While talking about Zero Time Dilemma's North American box art last week, I mentioned that I wouldn’t have minded if its designers had used another of artist Rui Tomono’s fascinatingly dark illustrations rather than the clichéd group shot seen here.
I also said "I would’ve even preferred if the folks at Aksys had gone with the gun-to-the-head art that helped introduce [the game] to the masses instead."
Fast forward to this morning, and what do I see while perusing one of my favorite Nintendo-focused sites (that would be japanesenintendo.com)? The following:
That imagery is going to greet folks who buy retail copies of the Japanese 3DS version of Zero Time Dilemma this summer, of course. (You can check out the very similar Vita iteration here, if you're curious.)
I don't know about you, but I much prefer the above to the North American cover. Do you feel the same way, or do you like the Western art better?
By the way, those of you who can't wait to start playing this third (and final) entry in the Zero Escape series of games may want to watch its second Japanese trailer.
See also: all of my posts about 9 Hours, 9 Persons, 9 Doors
Showing posts with label Spike Chunsoft. Show all posts
Showing posts with label Spike Chunsoft. Show all posts
Thursday, April 21, 2016
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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Vanillaware,
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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
Wednesday, September 30, 2015
Shall We Do It? (Danganronpa, The Legend of Legacy demo and Mr. Driller: Drill Spirits)
Now that I've wrapped up my many-hours-long playthroughs of 9 Hours, 9 Persons, 9 Doors and Hotel Dusk (read my impressions of this pair of top-shelf DS games here and here), I'm finally spending time with some other titles I've been eyeing up for ages.
Specifically, I'm spending time with Danganronpa: Trigger Happy Havoc, The Legend of Legacy demo that hit the 3DS eShop last week and Mr. Driller: Drill Spirits.
Here are a few thoughts on the above-mentioned games based on my recent experiences with them:
Danganronpa: Trigger Happy Havoc (Vita)--I started playing this Vita-based visual novel earlier this year but then moved it to the back burner because ... actually, I have no idea what prompted me to walk away from it for a bit.
Regardless, I’m back to playing it again—although I’ve got to admit I’m only doing so in fits and spurts at the moment. (You can blame that on The Legend of Legacy demo that commandeered my attention shortly after I downloaded it late last week. Thankfully, I think I’ve nearly exhausted that teaser’s content, so my schedule should open up again shortly.)
Anyway, the few hours I’ve played of Danganronpa since I wrapped up 999 a couple of weeks back have been pretty darn enjoyable. In large part, that's because I really like this game’s unsettling atmosphere. Its jazzy, low-key soundtrack is partially responsible, too.
One aspect of Danganronpa that I’m currently reveling in and reviling in equal measure is its free-roaming nature. On the one hand, I love being able to move around as I please, but on the other, that flexibility makes it easy to get lost—or at least become confused as to where I'm supposed to go or what I'm supposed to do next.
Of course, that’s a problem I've had with every single visual novel I’ve played to date, so maybe I shouldn't point to it as an example of something that's wrong with this particular example of the genre.
I'd recommend taking all of the above with at least a medium-sized grain of salt, by the way. I still have a long way to go before I see Danganronpa's credit roll, so it's more than possible my opinions of this much-acclaimed game will change between now and then.
The Legend of Legacy demo (3DS)--In the six days since I downloaded this demo, I've put nearly five hours into it.
That alone should indicate how much I'm digging it, as only the most special of games are able to grab that much of my attention these days.
So, which of The Legend of Legacy's components are most responsible for me feeling so gaga about it at the moment? One would be the map-drawing focus of its overworld and another would be the strategic, turn-based nature of its fights, that's for sure.
Speaking of The Legend of Legacy's overworld, I've become similarly enamored with the pop-up effect that's used with such confidence in each and every area you're tasked with exploring within this demo. I'm sure some will find it maddening, but I think it meshes well with the rest of the game's coloring-book aesthetic.
So, which of this FuRyu-made and Atlus-published (in North America) RPG's many components have yet to trip my trigger, as that quaint old saying goes? The best example I can come up with is its character designs. Although I love the frog prince, Filmia, and the bosomy Amazon, Eloise, I find the rest of this game's potential party members to be a snooze.
