I am at the moment.
Sadly, the brass at Square Enix seemingly aren't feeling as confident about their next SaGa title (SaGa Scarlet, and now a 2016 release), as the trailer above provides fans like me with a glimpse of the game's logo, two of what I'm assuming are its main characters and ... basically nothing else.
Despite the distinct lack of actual gameplay snippets in this quartet of videos, I'm still very much looking forward to learning more about the title they're supposed to promote.
How about you? Did any of these trailers "trip your trigger"? If so, which ones--and why?
Labels:
13 Sentinels,
Atlus,
Danganronpa 3,
Japanese games,
Project Setsuna,
PS4,
SaGa Scarlet Grace,
sony,
Square Enix,
trailers,
Vanillaware,
Vita
Monday, August 24, 2015
The Nichiest Podcast Ever: Take 15
Did you think The Nichiest Podcast Ever was a goner? If so, I'm happy to inform you that you were mistaken--as a new episode is now available for your aural pleasure.
That's not to say this particular "take"--which is The Nichiest Podcast Ever's 15th, if you can believe that--is of the "par for the course" variety. For starters, some exciting news is shared in its first few minutes. I won't spoil that news here, but I will say that it involves the podcaster formerly known as shidoshi.
Other than that, we spend the bulk of this episode chatting about the slew of niche-y games that have been announced since we last found the time to sit down and record together--which was all the way back in May.
Specifically, we talked about: Crypt of the Necrodancer (PS4/Vita), Dragon Quest Builders (PS3/PS4/Vita) Dragon Quest XI (3DS/PS4), Final Fantasy Explorers (3DS), Hatoful Boyfriend (PS4/Vita), Odin Sphere Leifdrasir (PS3/PS4/Vita), Rhythm Tengoku: The Best Plus (3DS) and Zero Escape 3 (3DS/Vita).
That's just the tip of the iceberg, though, so if the list above sounds at least a smidge appealing to you, you'll probably enjoy the entirety of "Take 15."
Should you take the time to listen to the latest iteration of The Nichiest Podcast Ever, please leave a comment about your experience on radio.morningproject.com. Better yet, leave a question--so we finally can have one or two to answer when we go to record our 16th episode.
See also: previous posts about The Nichiest Podcast Ever
That's not to say this particular "take"--which is The Nichiest Podcast Ever's 15th, if you can believe that--is of the "par for the course" variety. For starters, some exciting news is shared in its first few minutes. I won't spoil that news here, but I will say that it involves the podcaster formerly known as shidoshi.
Other than that, we spend the bulk of this episode chatting about the slew of niche-y games that have been announced since we last found the time to sit down and record together--which was all the way back in May.
Specifically, we talked about: Crypt of the Necrodancer (PS4/Vita), Dragon Quest Builders (PS3/PS4/Vita) Dragon Quest XI (3DS/PS4), Final Fantasy Explorers (3DS), Hatoful Boyfriend (PS4/Vita), Odin Sphere Leifdrasir (PS3/PS4/Vita), Rhythm Tengoku: The Best Plus (3DS) and Zero Escape 3 (3DS/Vita).
That's just the tip of the iceberg, though, so if the list above sounds at least a smidge appealing to you, you'll probably enjoy the entirety of "Take 15."
Should you take the time to listen to the latest iteration of The Nichiest Podcast Ever, please leave a comment about your experience on radio.morningproject.com. Better yet, leave a question--so we finally can have one or two to answer when we go to record our 16th episode.
See also: previous posts about The Nichiest Podcast Ever
Wednesday, July 29, 2015
So, what do all of you think about the fact that Dragon Quest XI is being made for 3DS, PS4 and (eventually, probably) NX?
As you've all surely heard by now, the brass at Square Enix revealed during a Dragon Quest-focused press conference yesterday morning that the 11th entry in the company’s vaunted RPG series is being prepped as we speak for the 3DS, the PS4 and the announced-but-still-shrouded-in-mystery system currently known as the Nintendo NX.
