Showing posts with label Switch. Show all posts
Showing posts with label Switch. Show all posts

Thursday, November 07, 2019

You press a button to hold hands, plus four more reasons I can't stop thinking about and playing The Liar Princess and the Blind Prince

I've got to admit: I hemmed and hawed quite a bit when it came to buying a physical copy of The Liar Princess and the Blind Prince early this year.

Why? Although I've thoroughly enjoyed a number of Nippon Ichi Software's smaller offerings, like Cladun and Yomawari, in recent years, this PS4 and Switch game appeared to be inspired by, if not directly related to, the much-maligned htoL#NiQ: The Firefly Diary and A Rose in the Twilight.

I've yet to play either of those pretty puzzler-platformers, sadly, but I've read and heard enough about both of them to get the feeling they may not be my cup of tea.



Still, The Liar Princess and the Blind Prince's announcement trailer made it seem so damn charming that in the end I couldn't keep myself from pre-ordering a copy.

Fast forward to today, and I just finished playing through the game for a second time.

I've been thinking of doing so since I wrapped up my first playthrough shortly after it released in my neck of the woods. Why? Here are the main reasons I've had The Liar Princess and the Blind Prince on the brain for most of 2019.

I think its story is the sweetest I've ever encountered in a game--Honestly, this is the reason I haven't been able to get The Liar Princess and the Blind Prince off my mind this year. It feels kind of silly to say so given the story here is little more than a fairy tale. Still, the folks who wrote and localized that tale imbued it with such sincerity and tenderness that it hit my ill-prepared heart like a Mack truck. Their efforts made me truly care about the eponymous characters and their unfortunate situation, and that's not something I can say about the text in many games.



Its gameplay is simple, but not boring--While playing The Liar Princess and the Blind Prince, you spend 90-plus percent of your time performing one or more of these four actions: moving left and right, jumping, holding the prince's hand (but only while you're a princess), and clawing enemies to death (while in wolf-monster form). I'm sure that makes it sound like a snore-fest, but I'm here to tell you it's anything but. Hell, just grabbing the prince's paw and pulling him through each stage is such a thrill for me that I'd be perfectly happy if that were all the game had to offer. That it also provides players with some light platforming, baddie-slashing, and puzzle-solving is the icing on the proverbial cake.

It doesn't overstay its welcome--My two playthroughs of The Liar Princess and the Blind Prince lasted nine-and-a-half hours total. Although I've long championed shorter games, I'd usually balk at one that takes only four or five hours to beat. Especially when its asking price is $40. (Don't worry, that's for the now-out-of-print physical version. Digital copies cost just $20.) Not in this case. In my humble opinion, five hours is the perfect length for this particular title. It allows the endearing story to unfold without completely unraveling. And it keeps the straightforward gameplay from grating or boring. Plus, it entices players to do as I've done and stroll through its otherworldly set pieces multiple times.



It looks marvelous--Not so long ago, I wasn't a fan of the kind of "Flash game" aesthetic showcased in The Liar Princess and the Blind Prince and its ilk, like the aforementioned htoL#NiQ and Yomawari. These titles would look so much better if they were sprite-based, I stupidly thought. At some point, though, I did a 180. I can't tell you when or why, just that it happened. And now? I find this title's hand-drawn, watercolor-esque graphics stunning. The only thing I'd change about them at this point would be to allow players to disable--or, better yet, adjust via a slider--the effect that darkens the edges of the screen. It's fine now and then, but sometimes I'd like to fully see my surroundings, you know?

Its soundtrack is pretty wonderful, too--If your experience with The Liar Princess and the Blind Prince is anything like mine, its background music may seem a bit samey as you work your way through its side-scrolling world. Listen to the soundtrack when you're not worrying about the well-being of the game's, erm, "royal" protagonists, though, and it'll immediately become clear just how varied it is. Some tunes soothe with lilting harp-, guitar-, or flute-focused melodies. Others rouse with triumphant xylophone- or piano-heavy hooks. True, most have a decidedly chill vibe, but they're appealingly distinct when you give them the attention they deserve.

See also: 'Five things that made it really easy for me to put more than 60 hours into The Alliance Alive'

Wednesday, October 09, 2019

Ten questions with Christophe Galati, maker of Save me Mr Tako

I had a keen eye on Christophe Galati's Save me Mr Tako: Tatsukete Tako-San long before it hit Steam and the Nintendo Switch eShop this time last year.

To put it another way, I drooled over this adorable, octopus-starring platformer back when it was still a Wii U title. And when it was being considered for the New 3DS, too.

In the end, neither of those now-defunct systems were blessed with Save me Mr Tako. Why? Sadly, I don't know. I rather stupidly forgot to ask Christophe about those planned-but-canned releases when he agreed to answer a few questions about the game a couple of weeks ago.

I asked him a number of other intriguing questions, though. Or at least I hope they're intriguing. You be the judge.

The Gay Gamer: How long have you been making games and what prompted you to start making them? Also, what kinds of games did you make early on?

Christophe: I was really into JRPGs and retro games growing up, as my brother was a game collector. I started to create games when I was 12, after discovering RPG Maker with a friend. My first attempt was a Pokémon fan game. It had a Final Fantasy-like battle system and a very dark story with Mudkip sacrifices.

I learned a lot, then decided to make more personal projects, learn pixel art and write stories. I continued using RPG Maker, and showed my work in online forums. At 18, I went to a game school--Isart Digital--in Paris, where I learned more about game design and programming while also working in the industry.

Christophe Galati sporting a Zelda tee

The Gay Gamer: I'm guessing Save me Mr Tako was your first "big" game--or at least the first one that was picked up by a publisher, made you money, etc. How did you go from developing games for fun, or on the side, to this?

