Showing posts with label SaGa Frontier. Show all posts
Showing posts with label SaGa Frontier. Show all posts

Friday, December 17, 2021

My favorite games of 2021

Although I played a lot of games in 2021, only about half of them were actually released this year. And even then, most were far from the AAA efforts that tend to fill similar GOTY write-ups. 

Still, I hope those who read this post will enjoy the thoughts I share below on what I consider to be my favorite games of 2021.

Something to consider as you scroll: I've sadly yet to experience a good handful of 2021 releases that I expect would've made this list had I gotten around to playing them. Among the games in question: Fuga: Melodies of Steel, The Great Ace Attorney ChroniclesNEO: The World Ends with You, Undernauts: Labyrinth of Yomi, and Voice of Cards.


Bravely Default II (PC/Switch)

You're probably already aware that the character models in this Bravely Default sequel are less visually appealing than their counterparts in the original. Bravely Default II's soundtrack doesn't hit the same highs as the previous game's either. 

Even so, I found Bravely Default II to be enormously compelling. The claymation-inspired, diorama-esque world is a joy to race around, and its battles exist somewhere within the same exhilarating realm as those found in the first Bravely Default and the oft-similar Octopath Traveler.

The cherry on top of this sadly divisive RPG: the bonkers story, which becomes more and more compelling--not to mention bizarre--the deeper you delve into it.


Deltarune Chapter 1&2 (PC/PS4/Switch)

I dragged my feet on plunging into the first two chapters of Deltarune until late this year because, frankly, I couldn't fathom how they'd even remotely reach Undertale's splendorous heights. Boy, was I wrong. I don't know that I could declare Deltarune chapters one and two to be better than the whole of Undertale, but I also wouldn't argue with anyone who makes such an assertion.

For me, the main area in which Deltarune bests its precursor is combat. Battles in Deltarune have more depth and are more strategic than those in Undertale. I also found them more fun, truth be told. I can't quite say the same about Deltarune's characters, story, or soundtrack. In particular, Queen and Lancer pale in comparison to their Undertale counterparts, Sans and Papyrus, though the former are by no means duds.

Whatever. All I know is I'm itching--desperately--to play Deltarune's remaining chapters, however many Toby Fox and crew decide to release into the world. For me, that makes the whole "which is better?" discussion moot. At least until the next time I play through Undertale (wink wink).


Dungeon Encounters (PC/PS4/Switch)

Dungeon Encounters offers up a terrible first impression, looking like one of Square Enix's lowest effort titles ever. Give it a whirl, though, and you're sure to realize, as I quickly did, it's a minimalistic Etrian Odyssey viewed from a decidely different perspective.

Even that sells this digital RPG short, though, as I enjoyed playing Dungeon Encounters more than I've enjoyed playing any Etrian Odyssey title to date. I also managed to finish Dungeon Encounters--something I've yet to do with Etrian Odyssey's many releases.

Why? The sense of mystery and exploration is strong in Dungeon Encounters. Not only do you map out floors of a dungeon, but you solve riddles to find new abilities, party members, treasures, and even the final boss. Also, the game practically begs you to break it in various ways. Once you've acquired certain abilities, you can jump around the 99-floor dungeon nearly at will. As you might expect, there's a risk-reward element to this play style, but that's yet another feather in Dungeon Encounters' cap.

All in all, if you're usually an RPG fan and you're up for tackling a tough one (though not unfairly so) that dares to stray from the norm, give serious consideration to Dungeon Encounters in 2022.


Gnosia (Switch)

Raging Loop was among my favorite games of 2020. One of the main reasons I loved Raging Loop so much was that it deftly blended aspects of the social-deduction game, Werewolf, into what is otherwise a spooky visual novel.

Gnosia also incorporates aspects of Werewolf into its gameplay. It's not a VN, though. Rather, it's more of a Werewolf simulator. The end result is every bit as gripping as you might expect if you've ever experienced Werewolf in some form or fashion. If you haven't, the gist here is that you're on a spaceship with a slew of extremely colorful characters (literally and figuratively) and you need to suss out which are Gnosia, alien-like creatures who will, without intervention, kill all humans aboard.

The thing is, you don't play through Gnosia just once. You play through it many, many times. A single loop may take as little as a few minutes or as long as a quarter-hour or more. While working your way through a particular loop, you'll regularly encounter event scenes that expand one or more characters' backstories. Only after you experience all of these scenes can you access Gnosia's true ending.