Sadly, I consider even the most boring character designs to be downright thrilling when compared to the majority of The Legend of Legacy's enemy designs. A few of the bosses showcased in the demo are OK, but the rest of what's on offer here is blah at best and tragic at worst.
All that said, I'm very much looking forward to getting my hands on the full, retail version of The Legend of Legacy halfway through October. I don't suppose any of you are in the same boat?
Mr. Driller: Drill Spirits (DS)--I've got to be honest here: when I bought Drill Spirits, I did so expecting not to like it very much. My previous experiences with the Mr. Driller series left me cold, mainly because they made me think there was absolutely no depth to its gameplay.
Still, I've always loved the series' protagonist, Susumu Hori, and I've also always loved its Candy Land graphics, so I picked up Drill Spirits in the hopes that they would prompt me to fall in love with the rest of what Mr. Driller has to offer.
Has it succeeded? Actually, I think it has. After all, I've devoted more than three hours to Drill Spirits in the last week or so.
An even more impressive feat, if my opinion: all of that time has been spent on the first two of this game's "Mission Driller" stages. (I call that impressive because usually spending such a long time on just two stages would drive me batty--to the point that I'd rather toss the cartridge in the trash than continue to plug away at it.)
I'd say the most positive thing about my playthrough (if it even can be called that) of Mr. Driller: Drill Spirits so far is that it's gotten me to stop thinking of this series as being one full of releases that feature paper-thin gameplay. No, there isn't a ton of depth to be had here, but there's more than initially meets the eye, that's for sure.
Even if that weren't the case, though, I'd still probably get a kick out of Drill Spirits' frenetic excavating action. I don't know that I'd call it fun, exactly, but it's definitely satisfying--especially whenever I'm able to complete a level without any special-item assistance--and that's more than enough for me right now.
See also: previous 'Shall We Do It?' posts
Specifically, I'm spending time with Danganronpa: Trigger Happy Havoc, The Legend of Legacy demo that hit the 3DS eShop last week and Mr. Driller: Drill Spirits.
Here are a few thoughts on the above-mentioned games based on my recent experiences with them:
Danganronpa: Trigger Happy Havoc (Vita)--I started playing this Vita-based visual novel earlier this year but then moved it to the back burner because ... actually, I have no idea what prompted me to walk away from it for a bit.
Regardless, I’m back to playing it again—although I’ve got to admit I’m only doing so in fits and spurts at the moment. (You can blame that on The Legend of Legacy demo that commandeered my attention shortly after I downloaded it late last week. Thankfully, I think I’ve nearly exhausted that teaser’s content, so my schedule should open up again shortly.)
Anyway, the few hours I’ve played of Danganronpa since I wrapped up 999 a couple of weeks back have been pretty darn enjoyable. In large part, that's because I really like this game’s unsettling atmosphere. Its jazzy, low-key soundtrack is partially responsible, too.
One aspect of Danganronpa that I’m currently reveling in and reviling in equal measure is its free-roaming nature. On the one hand, I love being able to move around as I please, but on the other, that flexibility makes it easy to get lost—or at least become confused as to where I'm supposed to go or what I'm supposed to do next.
Of course, that’s a problem I've had with every single visual novel I’ve played to date, so maybe I shouldn't point to it as an example of something that's wrong with this particular example of the genre.
I'd recommend taking all of the above with at least a medium-sized grain of salt, by the way. I still have a long way to go before I see Danganronpa's credit roll, so it's more than possible my opinions of this much-acclaimed game will change between now and then.
The Legend of Legacy demo (3DS)--In the six days since I downloaded this demo, I've put nearly five hours into it.
That alone should indicate how much I'm digging it, as only the most special of games are able to grab that much of my attention these days.
So, which of The Legend of Legacy's components are most responsible for me feeling so gaga about it at the moment? One would be the map-drawing focus of its overworld and another would be the strategic, turn-based nature of its fights, that's for sure.