Christophe: Correct, Save me Mr Tako is my first game as an indie. I started to create it in 2014, at a time when I was very depressed by the game school I was attending and the internship I had (where I was making a game for a French cheese company). It was the GameBoy's 25th anniversary year, I ate takoyaki for the first time and got the vision of an octopus character. All of this merged in my mind, along with my JRPG inspiration, and led to Tako.

I started with a small prototype that I published in September of that year, and it got a lot of visibility, especially in Japan. It gave me the motivation to make a full game of it, even though I was 19 at the time. I worked on it in my free time for three years, with the help of the composer Marc-Antoine Archier. Then, the game was selected for the Tokyo Game Show in 2016. It was like a dream come true. That’s where I met Nicalis. After that, I decided to leave my job and go full-time indie. The game finally released last October, after four years of hard work.

The Gay Gamer: How was that experience for you overall, now that it's behind you? Are you happy with how Save me Mr Tako turned out and how players responded to it?

Christophe: It’s never behind you. There are still many things I want to do with the game. I’m glad I was able to follow my vision and make the story come to life, as my first goal when designing a game is to tell a story. I’m proud to have made such a large game, but I’m kind of sad it has some balancing issues, as it was never my intention to make a hard game. After four years on my own, I couldn’t feel the difficulty anymore. Hopefully it will be patched soon so more people can enjoy the story.

I also learned a lot by working with a publisher, and feel prepared for what will come next. I’m glad players liked the game and identified with the characters, that it got the "hidden gem" aura and is considered one of the best GameBoy tribute games.

A scene from Save me Mr Tako

The Gay Gamer: Kind of an aside here, but Save me Mr Tako features drag queens. What made you decide to include them in the game?

Christophe: You can thank my friend Mirage for that! She introduced me to drag culture around the time I started development, and brought me to a few drag shows in Paris. It was so much fun! I’m all for making games more inclusive, to help the representation of LGBT characters--that’s something I want to keep doing in my next creations.

The Gay Gamer: Do you think you'll ever return to that world, perhaps with a sequel to Save me Mr Tako? And if you did ever return to it, what do you think you'd add to or change about it? Would it even still be a platformer?

Christophe: I hope I can return to that world someday. Now that I have more distance with it, I realized there were a lot of elements and ideas that came from the projects I made when I was a teenager, with an octopus twist. I guess it’s my own universe, and I want to keep expanding it.

But I don’t want to do a platformer again soon. My goal is to lean toward the JRPG genre, which is more suited to the stories I want to tell. I love to write universe and lore documents, so I may also create new worlds. Who knows what projects I will have the chance to work on in the future?

The Gay Gamer: You recently completed a five-month artist residency program in Kyoto. How did that change how you think about and make games? What are some of the things you learned there that are impacting your next game?

Christophe: Earlier this year, I got the chance to become the first game developer to be selected in a French artist residency. It’s something I've had in mind since seeing a documentary about Villa Medicis a few years ago. That made me think it would be great to have these kind of places open for game creators. When I discovered Villa Kujoyama in Kyoto, I had to apply. It was perfect for my needs, as my games are very inspired by Japanese culture.

Another Save me Mr Tako scene

I really think I grew up during those five months. It gave me more confidence as an artist and in the messages I want to express in my games. Being able to work in such a cool environment, surrounded by artists from very different fields and experiencing life in Japan--all those things inspired me a lot. It also gave me time to take care of myself after crunching on Tako, to get in better shape, to do research and a real pre-production this time.

The Gay Gamer: Speaking of your next game, it seems to be something you're calling the Himitsu Project. It appears to be inspired by Famicom games rather than GameBoy ones this time around. Is that the case? If so, why are you going for a Famicom aesthetic with it?

Christophe: Himitsu Project is a code name. I always saw Tako as a first step in a journey of paying tribute to and mastering the aesthetic of games that inspired me growing up. I started with the GameBoy, and am now moving on to the GameBoy Advance. I agree the current palette of the prototype is very limited, making it look like a Famicom game, but this way people understand it’s a prototype and that nothing is final. (That’s also why the character is still naked.) I hope that in future projects I’ll be able to explore aesthetics like the PS1 and DS, too.

The Gay Gamer: What else can you share about the Himitsu Project at this time? Does it fit into any particular genre or genres? Have any existing games served as inspiration for it? How far along are you in its creation?

Christophe: The game is an action RPG that's inspired by many games, including Illusion of Gaia, Golden Sun and Secret of Mana. The main themes it will deal with are secrets, how our society and people are built on traumas and how that consumes the world from the inside. It will follow several characters, including a drag performer.

Christophe Galati's Himitsu Project

It’s still the beginning of the project, I think it will take at least three years to develop--if I manage to not only work on it in my free time as I did with Tako. That’s what I’ve been working on since I returned to France--applying for funding and creating opportunities for the project.

The Gay Gamer: You say on your Patreon page that you want to form your own company at some point. Why is that?

Christophe: That’s also why I opened a Patreon page recently. It’s part of creating the good working conditions I’d like to have. I was able to develop Tako mostly alone, but in the future, I’d like to work with a team. That will benefit the quality of the final game and allow me to make even more ambitious projects. Starting my own company will help with funding, too, and that will provide even more opportunities. I’m just at the beginning of my career, and I want to see how far I can go to make my dreams come true.

The Gay Gamer: You also say you eventually want that company be seen as a modern Quintet. How exactly do you hope to follow in the footsteps of that company?

Christophe: For me, Quintet will always be a company with an aura, which made meaningful games. That is kind of what I aspire to--I want to create masterpieces, games that will inspire people as those games inspired me growing up.