Really, though, the ending is the icing on this pixelated piece of cake. The real joy comes in the journey to that point--getting to know your crewmates, using what you glean there to your advantage (or their disadvantage), and figuring out what you need to move the overarching story toward its satisfying conclusion.


Mon Amour (PC/Switch)

After I played Onion Games' Mon Amour for the first time following its release, I thought, "this is cute, but I probably won't spend much time with it." I returned to it the next day, mostly to give it a quick second chance before moving on to something more my speed. Instead, I got wrapped up in its silly quest to rescue Princess Mona and her multitude of servants. I intended to only save a few of the latter, but by the time I'd done just that, I was hooked--or at least I was hooked enough to continue on rather than prematurely pull the plug on my Mon Amour adventure.

I'm so glad that happened. Because that's when I discovered there's more to this little gem than its Flappy Bird-ish gameplay, plethora of rescuable "mon-a-girls," and appropriately zany soundtrack. Notably, it's surprisingly strategic once you realize how your actions affect the playfield. With that knowledge in mind, you'll likely have as hard a time as I did putting down Mon Amour until you've saved every citizen, climbed the high-score list to an acceptable degree, or both.


SaGa Frontier Remastered (Mobile/PC/PS4/Switch)

I've been enamored with SaGa Frontier since first laying eyes on Japanese screenshots of it in some old gaming magazine or other in advance of its late-1990s release. For me, it was far closer to what I wanted from Square Enix (then Squaresoft) during the 32-bit era than Final Fantasy VII was.

I'm even more appreciative of what SaGa Frontier brings to the table today, thanks to the fact that it's now portable and sports a cleaned-up--and thus less confusing--localization. As it always was, SaGa Frontier remains thrillingly exotic, with locales, characters and battles that inspire awe while also getting the eyes popping and blood flowing.

True, SaGa Frontier can be brutal, with death lingering around nearly every corner. But even that is a positive, in my mind--considering how common it is for battles in RPGs to feel yawn-inducingly superfluous.

Thursday, December 22, 2016

My favorite games of 2016 that weren't actually released in 2016

Well, this is the last of my "favorite games of 2016" posts.

I'm sorry the previous pair--here's one, and here's the other, if you've yet to read them--were so 3DS-centric, by the way. The fact is, other than the couple of hours I put into the Chrono Trigger DS port early this year, most of my "gaming time" in the last 12 months was devoted to 3DS titles.

Aside from the occasional "old" game, I mean.

Speaking of which, the titles discussed below, all of which were released before 2016 (most were released years, if not decades, before), are the ones I enjoyed the most this year.


Dragon Buster II (Famicom)--No one's ever going to call this one of the Famicom's best games. Hell, only a handful of folks are likely to call it one of the system's many overlooked gems. Still, there's no denying it's an intriguing title that's worth exploring if you've had your fill with that 8-bit console's "classics."

Just make sure you don't go into Dragon Buster II thinking the experience is going to be on par with, say, The Legend of Zelda or Faxandu or Crystalis. This cart has nothing on that trio in pretty much any area--music, graphics or gameplay. I spent a good number of hours with it in 2016 anyway, though, because I find its stark, dungeon-crawling action strangely captivating.

You see, Dragon Buster II is one of those games that offers players very little information. You're plopped into labyrinthine stage after labyrinthine stage with no map and no direction or assistance other than "find the key that'll allow you to leave." Said key is hidden inside a random enemy, which means you have to stalk each cavernous locale until it appears.

That Dragon Buster II compels despite its barebones premise, and despite its low-rent visuals and utter lack of backing music, goes a long way toward explaining why I devoted so much time to it this past fall.


Great Greed (GameBoy)--I've been meaning to play this Namco-made RPG (known as Bitamina Oukoku Monogatari in Japan) ever since some kind soul brought it to my attention in the comments of an earlier post--or maybe it was on Twitter or Facebook?--a number of years back.

Why did I wait until 2016 to bite the bullet and give it a go? I honestly don't know, although I have a feeling I dragged my feet for a good, long while because I was turned off by Great Greed's one-on-one, Dragon Quest-esque battles.