Speaking of The Legend of Legacy's overworld, I've become similarly enamored with the pop-up effect that's used with such confidence in each and every area you're tasked with exploring within this demo. I'm sure some will find it maddening, but I think it meshes well with the rest of the game's coloring-book aesthetic.
So, which of this FuRyu-made and Atlus-published (in North America) RPG's many components have yet to trip my trigger, as that quaint old saying goes? The best example I can come up with is its character designs. Although I love the frog prince, Filmia, and the bosomy Amazon, Eloise, I find the rest of this game's potential party members to be a snooze.
Sadly, I consider even the most boring character designs to be downright thrilling when compared to the majority of The Legend of Legacy's enemy designs. A few of the bosses showcased in the demo are OK, but the rest of what's on offer here is blah at best and tragic at worst.
All that said, I'm very much looking forward to getting my hands on the full, retail version of The Legend of Legacy halfway through October. I don't suppose any of you are in the same boat?
Mr. Driller: Drill Spirits (DS)--I've got to be honest here: when I bought Drill Spirits, I did so expecting not to like it very much. My previous experiences with the Mr. Driller series left me cold, mainly because they made me think there was absolutely no depth to its gameplay.
Still, I've always loved the series' protagonist, Susumu Hori, and I've also always loved its Candy Land graphics, so I picked up Drill Spirits in the hopes that they would prompt me to fall in love with the rest of what Mr. Driller has to offer.
Has it succeeded? Actually, I think it has. After all, I've devoted more than three hours to Drill Spirits in the last week or so.
An even more impressive feat, if my opinion: all of that time has been spent on the first two of this game's "Mission Driller" stages. (I call that impressive because usually spending such a long time on just two stages would drive me batty--to the point that I'd rather toss the cartridge in the trash than continue to plug away at it.)
I'd say the most positive thing about my playthrough (if it even can be called that) of Mr. Driller: Drill Spirits so far is that it's gotten me to stop thinking of this series as being one full of releases that feature paper-thin gameplay. No, there isn't a ton of depth to be had here, but there's more than initially meets the eye, that's for sure.
Even if that weren't the case, though, I'd still probably get a kick out of Drill Spirits' frenetic excavating action. I don't know that I'd call it fun, exactly, but it's definitely satisfying--especially whenever I'm able to complete a level without any special-item assistance--and that's more than enough for me right now.
See also: previous 'Shall We Do It?' posts
Tuesday, September 08, 2015
Nice Package! (9 Hours, 9 Persons, 9 Doors, DS)
If you read through my most recently published #ADecadeofDS post should be well aware that I mentioned at its close that my next selection for that on-going series would be Chunsoft's 9 Hours, 9 Persons, 9 Doors.
Since then, I've put more than nine hours into this horror-tinged visual novel, and I imagine I'll put at least nine more into it before I switch it out for something else.
I'm planning to publish another #ADecadeofDS post here in a couple of days, by the way, so if you want to read some of my thoughts on this first entry in the Zero Escape series, keep an eye out for it.
In the meantime, I thought it would be nice to ogle some photos of the box art, cartridge label and instruction manual the folks at Aksys Games produced for the North American release of 9 Hours, 9 Persons, 9 Doors.
Admittedly, 999's North American cover illustration (see above) isn't quite as stellar as its Japanese counterpart--or at least it isn't in my opinion--but I still think it's pretty great.
The North American iteration's cart label simply gets the job done, if you ask me, but I won't hold that against the powers that be at Aksys. After all, how many DS cart labels can be described as anything but "passable"?
The front cover of 9 Hours, 9 Persons, 9 Doors' instruction manual is more impressive, although even it is far from amazing. I think I'd prefer it if it focused only on the game's colorful cast of kidnappees and ignored "Zero," its antagonist, completely.
The illustration featured on the first page of 999's manual goes a long way toward making up for things. Unfortunately, there are only a few other pieces of art in this game's instructional pamphlet--which for me means the overall product qualifies as a bit of a disappointment.
Oh, well, at least the cover art that can be seen in the first of this post's handful of snapshots is a looker, right?
See also: previous 'Nice Package!' posts
Since then, I've put more than nine hours into this horror-tinged visual novel, and I imagine I'll put at least nine more into it before I switch it out for something else.