My goal is not to revolutionize the game industry, but to explore new subjects, use gameplay to tell stories that will reach the heart of players, create great adventures that will make them understand things and help them in their own lives. I see games as an artform, and I want to defend that view. I believe our generation is the game industry of tomorrow, and I want to help make it less abusive and more inclusive.

See also: 'Ten questions with the guys behind the best GameBoy game you've probably never played, Tobu Tobu Girl'

Saturday, January 19, 2019

How I spent my time with video games in 2018

I don't know about you, but the 3DS has spoiled me as far as tracking the time I spend with games is concerned.

And let there be no doubt: I like tracking the time I spend with games.

Why? I honestly have no idea. I guess it's just pure curiosity--as in, I think it's interesting to see how much time I put into the games I play (especially ones I finish).

Anyway, because none of my other systems track play time like my 3DS does, I have to track it the old fashioned way--by keeping my eye on the clock as I play and then compiling the results in a text file after I'm done.

That's what I did to come up with almost all of the figures you see below, which represent how I spent my time with a variety of video games in 2018:

  • Sweet Home (Famicom)—12 hours, 10 minutes
  • Death Mark (Switch)—11 hours, 20 minutes
  • Space Dave! (Switch)—10 hours, 30 minutes
  • Luigi’s Mansion (3DS)—10 hours, 25 minutes
  • Undertale (Switch)—9 hours, 05 minutes
  • Dillon’s Dead-Heat Breakers (3DS)—7 hours, 15 minutes
  • Tobu Tobu Girl (GameBoy)—5 hours, 45 minutes
  • Creeping Terror (3DS)—5 hours, 00 minutes
  • Phantasy Star (Master System)—4 hours, 45 minutes
  • The Legend of Zelda: Breath of the Wild (Switch)—4 hours, 30 minutes (plus 7 hours, 45 minutes from 2017)
If you'd like to learn a bit more about some of these games, by the way, click on the links above.

Also, do you keep track of how much time you spend with games? If so, share your 2018 stats with me via a comment.

See also: how I spent my time with video games in 2017, 2016, 2015, and 2014

Sunday, December 30, 2018

My favorite games of 2018: Black Bird (Switch) and Sushi Striker (3DS)

I know what at least a few of you are thinking right now: you put more than 100 hours into Octopath Traveler and published numerous posts about it, but didn't pick it as your favorite game of 2018?

Nope, I didn't.

Which isn't to suggest I disliked Octopath Traveler. On the contrary, I loved it. Sure, a few aspects annoyed me here and there, but those flaws did little to keep me from thoroughly enjoying its sprawling adventure. (Read my write-up, "10 things I adore about Octopath Traveler," for more on that particular subject.)

As much as that SaGa-esque RPG delighted me, though, it wasn't one of my two favorite games of this year. That honor belongs to Black Bird for Switch and Sushi Striker for the 3DS.

What's so special about this pair of titles? Here are a few thoughts:

Fabulous Black Bird fan art by @croppar

Black Bird

This Onion Games release doesn't provide the most appealing of first impressions. Before you've actually played it, it looks like little more than a "dark" Fantasy Zone rip-off that costs $20. Thankfully, Black Bird is far more than a simple clone of Sega's classic looped-level shoot 'em up.

First, there are the bullet-hell elements. These are most obvious during the game's four boss fights, but they're woven into the stages that precede them, too.

Illustration counting down to Black Bird's release,
by @momenko774
Also, there's its score-attack focus. In other words, the point while playing Black Bird isn't to finish its small handful of levels. Rather, the point is to improve your high score and climb the worldwide leaderboard.

To accomplish that, you have to wrap your head around and come to grips the game's many systems--bombs, combos, collectible gems, and more.

Finally, there's Black Bird's soundtrack. It deserves all the praise that can be heaped upon it simply for being so sonically impressive and interesting. (One minute it's marvelously vaudevillian, the other it's otherworldly operatic à la "that scene" in The Fifth Element.) That's not all it brings to the table, though. In addition, it times the introduction of most enemies to the backing tunes in a way that's reminiscent of--if not as interactive as--ASCII's Otocky for the Famicom.

Curious to learn more about why I love Black Bird so much? Check out this post of mine. Also, if you need some help conquering this curious shmup, scroll through my "10 Black Bird tips, tricks, and tactics" write-up. And maybe this one, too: "How to beat Black Bird's final boss in 'True' mode"

Sushi Striker's protagonists, by @meshi3

Sushi Striker

I guess you could say it took me a while to warm up to this indieszero-developed title.

Actually, I was gaga over it after Nintendo unveiled it during E3 2017. After playing the demo the company made available via the Switch eShop early this year, though, my interest in Sushi Striker nearly fell off a cliff. It felt far too frantic for my liking. And it seemed to lack the kind of surprising depth and strategy I usually look for in puzzlers.

Still, I wanted to support its release, so I kept my pre-order for the physical 3DS version of the game.

After putting a couple of hours into the cartridge that made its way to my doorstep in mid-June, I was glad I did. For starters, the final product quickly proved to be a lot less superficial and straightforward than the demo suggested would be the case.

Celia, possibly my favorite Sushi Striker character,
b
y @carmeladansen
Also, a few of the components I wasn't sure about while playing the demo's three measly stages--the characters, the cutscenes, and the soundtrack being prime examples--displayed their true, eye-popping colors in Sushi Striker's full form.

To learn more about this game's many positive attributes, read my post, "Five reasons I've fallen head over heels in love with Nintendo's Sushi Striker."

Not in a reading mood? Maybe this'll sway you to at least consider picking up a copy of Sushi Striker sometime soon: I devoted more than 51 hours to the 3DS iteration before tearing myself away from it. (And after finishing its lengthy story mode.)