Here are some of the most pertinent of the details that were shared about Dragon Quest XI during the event held about 24 hours ago.
Although the same core staff members are working on both the 3DS and PS4 versions of the game, a company called Orca is assisting with the development of the PS4 release, while Toy Logic is helping make the 3DS one.
Despite the fact that they’ll look quite different in the end, both iterations of Dragon Quest XI will tell the same story, à la the pair of Ni no Kuni titles Level-5 made for the DS and PS3 a few years ago.
Intriguingly, Dragon Quest XI for 3DS will feature three-dimensional graphics on the system's upper screen (is it me, or do they look cel-shaded?), while the lower screen will showcase two-dimensional visuals that appear fairly Super Famicom-esque.
Oh, and when it comes to this game's battle scenes, if you're using the 3DS' circle pad when one begins, the fight will be depicted using the afore-mentioned 3D graphics. If, on the other hand, you're using the handheld's directional pad, the contest will be depicted using sprites.
Finally, Square Enix is shooting to release the 3DS and PS4 versions of Dragon Quest XI at some point during the series' 30th anniversary year--which means between April 1 of 2016 and March 31 of 2017.
With all of that out of the way, what do you think of this news--and of the first footage of the 3DS make of Dragon Quest XI, which can be viewed above?
Personally, I think it's great. Sure, I would've loved it if Square Enix had decided to put the game on the PS3, Vita and Wii U, too, but even as is I'm feeling pretty darn stoked.
There's no question I'll be picking up the 3DS iteration, by the way--quite possibly when it first hits store shelves in Japan.
Don't worry, I'll double dip if Square Enix (or Nintendo) eventually brings it to North America, but you just know that's going to take a number of months, if it happens at all.
Will any of you be following suit--by buying either the Japanese 3DS or PS4 releases? Or are you planning to hold out for copies that have been localized for the country or region you call home?
Here are some of the most pertinent of the details that were shared about Dragon Quest XI during the event held about 24 hours ago.
Although the same core staff members are working on both the 3DS and PS4 versions of the game, a company called Orca is assisting with the development of the PS4 release, while Toy Logic is helping make the 3DS one.
Despite the fact that they’ll look quite different in the end, both iterations of Dragon Quest XI will tell the same story, à la the pair of Ni no Kuni titles Level-5 made for the DS and PS3 a few years ago.
Intriguingly, Dragon Quest XI for 3DS will feature three-dimensional graphics on the system's upper screen (is it me, or do they look cel-shaded?), while the lower screen will showcase two-dimensional visuals that appear fairly Super Famicom-esque.
Oh, and when it comes to this game's battle scenes, if you're using the 3DS' circle pad when one begins, the fight will be depicted using the afore-mentioned 3D graphics. If, on the other hand, you're using the handheld's directional pad, the contest will be depicted using sprites.
Finally, Square Enix is shooting to release the 3DS and PS4 versions of Dragon Quest XI at some point during the series' 30th anniversary year--which means between April 1 of 2016 and March 31 of 2017.
With all of that out of the way, what do you think of this news--and of the first footage of the 3DS make of Dragon Quest XI, which can be viewed above?
Personally, I think it's great. Sure, I would've loved it if Square Enix had decided to put the game on the PS3, Vita and Wii U, too, but even as is I'm feeling pretty darn stoked.
There's no question I'll be picking up the 3DS iteration, by the way--quite possibly when it first hits store shelves in Japan.
Don't worry, I'll double dip if Square Enix (or Nintendo) eventually brings it to North America, but you just know that's going to take a number of months, if it happens at all.
Will any of you be following suit--by buying either the Japanese 3DS or PS4 releases? Or are you planning to hold out for copies that have been localized for the country or region you call home?
Labels:
3DS,
announcements,
dragon quest,
Dragon Quest XI,
imports,
JRPGs,
New 3DS,
nintendo,
PS4,
RPGs,
sony,
Square Enix,
upcoming games
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