I'm planning to publish another #ADecadeofDS post here in a couple of days, by the way, so if you want to read some of my thoughts on this first entry in the Zero Escape series, keep an eye out for it.
In the meantime, I thought it would be nice to ogle some photos of the box art, cartridge label and instruction manual the folks at Aksys Games produced for the North American release of 9 Hours, 9 Persons, 9 Doors.
Admittedly, 999's North American cover illustration (see above) isn't quite as stellar as its Japanese counterpart--or at least it isn't in my opinion--but I still think it's pretty great.
The North American iteration's cart label simply gets the job done, if you ask me, but I won't hold that against the powers that be at Aksys. After all, how many DS cart labels can be described as anything but "passable"?
The front cover of 9 Hours, 9 Persons, 9 Doors' instruction manual is more impressive, although even it is far from amazing. I think I'd prefer it if it focused only on the game's colorful cast of kidnappees and ignored "Zero," its antagonist, completely.
The illustration featured on the first page of 999's manual goes a long way toward making up for things. Unfortunately, there are only a few other pieces of art in this game's instructional pamphlet--which for me means the overall product qualifies as a bit of a disappointment.
Oh, well, at least the cover art that can be seen in the first of this post's handful of snapshots is a looker, right?
See also: previous 'Nice Package!' posts
Friday, July 10, 2015
Mystery Chronicle: I Won't Look Back Until I Win is one of many interesting Japanese Vita games I'm currently thinking of buying
Full disclosure: although I fell in love with the Vita the second I pulled my Japanese pink-and-white system from its packaging in early March, I've only played it sparingly in the last couple of months.
I know I'll be calling into action again soon, though, as my pre-ordered-eons-ago copy of Taiko no Tatsujin: V Version, a title that just hit store shelves in Japan, should start making its way across the ocean to our doorstep in a week or two, and once it's in my hand I'm sure it'll keep me busy--and thoroughly entertained--for a good while.
A handful of similarly intriguing Vita titles that'll first, if not only, see the light of day in the Land of the Rising Sun should keep the proverbial ball rolling, with one of the titles in question being a remake of the mobile RPG, Hero Must Die, and another being Nippon Ichi's surprisingly adorable spookathon, Yomawari.
The latter will be released around Halloween, by the way, while the former, which is being made by the same company, Pyramid, that brought the world the three Patapon games that graced the PSP throughout its lifetime, won't hit the streets of Japan (or any other region, I guess) until February of next year.
Between Taiko no Tatsujin: V Version and Yomawari, though, there'll be at least one other import-only (for not, at least) Vita title that's likely to prompt me to pull my system out of storage for a spell.
The Vita game in question is Fushigi no Chronicle: Furikaerimasen Katsu Madewa, which translates to Mystery Chronicle: I Won't Look Back Until I Win in English.
Like the aforementioned Hero Must Die, Mystery Chronicle's roots are in the mobile space. Unlike Hero Must Die, though, Mystery Chronicle is more of an "inspired by" effort than a full-on remake of an earlier release.
Regardless of which version of Mystery Chronicle you play, though, the gameplay is still that of a roguelike that features forced, side-scrolling stages. Don't worry if that leaves a few question marks bobbing around in your head; I'm in the very same boat.
Thankfully, the pair of trailers that can be viewed above do a far better job than I do of shining a light on how this Spike Chunsoft-made game is going to play--and I don't know about you, but I think the action looks pretty awesome. What do all of you think, though; do you think it looks interesting, or something less appealing?
I know I'll be calling into action again soon, though, as my pre-ordered-eons-ago copy of Taiko no Tatsujin: V Version, a title that just hit store shelves in Japan, should start making its way across the ocean to our doorstep in a week or two, and once it's in my hand I'm sure it'll keep me busy--and thoroughly entertained--for a good while.
A handful of similarly intriguing Vita titles that'll first, if not only, see the light of day in the Land of the Rising Sun should keep the proverbial ball rolling, with one of the titles in question being a remake of the mobile RPG, Hero Must Die, and another being Nippon Ichi's surprisingly adorable spookathon, Yomawari.