Oh, and I enjoyed the experience so much I bought it for my Switch, too.

So there you have it: my absolute favorite games of 2018. That's not to say I hated every other title I played this year. In fact, I liked a handful of them nearly as much as this pair. Which ones am I talking about here? I'll spill the beans in my next write-up.

In the meantime, what were your favorite games of 2018? Tell me all about them in the comments section below.

Tuesday, December 25, 2018

13 games I'm looking forward to playing in 2019

The 2018 version of this post I published earlier this year focused entirely on Switch games.

This year's version offers a bit more variety. Not only does it include a few 3DS titles, but it features some for Vita, too.

Are the games discussed below the only ones I'm looking forward to playing in 2019? Of course not. I can think of a few others--like Etrian Odyssey Nexus, the Switch port of Final Fantasy XII: The Zodiac Age, and even The Princess Guide--just off the top of my head.

Plus, there are still a bunch of 2018 releases I'm excited about sinking my teeth into over the next 12 months, such as Katamari Damacy Encore and Yo-kai Watch Blasters.



Animal Crossing (Switch)--It's appropriate that this 2019 release should come first in this alphabetically ordered post. The reason: it's probably the one I'm most looking forward to experiencing next year. I've long harped about the fact that I prefer the original Animal Crossing above all of its successors, but that doesn't mean I abhor those follow-ups. On the contrary, I put a ton of time into City Folk and New Leaf. I expect to become just as obsessed with this upcoming sequel after a copy of it is finally in my hands.

Chocobo's Mystery Dungeon: EVERY BUDDY! (Switch)--Something else I've trumpeted here and elsewhere for years: I adore the original version of this game. That would be Final Fantasy Fables: Chocobo's Dungeon, of course. In fact, I might go so far as to call it my favorite Wii game. As such, I'm absolutely champing at the bit to start my way through this enhanced remaster, which is hitting both digital and retail store shelves in Japan on March 20.



Destiny Connect (Switch)--When the folks at Nippon Ichi Software first pulled back the curtain on this PS4 and Switch RPG, I was of two minds about it. On the one hand, I loved that it harkened back to certain role-playing games from the late 1990s, like Sting's Evolution for the Sega Dreamcast. On the other hand, its art style looked like one that could be either delightful or dreadful in motion. Thankfully, the latest Destiny Connect trailer suggests the final product--due out (in Japan) on March 14--is more likely to fit the former, rather than the latter, description.

Dragon Quest Builders 2 (Switch)--Although I'm not even close to finishing the Switch port of the first Dragon Quest Builders, I devoted almost 20 hours to it in early 2018. And I previously put about 12 hours into the Vita iteration. You might think that would keep me from even thinking of wasting my money on this sequel (how could I when I've yet to complete the original?), but you'd be wrong. In fact, I can't wait to see how Dragon Quest Builders 2, erm, "builds" upon its predecessor. Here's hoping those improvements push me to play this one until I reach its end credits.



Dragon Quest XI S (Switch)--Full disclosure: I bought the Japanese 3DS version of Dragon Quest XI at launch. The cartridge has never left its beautifully covered case, however. So why am I picking up this long-in-the-works Switch port? Because I want to experience its sprawling adventure in English, for starters. Also, at this point, I'm far more likely to play a game on my Switch than I am to play one on my Japanese New 3DS.

The House in Fata Morgana (Vita)--I've heard nothing but praise in regard to this Novectacle-developed visual novel since an English PC version launched back in 2016. To be honest, that's about all I know about it--other than its supposedly intriguing tale spans a number of centuries, let alone decades or years. I'm always up for a good visual novel, though, so when Limited Run Games announced it was prepping a physical release of The House of Fata Morgana for Vita in early 2019, I decided I'd add it to my lengthy to-buy list. Seems like a worthy swan song for Sony's sadly ignored handheld, don't you think?



Kirby's Extra Epic Yarn (3DS)--Speaking of swan songs, it seems like this portable port of my absolute favorite Kirby game (yes, you read that correctly) may be just that for Nintendo's 3DS. Although I would've preferred to traipse through Extra Epic Yarn in the the run-up to the holiday--for whatever reason, I think of it as a Christmas-y game--I know without a doubt I'll play the hell out of it no matter when it's released in 2019. For more on why that is, read my post that compares the original Kirby's Epic Yarn with Donkey Kong Country Returns.

The Liar Princess and the Blind Prince (Switch)--You might assume I'd choose the Vita version of this puzzle-filled side-scroller over the Switch one. After all, I own similar Nippon Ichi titles like htoL#NiQ, A Rose in the Twilight, and Yomawari for Sony's put-out-to-pasture portable. To be honest, I'd probably make the opposite decision if NIS America sold boxed copies of the Vita release of The Liar Princess and the Blind Prince. Since that doesn't seem to be in the cards, I'll be getting the standard Switch iteration of the game.



Pokémon (Switch)--My most recent post lays out how Let's Go renewed my interest in the Pokémon series. I know that doesn't ensure I'll similarly love the next mainline game, due out sometime in 2019, but I'm planning to give it a shot anyway. I just hope I don't find its larger cast of characters and additional gameplay elements to be as overwhelming as I've found them in previous entries like Pokémon X.

Romancing SaGa 3 (Vita)--Here's another upcoming release that I probably should purchase for Switch rather than for Vita. But I've already got the Romancing SaGa 2 semi-remake that dropped in late 2017 taking up space on my precious Vita's home screen, so it seems only right that this similar reimagining of Romancing SaGa 3 would join it there. Assuming Square Enix bothers to publish a Vita version in English, of course. And if it doesn't? I may pick up both for Switch.



