Showing posts with label Torneko no Daiboken. Show all posts
Showing posts with label Torneko no Daiboken. Show all posts

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 DungeonTorneko 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?

Friday, December 27, 2013

Five favorites: Super Famicom box art

After publishing this post about five of my favorite pieces of Japanese GameBoy Advance box art, a commenter named Jin suggested I write a similar post about Super Famicom cover art.

Well, here it is. Or maybe I should say "here's the first one," as a second is likely to follow tomorrow or the next day.

Regardless, here are five of my favorite pieces of Super Famicom box art (in random, rather than alphabetical, order):


Parodius Da!--One of the best pieces of Parodius box art produced so far, if you ask me. Also one of the most colorful illustrations to grace the cover of a Super Famicom game. As such, it clearly deserves a spot on this list--and in my games collection, at some future point in time.


Torneko no Daibōken: Fushigi no Dungeon--More proof that sometimes simple cover art is the best. It helps, of course, that the centerpiece of this example is both humorous and appealing and that its logo has a bit more character than your average Super Famicom game.



Final Fantasy VI--If I were to concoct a number of these posts, I'd include the box art created for Final Fantasy IV and V, too, but since I'm only publishing a pair of them, I'm limiting myself to just one piece of 16-bit Final Fantasy box art. In that case, I have to go with Final Fantasy VI's, which in my opinion is about the closest video game cover imagery has gotten to "fine art."


Sutte Hakkun--Not as fabulous or as intricately designed as the cover art above and below, but this one brings a bit of old-school whimsy to the proceedings, don't you think? Plus, it features a rainbow, which always earns a positive nod from yours truly.


Seiken Densetsu 2--Easily one of my all-time favorite games, and also one of my all-time favorite game covers. Rarely has box art for any system--before the Super Famicom or after--ever looked so majestic, in my estimation.

See also: my five favorite pieces of Japanese GBA box art

Thursday, January 24, 2013

Five favorites: non-Enix, non-Nintendo, non-Squaresoft Super Famicom games

Well, well, well. Here we are again.

Why am I continuing this crazy series? I don't know, to tell you the truth. I guess I just like writing and publishing weird blog posts.

Anyway, as you hopefully can tell by reading the header above, this particular "five favorites" post is going to focus on five of my favorite non-Enix, non-Nintendo, non-Squaresoft Super Famicom games.

I know I could have (and maybe even should have) kept myself from including Super Famicom games made by Capcom, Konami and even Taito, but the fact is that I'm less of a fan of their 16-bit releases than I am of their 8-bit ones. So, I decided to allow them here.

Anyway, enough of my yammering. Here are five non-Enix, non-Nintendo, non-Squaresoft Super Famicom games that are among my favorites for Nintendo's second console:


1. Ace wo Nerae!--I'm guessing a good number of you will skip right past this selection because it's a tennis game. I understand that, but I have to say it's a shame. This is a top-tier tennis game, in my humble opinion, and well worth trying if you're at all into the sport. The main reason? Makers Telenet Japan make good use of the Super Famicom's famed "Mode 7" capabilities (as well as a special DSP chip, I believe) to produce a surprisingly successful three-dimensional tennis title. Sure, it's a bit awkward at first, but give it a few minutes and it feels great.


2. Kiki Kaikai: Nazo no Kuro Manto--Although it was renamed Pocky & Rocky when it was readied for North American release, this top-down, forced-scrolling shmup would be a favorite of mine no matter what developers (and publishers) Natsume decided to call it. Admittedly, that's partially due to the fact that this is one gorgeous game (one of the prettiest to grace the Super Famicom/SNES, if you ask me), but it's also due to the fact that it controls like a dream.


3. Sanrio World Smash Ball--I know I've written about this syrupy sweet game, cobbled together by the folks at Tomcat System, at least once before, but I'm mentioning it again because it is, simply put, one of the best pick-up-and-play carts available for this particular system. Gamers who have hearts of stone are sure to point out that this Character Soft-published title is little more than a pixelated take on air hockey that's been gussied up with the Sanrio crew, but what's wrong with that? All that matters in the end is whether or not the final product is a joy to play, and this one is (in spades).