I'm now kicking myself for being so foolish, as the enemy encounters here are both snappy--and not just because there are so few participants--and a lot of fun. On top of that, the game's soundtrack is shockingly good and its many environments are wonderfully atypical for the genre. (My favorite is an old record factory--complete with spinning disks that have to be strategically traversed.)

Admittedly, the text in the North American version is rough--to the point of being nonsensical most of the time--but even that generally adds to Great Greed's charm. Sadly, I've yet to beat the game, but I'm planning to do just that early in 2017.


Monster Manor (3DS)--My 3DS Activity Log says I've put more than 35 hours into StreetPass Mii Plaza games so far this year. Almost all of that time was spent with the Prope-made Monster Manor, I can assure you.

Although it's not a game you can play for long, all of my five- and 10-minute stints with it apparently added up over the course of the last 12 months.

Monster Manor's the only StreetPass Mii Plaza title I still return to with any regularity, by the way. (Well, other than Puzzle Swap.) Why? I love its part Tetris, part RPG gameplay, for starters. I also love its wacky assortment of guns (the weapon of choice in Monster Manor). Its colorful cast of ghoulish baddies is a plus, too.

Sigh, I'm going to be so sad if this kind of experience isn't replicated on the Nintendo Switch.


SaGa Frontier (PlayStation)--It's been years since I last played SaGa Frontier. Which is a shame, as this weird, non-linear RPG is one of my all-time favorite games. As for why I returned to it earlier this year, that would be the fault of a guy named finchiekins. He approached me a few months ago about playing SaGa Frontier concurrently, with the goal being to record a podcast about it in 2017.

Sadly, I'm nowhere close to completing my playthrough of Lute's story. Still, I'm getting a kick out of revisiting some of my favorite locations in the game, like Koorong, Manhattan and Shrike. I'm also having a blast reacquainting myself with Kenji Ito's rocking soundtrack. More than anything, though, I'm loving SaGa Frontier's mind-blowing battles, which to this day make me giddier than those found in pretty much any other RPG.

Honestly, if I could play this on my Vita, I'd probably plunk more hours into it than any other game in 2017.

Which games--old or new--did you enjoy the most this past year? Share your thoughts and feelings on them in the comments section that follows.

Monday, September 12, 2016

Shall We Do It? (Great Greed, Kingdom's Item Shop, Onyanko Town and SaGa Frontier)

I know it's no longer surprising to hear me say I haven't spent much time playing games in recent days and weeks.

Unfortunately, it's the truth--and has been for a while now. That's mainly because I went from being acceptably busy to ridiculously busy earlier this year when I was promoted at work (from senior writer to managing editor). Before, I pretty much never brought work home with me; now, I work basically every weekend and also some weeknights.

And when I'm not working, my attention's often pulled away from playing games to take care of all those boring things nearly everyone has to do on a daily basis--cleaning the house, cooking dinner, exercising, yadda yadda yadda.

Oh, and I have to maintain this blog.

I was able to shove most of that aside just long enough the last two weekends to put in some time with the following titles. Keep reading to hear what I think of those experiences.


Great Greed (GameBoy)--Until a couple of years ago (right before I bought a copy of Bitamina Oukoku Monogatari, the Japanese version of this portable RPG), I was completely unaware of Namco's Great Greed. Which is too bad, as I now know I would've loved working my way through it as a teen. (It was released in Japan in 1992 and crossed the pond the next year.)

Why? The main reason is the battles. They're as snappy as you're ever going to get in a turn-based RPG on the GameBoy. All of them are one-on-one tussles (the game's protagonist versus a single enemy) and they move along at a nice pace thanks to the fact that commands are mapped to the system's A and B buttons as well as its control pad. (A prompts you to attack, B causes you to dodge and the d-pad casts magic.)

On top of that, Great Greed has a surprisingly stunning soundtrack. And then there's its undeniable weirdness. Some of the themes and other things you'll encounter while playing it: time travel, flan enemies, environmental pollution, corrupt politicians and dungeons set in abandoned record factories. In other words, it's basically the best game in existence.



Kingdom's Item Shop (3DS)--I've got to be honest: I paid little attention to this ASOBOX- and PUMO-developed game between the time publisher Circle Entertainment announced and released it. In fact, it wasn't until someone asked me (in the comments section of this recent post) if I'd bought Kingdom's Item Shop that I was made aware of it.