Umihara Kawase Fresh! (Switch)--Much like Destiny Connect, I've been on the fence about this title since it was revealed. In part that's because I thought early screenshots of it looked a bit too mobile-game-ish. It's also due to my rather ho-hum response to Sayonara Umihara Kawase. I'm still not sure I like the aesthetics of Umihara Kawase Fresh!, and I'm also not sure its gameplay will entice me the way earlier efforts--Umihara Kawase Shun being a notable example--have, but that won't keep me from adding it to my ever-growing pile of Switch games in 2019.

Work x Work (Switch)--If you follow me on Twitter, you may have seen me mention that I've owned a Japanese copy of this intriguing RPG since it came out in early October. Surprisingly (or not), I've yet to even pop its cart into my Switch. My goal is to do just that after the holidays, but don't let that fool you--it's extremely unlikely I'll play it long enough to finish it thanks to the language barrier. Which is why I'm desperately hoping someone announces a 2019 English release of Work x Work pronto.



Yo-kai Watch 3 (3DS)--To be totally honest, I'm not entirely sure why I pre-ordered this game as soon as I was allowed to do so. Although I had a great time with the first Yo-kai Watch, I completely passed on its sequel and spin-offs, I've been curious about Yo-kai Watch 3 since I learned it changes up the series' battles a good bit. Plus, it'll provide a nice excuse to put away my Switch and pull out my 3DS in early 2019.

Are you looking forward to playing any particular games in 2019? If so, let me know which ones in the comments section of this post.

Saturday, December 22, 2018

How Let's Go renewed my interest in Pokémon

When Pokémon: Let's Go was revealed earlier this year, I paid it no mind.

My lack of interest had nothing to do with me being too cool, hardcore, or even old, mind you. Instead, it had to do with my, erm, "complicated" relationship with this long-running series.

You see, although I've bought a lot of Pokémon games over the years, I've barely played--let alone completed--most of them.

A few cases in point: before Let's Go, the only Pokémon title I ever "beat" was Red. I got close with Black, but became distracted as I approached its finale. All the rest, though? Well, I put about seven hours into X, and maybe four into Diamond and Emerald. Meanwhile, my copies of SoulSilver, Black 2, and Moon all remain unopened and unexplored.



Now my initial shoulder-shrugging in regard to Let's Go makes a lot more sense, right?

The thing is, although I was frosty toward this Switch remake at first, I thawed on it shortly after copies finally hit stores. Why? Glowing word of mouth, to be frank. Plus, screens and video footage of the game made it look like a lot of fun.

So, after a bit of hemming and hawing, I handed 60 big ones to the evil superpower known as Amazon for a copy of Pokémon: Let's Go, Eevee! and then (impatiently) waited for it to arrive on my doorstep.



Based on all of the above, you might assume the first few minutes I spent with this title were the gaming equivalent of love at first sight. They weren't.

In fact, after putting about an hour into it, I was wondering what on earth I'd done in buying it. I found it boring and slow. Honestly, if I hadn't spent so much money on it, I would've popped its cartridge out of my Switch and never looked back. Because I did drop a wad of cash on it, though, I stuck with it. A few hours later, I was all but smitten.

I can't point out to you the exact moment when my opinion of Let's Go, Eevee! changed, sadly. All I know is that I began one play session with a yawn and ended it with a grin splashed across my face.



That grin stayed in place for most of the next 40 or so hours I spent with the game, too.

I "blame" its charming cast of characters--the eponymous monsters, especially--for most of the pain I endured as a result of that days-long smile-fest, by the way. What can I say? There's just something about how the original 151 Pokémon creatures are depicted here that makes me happy.

The same could be said about the new, Pokémon Go-ish capture mechanism. A lot of people despise it, I know. I adore it. In the past, I often found the "wear 'em down until they're just about to faint" aspect of this series' random encounters to be draining. That's no longer an issue here.



Also, combining that aspect with wild Pokémon that are visible on the overworld map makes progressing through the game a breeze.

Are those three components really enough to change someone's mind on this series? I can't speak for anyone else, but for me that's certainly been the case--much to my own surprise, I have to admit.

Will my renewed interest in all things Pokémon (or at least some things Pokémon) remain strong if the mainline game that follows in the footsteps of Let's Go in late 2019 drops either or both of these last two bullet points from the back of its brightly colored box? I honestly don't know.

I can assure you I'll approach it with an open mind, though. And who knows? Maybe I'll walk away from it 50 or so hours later (as I did after I finished Let's Go recently) feeling like I got my money's worth from the purchase--something I've rarely been able to say about Pokémon games.

Saturday, December 08, 2018

How to beat Black Bird's final boss in 'True' mode

If you're anything like me, your first few meetings with the final boss of Black Bird's "True" mode won't end in success.

Oh, hell, who am I kidding? If you're anything like me, your first, I don't know, 30 meetings with it won't end in success.

In fact, I put around 25 hours into this Onion Games release before I saw the credit roll in this mode. What changed? To be honest, I found and watched video footage of someone else fighting this shape-changing baddie that clued me into a few mistakes I was making.

If you're having a similarly difficult time toppling this Black Bird adversary and you're not sure why, the following tips should help.



1. Try your best to reach the boss while in the bird-ship's fully powered-up form. (It should look like mine does in the screenshot above. Also, it should shoot large, circular bullets straight ahead and launch homing missiles that look like little crows from the side.) Believe me when I say this will make the task ahead a lot easier than it'll be if you arrive on the scene without enough ammo.

2. If possible, don't use any bombs during the first two portions of the fight. Should that not be an option for you at this point, at least save a couple of them for the battle's third phase. (Need some specific advice here? Let me know in the comments section below and I'll do my best to help.)