The latter will be released around Halloween, by the way, while the former, which is being made by the same company, Pyramid, that brought the world the three Patapon games that graced the PSP throughout its lifetime, won't hit the streets of Japan (or any other region, I guess) until February of next year.
Between Taiko no Tatsujin: V Version and Yomawari, though, there'll be at least one other import-only (for not, at least) Vita title that's likely to prompt me to pull my system out of storage for a spell.
The Vita game in question is Fushigi no Chronicle: Furikaerimasen Katsu Madewa, which translates to Mystery Chronicle: I Won't Look Back Until I Win in English.
Like the aforementioned Hero Must Die, Mystery Chronicle's roots are in the mobile space. Unlike Hero Must Die, though, Mystery Chronicle is more of an "inspired by" effort than a full-on remake of an earlier release.
Regardless of which version of Mystery Chronicle you play, though, the gameplay is still that of a roguelike that features forced, side-scrolling stages. Don't worry if that leaves a few question marks bobbing around in your head; I'm in the very same boat.
Thankfully, the pair of trailers that can be viewed above do a far better job than I do of shining a light on how this Spike Chunsoft-made game is going to play--and I don't know about you, but I think the action looks pretty awesome. What do all of you think, though; do you think it looks interesting, or something less appealing?
Thursday, December 11, 2014
I wish we were getting a new Shiren the Wanderer title rather than Etrian Mystery Dungeon
Or a new Chocobo no Fushigina Dungeon game. Or a new Torneko no Daibōken adventure.
Both of which, admittedly, would have required at least a bit of (uncharacteristic) interest and action on the part of Square Enix, but the point still stands.
So, why have I gone from being blown away by Etrian Mystery Dungeon's unveiling to wishing the folks at Spike Chunsoft (or whichever developer is crafting this 3DS roguelike) had endeavored to make a new Chocobo no Fushigina Dungeon, Torneko no Daibōken or Shiren the Wanderer title instead?
For starters, I'm feeling a bit burned out on the Etrian Odyssey franchise at the moment. Or maybe you could say I'm burned out on the idea of the Etrian Odyssey franchise? Because, honestly, although I spent a good number of hours playing through the majority of Etrian Odyssey IV earlier this year, I haven't played or even bought any of the series' other entries since then. I guess all of the recent releases and announcements--Etrian Odyssey Untold I and II, Etrian Odyssey V, even the spinoff of sorts that is Persona Q--have taken a toll on me and my interest in this otherwise appealing IP.
Another reason I've cooled on Etrian Mystery Dungeon in the last few days: I'm skeptical as to how it's going to measure up to past Mystery Dungeon efforts. That's mainly because it seems likely that this title won't feature permadeath, something that's generally considered a series staple, although I'm also sort of stumped as to whether leading four, rather than just one (or sometimes two), characters through this game's labyrinthine dungeons is going to be an interesting change of pace or an annoying impediment. (Oh, and before anyone asks, yes, I know players won't fully control all four party members in Etrian Mystery Dungeon, but leading them around still may prove awkward.)
All that said, I'm very much looking forward to getting my hands on this game and giving it a thorough once-over--even if I end up being disappointed by it. In fact, I've already pre-ordered a copy of it.
Are any of you also itching to play Etrian Mystery Dungeon? If so, why?
Both of which, admittedly, would have required at least a bit of (uncharacteristic) interest and action on the part of Square Enix, but the point still stands.
So, why have I gone from being blown away by Etrian Mystery Dungeon's unveiling to wishing the folks at Spike Chunsoft (or whichever developer is crafting this 3DS roguelike) had endeavored to make a new Chocobo no Fushigina Dungeon, Torneko no Daibōken or Shiren the Wanderer title instead?
For starters, I'm feeling a bit burned out on the Etrian Odyssey franchise at the moment. Or maybe you could say I'm burned out on the idea of the Etrian Odyssey franchise? Because, honestly, although I spent a good number of hours playing through the majority of Etrian Odyssey IV earlier this year, I haven't played or even bought any of the series' other entries since then. I guess all of the recent releases and announcements--Etrian Odyssey Untold I and II, Etrian Odyssey V, even the spinoff of sorts that is Persona Q--have taken a toll on me and my interest in this otherwise appealing IP.