That push prompted me to do a little digging, which brought me to the screenshot above. As soon as I saw that, I was hooked. That's because the scene in question reminds me of an old PC Engine CD title I've had my eye on for years: Monster Maker. Granted, the games are nothing alike--Kingdom's Item Shop is more of a store-running sim with some fun, fast-paced battles thrown in for good measure, while Monster Maker is a full-on, traditional RPG--but that's never stopped me from salivating over a game before.

Anyway, Kingdom's Item Shop is a whole heap of fun. There's no question it has that "mobile game" feel, but at least the feeling here is of quality rather than "cash in." Those fights I mentioned a couple of sentences ago are the highlight, by the way. They're not what you're used to, though; in this adventure, you give commands to for-hire combatants and then race around the battlefield picking up items and ingredients dropped by your foes.

Then you take your haul back to your shop and use those components to concoct enticing products--drinks, food dishes, weapons, clothes and more--for the titular kingdom's inhabitants to snap up. There may be more to the experience than that, but for the moment, that's it as far as I'm concerned. And I'm more than OK with that.


Onyanko Town (Famicom)--I've been curious about this Micronics-made and Pony Canyon-published cartridge for ages now thanks to its adorable box art. Why I waited until a couple of weekends ago to play it for the first time, I can't say.

Am I glad I've finally experienced it? In a way, yes. I say that because Oynanko Town's graphics, while simple, are miles better than what I'd expect from a developer that's never before pinged my radar. (I especially like the sprite of the dress-wearing mama cat that serves as the game's protagonist.) Its gameplay, which reminds of Namco's classic Pac-Man, also surprises.

On the other hand, Onyanko Town is far from a perfect game. While the main backing tune is catchy, it's also piercing and wears out its welcome after just a few minutes. Even worse is the slowdown that regularly brings the action on offer here to a crawl. That's a big deal because the point of the game is hunt down your baby kitten and then bring him (or is it a her?) back home without being accosted by the many dogs and butchers who roam each of the cart's expansive stages.

The latter issue is especially disappointing, as I could see Onyanko Town being held up as a treasured classic, or at least a hidden gem, if it weren't sometimes so frustratingly slow.


SaGa Frontier (PlayStation)--It's been a long time since I've played this wackadoodle, late-1990s RPG. So why am I returning to it now? Because my friend finchiekins suggested it.

OK, so there was more to the decision than that. After all, SaGa Frontier is one of my all-time favorite games. What can I say? I adore its absolutely bonkers, combo-filled battle scenes, which did the overkill thing way before Disgaea and its ilk entered the picture. Also, its Kenji Ito-composed soundtrack is beyond fabulous and deserves to be discussed right alongside the music created for two other Squaresoft greats, Final Fantasy V and VI. Finally, there's something undeniably cool about being able to play through an RPG multiple times using different protagonists.

Have SaGa Frontier's graphics stood the test of time? Hardly, but let's be honest: a lot of people considered it hideous when it first saw the light of day. In that context, I'd say it's no more ugly today than it was back then. Plus, I've always found its character sprites and (somewhat poorly) pre-rendered enemies rather appealing. Even if I didn't, I'm pretty sure I'd still look at SaGa Frontier lovingly thanks its many other positive traits.

See also: previous 'Shall We Do It?' posts

Thursday, October 08, 2015

A few more thoughts on The Legend of Legacy demo now that I've put almost nine hours into it

Actually, I've put "just" eight hours and 40 minutes into the Legend of Legacy demo thus far, but it's easier to say "almost nine" in a blog headline so that's what I went with here.

With that out of the way, some of you probably are wondering how on earth I could spend nearly nine hours playing this upcoming 3DS game's downloadable teaser. That's surprisingly easy to explain, actually. In fact, here are six reasons that just popped into my head:

It allows you to play as a frog--OK, so anyone who's at all paid attention to The Legend of Legacy's development or release probably knows that one of the game's potential party members is a frog. Unsurprisingly, he's been my "main" for the entire eight-plus hours I've spent with this demo since I nabbed it from the 3DS eShop a couple of weeks ago. (If you're wondering who my second-favorite character is at the moment, that would be the saucy Eloise.)