3. Speaking of which, I pretty much always drop a couple of bombs during this brawl's third segment. You'll know you've reached it when feathers--or whatever they're supposed to be--begin to rain down from the top of the screen. It's possible to avoid even the ones this multi-faceted foe launches at you, of course, but doing so takes more skill than I currently possess. At any rate, unleashing a bomb just as this iteration of Black Bird's final boss attempts to pelt you with projectiles not only keeps you from being hit, but it also keeps you from losing your precious homing missiles. (Assuming you're still fully powered-up.)



4. Those of you who are used to Black Bird's "Normal" mode, or those of you who've yet to get past this portion of the "True" mode's last fight, are in for a bit of a surprise now. Not only isn't the scuffle over (as it would be if you were playing the game's easier setting), but it's got two more phases. Thankfully, the first is a breeze. All you need to do during it is avoid the green prisms that surround and then try to squeeze you. The only advice I can give you here is to stay still until the objects lock into position, then move in whatever direction is needed to avoid being pinched. Rinse and repeat until just one of those little buggers remains.

5. Enjoy that rather calm segment of Black Bird's final fight while it lasts, by the way. The fifth and final portion of this clash is the toughest and most chaotic one yet. Or it is until you realize it's not nearly as nightmarish as the game wants you to believe it is. Basically, you've got to deal with two different attack patterns this time around. During the first, the boss inhales a bunch of asteroids from the edges of the screen. Your focus here needs to be on avoiding those rotating, damage-dealing boulders. The only time you should change that tactic is when you lose your homing missiles. If you ever find yourself in that situation, go ahead and drop a bomb--assuming you have any in your arsenal. That should return you to fully powered-up status. And if you don't have any of those explosives? Shoot the green planetoids. They'll drop gems that will produce the same result.



6. The second attack pattern of this phase is the polar opposite of the first. Instead of inhaling objects from the edge of the screen, the boss spews them outward from the center of it. This is where most people freak a bit. I know I did early on. Don't follow in my footsteps. Instead, stick to one side of this many-staged adversary. When she unleashes her fury (you'll know it when you see it), stay close to the line of red "bullets" while shooting the other projectiles she sends your way. Oh, and only use bombs here if you absolutely need to do so. They won't help you power up, so save them for the first segment of the fight.

7. You'll cycle through these patterns until you've died or you've defeated the boss, so get comfortable. And make sure you aim at least some of your bullets at Black Bird's biggest baddie during this Groundhog Day-esque segment of the final battle. This is why it's so important to start the fight fully powered-up. The homing missile-bird thingies that come along with that allow you to pick away at the game's antagonist even when you're not facing her.



8. Fill "Amoris Nova" (apparently that's the name of this iteration of the last boss) with enough ammo and she'll finally explode--and in a fairly satisfying way, if I do say so myself. What's next? Why, the game's score-tally screen and credit roll-cum-ending sequence, of course. Congratulations!

9. One last thing: should you wind up with fewer than 25 million points, you won't see the game's true ending.

If you're struggling with that task, check out my post full of Black Bird tips, tricks, and tactics.

See also: 'Onion Games' Black Bird is the dark Fantasy Zone clone I didn't know I wanted or needed'

Wednesday, October 31, 2018

Onion Games' Black Bird is the dark Fantasy Zone clone I didn't know I wanted or needed

When Onion Games announced earlier this year that its next release--after the pair of mobile curiosities known as Dandy Dungeon and Million Onion Hotel--would be a PC and Switch shoot 'em up called Black Bird, I was nearly beside myself with excitement.

Not only did I thoroughly enjoy the time I spent with the aforementioned Dandy Dungeon in 2017, but I had similarly thrilling experiences with many of company founder Yoshiro Kimura's previous offerings--Chulip for PS2 and Little King's Story for Wii chief among them.



My enthusiasm for Black Bird waned a bit after seeing the game's first real trailer a few weeks ago. Not only did it look a little too close to Sega's Fantasy Zone for my liking, but it also looked a little too much like a bullet-hell shmup. (The only bullet-hell shmup that's tripped my trigger to date is the gay, smutty Sugar Shooter.)

So, I didn't buy the Switch version of Black Bird upon release as planned. And at that point, I wasn't sure I'd ever pick it up. A few days later, though, I apprehensively plopped down $20 on it anyway. Why? For starters, I'd been looking forward to it for so long that ignoring it seemed wrong. Plus, I felt like both Onion Games and Kimura deserved the benefit of the doubt. Neither has done me wrong yet, so why start second-guessing them now?

Boy, am I glad I went ahead with the purchase. In the 10 days since I bought Black Bird, I've put more than nine hours into it. That's quite an accomplishment when you consider the game has just four stages and its normal mode can be finished in about 20 minutes.



So why do I keep returning to it over and over again? Here are five reasons I'd say are as relevant as any:

Black Bird may be short, but it has a lot of depth--This game may not have a lot of raw content, but it makes up for that by having a lot of components. There are weapon upgrades. Combos. Collectible gems. Bombs. End-of-level bonuses. And they're all intertwined in a way that takes some time to understand. (Hell, I still haven't wrapped my head around a few of them--and I've played Black Bird for nearly 10 hours.) Given that, I actually think this game's brevity is a plus. It allows you to come to grips with its many elements without asking for too much of a commitment.

When everything "clicks," it feels like you've entered another plane of existence--OK, so maybe that's overstating things a bit. I don't think saying it's easy to "get into a zone" while playing Black Bird is hyperbolic, though. I often feel like I'm on autopilot--and I mean that in a good way--whenever I make another run at a high score. (And let there be no doubt: moving up the online leaderboard, and not reaching the end credits, is the focus here.) Is that due to its entrancing soundtrack? Maybe, but I think there's more to it than that, too--like all of the mesmerizing details that are crammed into each level and the sheer number of enemies and projectiles that careen around the screen at any given moment.