Another reason I've cooled on Etrian Mystery Dungeon in the last few days: I'm skeptical as to how it's going to measure up to past Mystery Dungeon efforts. That's mainly because it seems likely that this title won't feature permadeath, something that's generally considered a series staple, although I'm also sort of stumped as to whether leading four, rather than just one (or sometimes two), characters through this game's labyrinthine dungeons is going to be an interesting change of pace or an annoying impediment. (Oh, and before anyone asks, yes, I know players won't fully control all four party members in Etrian Mystery Dungeon, but leading them around still may prove awkward.)
All that said, I'm very much looking forward to getting my hands on this game and giving it a thorough once-over--even if I end up being disappointed by it. In fact, I've already pre-ordered a copy of it.
Are any of you also itching to play Etrian Mystery Dungeon? If so, why?
Thursday, December 05, 2013
I like pretty much everything about DanganRonpa: Trigger Happy Havoc's first English trailer except for Monokuma's voice
I've been itching to see the North American version of DanganRonpa: Trigger Happy Havoc in action ever since its release was announced a few months ago.
Am I still interested in this suspenseful Vita title, which will hit digital and physical store shelves in this part of the world sometime in February, now that I've gotten my wish (via its first English trailer, below)? Yes, I think you could say that.
In fact, my only qualm with DanganRonpa: Trigger Happy Havoc at this point is that the voice of its antagonist, Monokuma (he's the two-toned bear), doesn't seem quite evil enough to me.
What do all of you think? Are you still curious about this one now that you've seen a bit of it in action?
Labels:
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Spike Chunsoft,
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Trigger Happy Havoc,
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Monday, September 30, 2013
Calling all present and future Vita owners: here's a Q&A about DanganRonpa that's worth a peek
I'm going to have a very interesting decision to make once Sony finally gets around to announcing the Vita TV's North American release: am I going to buy one of those sleek (and cheap) micro-consoles--along with a handful of games, of course--or am I going to buy a regular ol' Vita?
Regardless, I think the writing is on the wall that I'm going to buy a Vita in some form over the next 12 months or so--thanks in large part to the release of delicious-looking games like Spike Chunsoft's DanganRonpa: Trigger Happy Havoc.
Speaking of which, DieHard GameFan's Joshua Moore recently picked the brains of two Nippon Ichi Software of America staffers about their employer's decision to localize this enhanced remake of the first DanganRonpa title, which achieved a respectable amount of attention from Japanese PSP owners all the way back in 2010.
A few of the passages of this Q&A--with Phoenix Spaulding, the NISA editor working on the project, and David Alonzo, the company's marketing coordinator--that particularly stuck out for me:
Spaulding on why NISA decided to work on this title--"We’d been doing a lot with the Vita and wanted to do something that was a little bit outside of our normal wheelhouse. The tone is really different from anything we’ve done and the gameplay is different, but we saw with 999 and Virtue's Last Reward that there’s an audience [for this type of game], not just in Japan, but an establishing audience here as well."
Spaulding on DanganRonpa's being like 999 mixed with Phoenix Wright--"In terms of style, I guess that closest thing that a lot of people would know would be the Phoenix Wright games, where there’s sort of two components: the research and investigative part, and the trial portion. It’s sort of an information game where you have to keep track of a lot of details and look for those little points in the game." Also, like 999 and Virtue's Last Reward, the tone and style are "very dark, where you can’t really trust anyone and your life is on the line, while you’re sort of under pressure to figure out what’s going on."
Spaulding on the title's "hardcore gameplay"--"A lot of people tend to describe [the game] as sort of a visual novel, or that kind of thing, but I think people will be surprised that there’s a lot of hardcore gameplay elements that people don’t realize: there’s a lot of timing-based stuff, once you get to the class trial you’re not just sitting there. It’s very active, you have to be paying attention. There’s a lot more than just sitting there reading a lot of text."
To read the full comments of Spaulding and Alonzo, direct your browser of choice to diehardgamefan.com.