It features some deliciously "old school" RPG fights--I know a lot of gamers have moved on from turn-based battles, but I still love them. Not only that, but I still prefer them to the kind of MMO-esque battles that are at the heart of so many modern RPGs (like Fantasy Life and Xenoblade Chronicles). Anyway, if you, too, are a fan of turn-based battles, you should get a kick out of that particular component of The Legend of Legacy.

Its battle scenes also call to mind SaGa Frontier--Kind of. Like the ones that serve as the centerpiece of that PlayStation classic, this current 3DS offering's fight scenes are far more thrilling that your run-of-the-mill ones thanks to the random bursts of light that signify one of your party members has learned a new move. Sadly, The Legend of Legacy's battles aren't as kaleidoscopically complex as those in SaGa Frontier. Specifically, the former don't allow you to produce the eye-popping combos that help make the latter such a joy to experience.


Its soundtrack is the definition of sublime--Considering how many game soundtracks he's worked on over the years, it's a crying shame that this is the first time I've heard any of Masashi Hamauzu's music. The stuff he created for The Legend of Legacy is so lovely, though, that there's no doubt in my mind I'll keep an ear out for additional examples of his work in the following months and years. Thankfully, I can turn to a few games already in my collection if I want to accomplish that quickly and easily, as it appears he had a hand in Chocobo no Fushigina Dungeon (PlayStation), SaGa Frontier 2 (PlayStation), Unlimited SaGa (PS2) and Sigma Harmonics (DS)--all of which I've owned for some time now.

It's shockingly light on story--In fact, I'm not even sure I'd say The Legend of Legacy's demo includes a story. Sure, a blink-and-you'll-miss-it cut scene kicks things off, but after that the focus is squarely on making maps and battling baddies. Which is fine with me, as I happen to be one of those crotchety "old" gamers who believe today's RPGs are far too wordy. Granted, I won't mind at all if a smidgen more of a story pops up in the full retail release of this Atlus-published title, but I also won't mind if that aspect stays as lean and mean as it is in this bite-sized version.


It's obtuse as all get-out--OK, so I'm not sure I should point to this as a positive. That said, there's something kind of cool about playing an RPG that treats you like you have a brain, don't you think? Or maybe I should say it treats you like you're smart enough to track down an online FAQ or to ask your Twitter followers for helpful advice. I also like that there's an air of the first Dragon Quest to this demo. It plops you into The Legend of Legacy's diminutive world and says "figure it out" before hightailing it out of there like it's late for a dinner date.

Have any of you played The Legend of Legacy demo? If so, what did you think of it? Did it leave you feeling desperate for the game's full retail release (due out next week in North America), or did it leave you feeling kind of cold? However you may feel about this 3DS teaser, let me know about it in the comments section below.

See also: 'While we wait for me to get off my lazy butt and begin to play The Legend of Legacy, let's drool over its lovely packaging'

Friday, September 18, 2015

Let's take a few seconds to ogle these illustrations of two of SaGa Scarlet Grace's main characters

Don't worry if this is the first you've ever heard of SaGa Scarlet Grace.

SaGa Scarlet Grace is the final title of an in-the-works Vita RPG that used to go by SaGa 2015.

Which is kind of hilarious, as maker Square Enix recently revealed that game's release has been pushed to some unknown date in 2016.

Not that I'm complaining. I'll likely buy a copy of SaGa Scarlet Grace whenever it finally sees the light of day--even if that doesn't happen until the very last day of next year.

I say "likely," by the way, because some of director Akitoshi Kawazu's comments about this SaGa installment's gameplay has me a tad concerned. ("‘Battle formation,’ ‘cooperation,’ and ‘flash’ will not be a point of focus this time around"? Say it ain't so!)

Also, I believe SaGa Scarlet Grace is going to be a polygonal affair--made using Unity, no less--this time around. That's not something I'd complain about, normally, but considering this long-running series is known for its stellar spritework, and also consider how horribly ugly the PS2 remake of Romancing SaGa turned out, I think I should be forgiven for being at least a smidge hesitant when it comes to Scarlet Grace.

Anyway, enough about all of that. I said in the header above that we were going to spend some time ogling a couple of just-released illustrations of SaGa Scarlet Grace's main characters, and we're going to do it, damn it.


As far as I can tell, the folks at Square Enix haven't revealed who this guy with the oh-so-prominent, uh, sword is, but that doesn't mean we can't give him the once-over while they work up the courage to do so.