Black Bird's amazing soundtrack is like an extension of its gameplay--Don't take that the wrong way; the music here isn't interactive like it is in, say, ASCII's Otocky for the Famicom. Still, Black Bird's gameplay and soundtrack feel intertwined in a way that's unique and unusual for the medium. Even if that weren't the case, though, the tunes here would be well worth trumpeting. Besides the poppy, Beatles-esque theme song, they're so otherworldly vaudevillian they'd surely make Danny Elfman proud.

Some of the enemy designs in this game are so cute I almost feel bad shooting them to smithereens--The key word here is "almost." After all, they'll gleefully gun you down if given the chance. Still, there's no denying most of them are downright adorable. I especially like the ones that bob around the screen with colorful balloons tied around their waists. (I'm also pretty fond of "Aspara-san," who is part asparagus, part rocket, and mumbles "let's kill something" as he launches himself into the air.)



I appreciate that Black Bird's story is bleak--Or at least it seems to be bleak. You see, Black Bird's story is told through painfully short between-stage vignettes that feature no words or voices. (Aside from the occasional exclamation or guffaw, that is.) Still, those bits and pieces make it clear this is no childish fairy tale. A case in point: the game begins with a little girl falling over dead on the street as people pass by without missing a step. After an old man pokes her corpse with a cane, she transforms into the eponymous fowl.

Clearly I'm in love with this peculiar, pint-sized shoot 'em up. That doesn't mean I think everybody will feel the same way about it. If you're not a big fan of the genre, you may not get your money's worth from Black Bird--especially given its $20 price tag. Those of you who fall head over heels for shmups, though, should download it to your system of choice (PC or Switch) as soon as you have the funds.

Wednesday, October 03, 2018

Six 'seasonally appropriate' games I'm planning to play in the lead-up to Halloween

I've already completed a pair of Halloween-ish games in recent weeks: Creeping Terror for 3DS and Undertale for Switch.

They'll soon be joined by the following sextet of spooktacular titles, all of which I hope to play between now and All Hallows' Eve.

I can't promise I'll finish all of the games discussed below, mind you. I will start them, though, and then put as much time into them as I can before the calendar flips over to November.

Avenging Spirit (GameBoy)--If you're a bit of a Japanophile like I am, you may know this game as Phantasm rather than Avenging Spirit. You also probably know it's fairly well regarded by people who've played either version. That makes a lot of sense once you're clued in to its premise. A group of mobsters kidnap your girlfriend and then kill you. Now you're a ghost. A ghost that can possess other people. Make use of that unfortunately acquired skill to track down your lover and take revenge on the thugs who took your life. It's all quite thrilling--or at least that's how I'd describe the few minutes I've put into Avenging Spirit here and there--if not entirely "seasonally appropriate."

Avenging Spirit for GameBoy

Death Mark (Switch)--I first became aware of this horror-themed visual novel when it was released (in Japan) for the Vita last summer. At the time, I didn't even know what kind of game it was--all I cared about was its stunning box art. So when the news broke a few months ago that a localized version of Death Mark would hit Western store shelves in time for Halloween, I almost fainted. Sadly, publisher Aksys Games switched out the Japanese release's cover illustration for one that's a bit more "by the numbers." Oh, well, I'm still excited to see how it compares to the other VNs I've played so far.

Dark Souls Remastered (Switch)--I thought I knew what I was getting myself into when I fired up this game's network test a couple of weekends ago. Boy, was I wrong. Not that I'm complaining; I actually enjoyed it--even if I did die innumerable times, and even if I did find it sort of suffocating. I will admit that this bite-sized portion of Dark Souls Remastered stumped me now and then, but I figured things out eventually thanks to a bit of internet sleuthing. Something else I'll admit: I'm still not sure this is my kind of game. I'm going to give it a go anyway, though, because I'd rather try it and hate it than ignore it and wonder "what if?"

Luigi's Mansion (3DS)--The original Luigi's Mansion is another one of those games that I've "always meant to play." Or maybe I should say I've always meant to play it for more than 30 minutes or so--because that's about the longest I've spent with it to date. I blame that appalling lack of attention on my nearly decade-long disinterest in playing games while tethered to a TV. This 3DS port of the game should solve at least part of that problem. Hopefully it'll solve the other part, too; in other words, hopefully I'll actually finish it this time around.

Magical Chase for PC Engine

Magical Chase (PC Engine)--What I'm about to say may shock some of you: I've never been the biggest fan of this Quest-made shoot 'em up from 1991. Admittedly, it's likely my feelings on the game have been colored by the astronomical prices that tend to be attached to copies these days. That's not all of it, though. I'm also not too keen on what I see as Magical Chase's discordant theme. I mean, your "ship" is a broom-riding witch--why do you fly it through bright and colorful environments that look nothing like the creepy locales typically associated with such beings? Still, as much as I wish it were a little more like Cotton, I can appreciate its designers' attempts at creating something different. I'll try to remember that during this latest playthrough.

Super Mario Land 2 (GameBoy)--OK, so Super Mario Land 2 isn't exactly a Halloween-esque game through and through. It does feature a "zone" that fits the season at hand, though--or so I've been told. I can't say so myself, because I'm a Super Mario Land 2 virgin. (Gasp!) Of course, this isn't the first time I've suggested I was going to start my way through this title, though it will be my last. Why? Because I've already bought it (via the 3DS eShop). Here's hoping it's only a matter of time before I reach the "Pumpkin Zone" alluded to earlier.

Are you planning--or hoping--to play any spooky or scary games in the lead-up to October 31? If so, which ones?