DanganRonpa: Trigger Happy Havoc will be released in both Europe and North America--and in both digital and physical formats, I believe--in early 2014, courtesy of NISA. Pre-order the boxed US version here.
Regardless, I think the writing is on the wall that I'm going to buy a Vita in some form over the next 12 months or so--thanks in large part to the release of delicious-looking games like Spike Chunsoft's DanganRonpa: Trigger Happy Havoc.
Speaking of which, DieHard GameFan's Joshua Moore recently picked the brains of two Nippon Ichi Software of America staffers about their employer's decision to localize this enhanced remake of the first DanganRonpa title, which achieved a respectable amount of attention from Japanese PSP owners all the way back in 2010.
A few of the passages of this Q&A--with Phoenix Spaulding, the NISA editor working on the project, and David Alonzo, the company's marketing coordinator--that particularly stuck out for me:
Spaulding on why NISA decided to work on this title--"We’d been doing a lot with the Vita and wanted to do something that was a little bit outside of our normal wheelhouse. The tone is really different from anything we’ve done and the gameplay is different, but we saw with 999 and Virtue's Last Reward that there’s an audience [for this type of game], not just in Japan, but an establishing audience here as well."
Spaulding on DanganRonpa's being like 999 mixed with Phoenix Wright--"In terms of style, I guess that closest thing that a lot of people would know would be the Phoenix Wright games, where there’s sort of two components: the research and investigative part, and the trial portion. It’s sort of an information game where you have to keep track of a lot of details and look for those little points in the game." Also, like 999 and Virtue's Last Reward, the tone and style are "very dark, where you can’t really trust anyone and your life is on the line, while you’re sort of under pressure to figure out what’s going on."
Spaulding on the title's "hardcore gameplay"--"A lot of people tend to describe [the game] as sort of a visual novel, or that kind of thing, but I think people will be surprised that there’s a lot of hardcore gameplay elements that people don’t realize: there’s a lot of timing-based stuff, once you get to the class trial you’re not just sitting there. It’s very active, you have to be paying attention. There’s a lot more than just sitting there reading a lot of text."
To read the full comments of Spaulding and Alonzo, direct your browser of choice to diehardgamefan.com.
DanganRonpa: Trigger Happy Havoc will be released in both Europe and North America--and in both digital and physical formats, I believe--in early 2014, courtesy of NISA. Pre-order the boxed US version here.
Tuesday, July 30, 2013
This week in 'Import-Only Box Art That Has Piqued Bryan's Interest': Danganronpa 1+2 Reload (Vita)
I know, it really doesn't take much to pique my interest when it comes to Japanese box art.
Still, you have to admit the box art that's been produced for Spike Chunsoft's upcoming Vita title, Danganronpa 1+2 Reload, is pretty snazzy.
Of course, I've been known to be swayed by the presence of rainbows and bears, and Danganronpa 1+2 Reload's cover art features both, so it's possible I'm a smidge biased.
Anyway, Danganronpa 1+2 Reload, which includes remade versions of Spike Chunsoft's pair of PSP-based visual novels known as Danganronpa and Super Danganronpa 2, will hit Japanese store shelves on Oct. 26.
One half of that game's content--the first half, if you're curious--will be released in Europe and North America sometime early next year.
Still, you have to admit the box art that's been produced for Spike Chunsoft's upcoming Vita title, Danganronpa 1+2 Reload, is pretty snazzy.
Of course, I've been known to be swayed by the presence of rainbows and bears, and Danganronpa 1+2 Reload's cover art features both, so it's possible I'm a smidge biased.
Anyway, Danganronpa 1+2 Reload, which includes remade versions of Spike Chunsoft's pair of PSP-based visual novels known as Danganronpa and Super Danganronpa 2, will hit Japanese store shelves on Oct. 26.
One half of that game's content--the first half, if you're curious--will be released in Europe and North America sometime early next year.
Labels:
bears,
box art,
cover art,
Danganronpa,
Danganronpa 1+2 Reload,
imports,
Japanese,
PS Vita,
rainbows,
sony,
Spike Chunsoft,
visual novels,
Vita
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