I don't know about you, but I think he looks like a surprisingly appealing mix of Vagrant Story's Ashley Riot and Rocky IV's (or, if you're me, Universal Soldier's) Dolph Lundgren.


As dreamy as SaGa Scarlet Grace's mystery man is, he's a pile of horse droppings compared to the damsel shown above.

I mean, who could resist being able to step into the ridiculously frilly shoes of a woman who can only be described as a Harajuku Strawberry Shortcake in one of Kawazu's crazy, open-world RPGs? I know I couldn't--especially when the lady in question has what looks to be a My Little Pony-esque "familiar."

Granted, we don't know for sure that either of the above characters will be controllable in SaGa Scarlet Grace, but I'd be pretty shocked if they weren't.

What do all of you think about these illustrations? Do they thrill you like they do me, or do they provoke some other kind of reaction?

Also, how do you feel about SaGa Scarlet Grace? Are you looking forward to buying and playing it, or are you the sort who would rather Super Glue your eyes shut than play one of Kawazu's creations?

See also: my painfully short review of one of my all-time favorite games, SaGa Frontier

Sunday, December 14, 2014

The question is: will SaGa 2015 for Vita be like Romancing SaGa, SaGa Frontier or (barf) Unlimited SaGa?

Actually, before answering that question, we probably should ask ourselves, "why in the hell did the folks at Square Enix decide to make a new SaGa game at all?"

After that, we could ponder, "and why did they decide to put it on the Vita, of all systems?"

Finally, with both of those questions out of the way, the three or four of us who still have an interest in this long-ignored series can move on to contemplating how SaGa 2015 (which I'm assuming is a placeholder name) will compare to its predecessors.



Personally, I'm hoping SaGa 2015 will follow in the footsteps of my favorite SaGa game to date, SaGa Frontier.

The worst-case scenario for me, on the other hand, would be for this new SaGa title to play like 2002's Unlimited SaGa and look like the PS2 remake of Romancing SaGa from 2005.

How about you? Do you have any hopes or fears related to this just-announced game?

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.

Thursday, May 08, 2014

Strangest game-related products you're likely to encounter for some time to come: Square Enix's 25th anniversary SaGa dishes

The powers that be at Square Enix have chosen a wonderfully weird way in which to celebrate the 25th anniversary of its SaGa games: porcelain dishes.

Specifically, the Tokyo-based purveyor of Japanese RPGs is recognizing the milestone by selling a slew of porcelain platters, plates and cups that feature artwork related to the quirky series.

My favorite of the bunch: the following cup-and-saucer set that'll only set you back about $200.


The seven-inch platter seen below is pretty sweet too, though--plus, it's comparatively "cheap" at $150.


And then there's this rather colorful five-inch plate, which will run you just $86.50 if you buy it via shopncsx.com. (It's only $60 or so when purchased through the Square Enix estore, although I can't say I know how a foreigner is supposed to accomplish that task.)


To ogle the rest of Square Enix's SaGa anniversary dishes (including a couple that ring in at just under $10,000 apiece), head over to store.jp.square-enix.com/special/saga.

Tuesday, March 22, 2011

The Great Gaymathon Review #15: SaGa Frontier (PlayStation)


Game: SaGa Frontier
Genre: RPG
Developer: Squaresoft
Publisher: Squaresoft
System: PlayStation
Release date: 1998

A lot of gamers--especially American ones--love to complain about Squaresoft's SaGa series. I'm not one of them. I thoroughly enjoyed playing through each of the series' GameBoy iterations--known as Final Fantasy Legend in the States--as a tot, and I've similarly enjoyed what (admittedly little) I've played of the Super Famicom-based Romancing SaGa titles. That said, none of those games have tripped my trigger as much as the series' first 32-bit offering, SaGa Frontier. Sure, this expansive, open-ended RPG (one of the many traits it shares with its predecessors) isn't for everyone, but those looking for something out of the ordinary for the genre are most likely to enjoy it. My favorite aspects of SaGa Frontier: Its sci-fi setting; its non-linear storylines; its bevy of playable protagonists, party members and optional quests; and its beautiful battle scenes. That last bullet point, by the way, is chiefly responsible for my enjoyment of this crazy, Akitoshi Kawazu-crafted creation--especially when one of the game's many over-the-top combination attacks come into play.


See also: Previous 'Great Gaymathon' posts