Friday, September 14, 2018

Seven game announcements from yesterday's Nintendo Direct that made me grin from ear to ear

I don't know about you, but I was far from thrilled by the E3 2018 Nintendo Direct.

Don't get me wrong, I loved seeing Fire Emblem: Three Houses in action. (Finally!) The footage of Daemon X Machina showcased during the above-mentioned presentation similarly blew me away. I'm not much of a Pokémon or Super Smash Bros. fan, though, which probably explains my lack of enthusiasm toward the company's most recent E3 extravaganza.

The latest Nintendo Direct, though--the one that went live yesterday? That was my jam.

I approached it assuming I'd get a fresh glimpse of the Yoshi Switch game that was revealed over a year ago as well as new details on titles like Pokémon: Let's Go, Super Smash Bros. Ultimate, and the upcoming Luigi's Mansion remake for 3DS. Oh, I knew that wouldn't be the full extent of this broadcast, but I also didn't think it would offer up much else--especially in terms of reveals that would wow me.

Boy, was I wrong. Not only did almost all of the following announcements came out of nowhere for me (the Animal Crossing and Katamari Damacy ones were rumored in the days and even hours leading up to the Direct's drop), but they also thrilled me to pieces. Keep reading to learn why.


A new Animal Crossing is coming to Switch in 2019--Given the earth-shattering sales of previous portable entries in this long-running series of "slow living" games, a Switch entry was the definition of a no-brainer. Still, many thought Animal Crossing would hit the system sometime in 2018, so its absence until now has made some of those folks (including myself) antsy. All is forgotten and forgiven with yesterday's news that the game is coming in 2019, right? Not quite, but it's a start. And, really, I put hundreds of hours into the Animal Crossing release most consider the worst (City Folk), so it's safe to say I'll be singing a decidedly positive tune by the time this next one is plopped onto actual and virtual store shelves in the coming 12 or so months.


All of the Final Fantasy love--You might think the news that both Final Fantasy Crystal Chronicles and Final Fantasy XV Pocket Edition HD are Switch-bound would've prepared me for the news that a bunch of other Final Fantasy games are coming to Nintendo's hybrid system, too. Nope, it didn't. When World of Final Fantasy Maxima was revealed, I responded with a pleasantly surprised, "oh!" I was unable to produce sound when Chocobo's Mystery Dungeon EVERY BUDDY! popped up, though, and the same was true when Final Fantasy XII: The Zodiac Age waltzed onto the screen. Admittedly, I'm more than a bit bummed that almost all of the above seem to be digital-only releases (Final Fantasy XII is the only exception, according to word on the street), but I'm going to buy them anyway.


Katamari Damacy Reroll--I'm a firm believer that everyone could use some Katamari Damacy in their life. This Keita Takahashi-created series is so colorful, energetic, and wacky--not to mention fun--I'm sure it would make even the biggest sourpuss grin like the Cheshire Cat. (But, you know, in a less creepy fashion.) I do wish this release included a remaster of We Love Katamari as well as the first Katamari Damacy title, but Bandai Namco's probably planning to sell it separately. And you know what? I'll purchase it, too--as long as Reroll proves to be a solid effort.


Kirby's Extra Epic Yarn--I don't know how many of you are aware of this, but I adore Kirby's Epic Yarn. In fact, I love it so much I named it my favorite game of 2010. As such, I was beyond bowled over when it dawned on me that I'll soon be able to play an enhanced version of it on my 3DS. I'm sure a lot of people would prefer to see this on the Switch, but I think the 3DS is the perfect place for it. It'll fit right in with Poochy & Yoshi's Woolly World and Hey! Pikmin, wouldn't you agree?


Luigi's Mansion 3--Although I can't say I was shocked to learn during yesterday's Nintendo Direct that the company is prepping a third Luigi's Mansion title, I was shocked to hear--and see--that it's so far along. Something else that shocked me: some folks are calling it ugly. Did we watch the same footage? I mean, sure, it's not the absolute best-looking game I've ever laid eyes on, but the same could be said of other Switch standouts like Super Mario Odyssey and The Legend of Zelda: Breath of the Wild. At any rate, I can't wait to get my hands on Luigi's Mansion 3--even if nothing changes about its graphics between now and whenever it releases in 2019.


Town--Talk about "out of nowhere." Did anyone see this coming--a Switch RPG from Game Freak that doesn't have Pokémon in its name? That's a big plus as far as I'm concerned, though I know not everyone will feel the same way. Of course, I tend to love the company's weird side projects--see HarmoKnight and my favorite 3DS game ever, Pocket Card Jockey--so I guess you could say I was destined to at least like this one, too. My only concern at the moment is that Town's likely to be a digital-only release. Which is fine in many respects (it likely means it'll be cheaper than your typical "boxed" game, for instance), but also suggests it may not have as much content as a retail offering.


Yoshi's Crafted World--First things first: I think this game's name is disappointingly lazy. That said, maybe the person or people who came up with it want it to remind people of the last Yoshi title, Woolly World? Whatever the case may be, all I really care about is how Crafted World plays, looks, and sounds (and in that very order, too). I obviously can't say how it plays, though the footage shown off yesterday certainly makes it seem like a worthwhile platformer. I can, however, say it looks quite wonderful. For me, the aesthetic is just different enough from Woolly World's to be completely enticing. Should the soundtrack live up to the gameplay and visuals, Yoshi's Crafted World should be a feast for the eyes, ears, and, well, fingers.

Did you watch yesterday's Nintendo Direct broadcast? If so, what did you consider to be the stand-out game announcements? Which ones thrilled--or even disappointed--you the most?

See also: the Japanese version of yesterday's Nintendo Direct