OK, so I'm sure I could think of at least a few other PS4 games that make me wish I owned Sony's latest console. At the moment, though, Birthdays is the only one that's coming to mind. (And, yes, this is despite the fact that Yasuhiro Wada's last game, Hometown Story, was quite a turd.)
What is Birthdays, you ask? Based on the handful of screenshots that've been released so far and the trailer found below, I'd describe it as being a thoroughly Japanese mix of Minecraft and an old SNES game called E.V.O.: Search for Eden.
According to one of the first English reports about this PS4 title, which will be published in its home country by Arc System Works, it "lets players create, steadily evolve and develop environments on new lands where living things are born."
The current plan is for it to hit the streets of Japan in early 2017. Apparently European and North American PS4 owners will get their hands on it shortly after that, as NIS America's already decided to localize Birthdays for those regions. (Here's hoping they keep the original name and logo.)
How about all of you wonderful folks? Are any of you also chomping at the bit to sink your teeth into Birthdays?
Showing posts with label Yasuhiro Wada. Show all posts
Showing posts with label Yasuhiro Wada. Show all posts
Thursday, August 25, 2016
Friday, December 26, 2014
Santa Claus brought me a copy of Harvest Moon: The Lost Valley, and I'm going to play it despite shidoshi's warnings against it
I've been curious about Natsume's homegrown take on the ages-old Harvest Moon series since it was announced earlier this year.
There were all sorts of reasons even then to give this recently released 3DS game a pass, with the Nintendo 64-esque visuals and the fact that it was being made internally rather than by series creator Yasuhiro Wada and the folks at Marvelous being the most noteworthy.
Still, I wanted it. So, I included it on my birthday wish list--and then, when I failed to get it for my birthday (I got Theatrhythm Final Fantasy: Curtain Call instead), I moved it over to my Christmas wish list.
Considering it was the only game I named on said list, I really shouldn't have been surprised to find it was among the Christmas gifts my parents sent to me, but I was.
Sadly, but not shockingly, I've yet to even start The Lost Valley. That's mainly because I'm still busying myself with three of the games mentioned in my last post (Fantasy Life, Slime MoriMori Dragon Quest 3 and Woah Dave!), but I'm planning to dial back my playtime with those titles over the next few days so I can find for myself if Natsume's effort is as crappy as everyone--including my podcast mate, shidoshi--says it is, or if it has even a couple of redeemable qualities.
I'll let you know either way in my next installment of "Shall We Do It?" In the meantime, are any of you playing Harvest Moon: The Lost Valley? If so, what do you think about it?
There were all sorts of reasons even then to give this recently released 3DS game a pass, with the Nintendo 64-esque visuals and the fact that it was being made internally rather than by series creator Yasuhiro Wada and the folks at Marvelous being the most noteworthy.
Still, I wanted it. So, I included it on my birthday wish list--and then, when I failed to get it for my birthday (I got Theatrhythm Final Fantasy: Curtain Call instead), I moved it over to my Christmas wish list.
Sadly, but not shockingly, I've yet to even start The Lost Valley. That's mainly because I'm still busying myself with three of the games mentioned in my last post (Fantasy Life, Slime MoriMori Dragon Quest 3 and Woah Dave!), but I'm planning to dial back my playtime with those titles over the next few days so I can find for myself if Natsume's effort is as crappy as everyone--including my podcast mate, shidoshi--says it is, or if it has even a couple of redeemable qualities.
I'll let you know either way in my next installment of "Shall We Do It?" In the meantime, are any of you playing Harvest Moon: The Lost Valley? If so, what do you think about it?
Wednesday, October 22, 2014
FYI: I'm still pretty darn keen on Harvest Moon: The Lost Valley (3DS)
Actually, I'm now more interested in this upcoming 3DS title than I was previously thanks to the trailer that can be viewed below.
Sure, the game still looks like an old Nintendo 64 or PlayStation game, but that's a big part of its appeal, in my humble opinion.
Also, I just think the Minecraft-esque gameplay that's been crammed into this iteration of the long-running series--which was made by the folks at Natsume rather than by creator Yasuhiro Wada and his crew at Marvelous--looks like a lot of fun.
Are any of you also planning to pick up The Lost Valley after it hits the streets (and eShop) of North America on Nov. 4 or after it finally makes its way to Europe?
Sure, the game still looks like an old Nintendo 64 or PlayStation game, but that's a big part of its appeal, in my humble opinion.
Also, I just think the Minecraft-esque gameplay that's been crammed into this iteration of the long-running series--which was made by the folks at Natsume rather than by creator Yasuhiro Wada and his crew at Marvelous--looks like a lot of fun.
Are any of you also planning to pick up The Lost Valley after it hits the streets (and eShop) of North America on Nov. 4 or after it finally makes its way to Europe?
Labels:
3DS,
Harvest Moon,
Marvelous,
Minecraft,
Natsume,
The Lost Valley,
trailers,
upcoming releases,
Yasuhiro Wada
Wednesday, June 18, 2014
I have a feeling The Lost Valley may be my first Harvest Moon game
This may surprise some of you who haven't heard me talk about it previously (such as on the most recent installment of The Nichiest Podcast Ever), but I've never played a Harvest Moon game--despite the fact that the decades-old series of adorable "life sims" would seem to be right up my alley for all sorts of reasons.
My short explanation for this admittedly embarrassing gaffe is that I ignored the first few titles for reasons I no longer can remember and after that I quickly became overwhelmed by the myriad options (and sequels) the series presented to me.
I'm starting to get the feeling, though, that Harvest Moon: The Lost Valley, the upcoming 3DS iteration that's being made internally by long-time North American publisher Natsume and not series creator Yasuhiro Wada (who helmed the Bokujō Monogatari title that will be released here as Story of Seasons later this year), may be the game that finally introduces me to the Harvest Moon world.
Why? Because I really like this version's low-poly art style--which can be seen throughout The Lost Valley's first trailer, above--for starters. I also like its seemingly Minecraft-inspired elements.
What do all of you think of this divisive 3DS game? Are you interested in it, too, or will you be passing on it--possibly so you can pick up Story of Seasons instead?
(Via tinycartridge.com)
My short explanation for this admittedly embarrassing gaffe is that I ignored the first few titles for reasons I no longer can remember and after that I quickly became overwhelmed by the myriad options (and sequels) the series presented to me.
I'm starting to get the feeling, though, that Harvest Moon: The Lost Valley, the upcoming 3DS iteration that's being made internally by long-time North American publisher Natsume and not series creator Yasuhiro Wada (who helmed the Bokujō Monogatari title that will be released here as Story of Seasons later this year), may be the game that finally introduces me to the Harvest Moon world.
Why? Because I really like this version's low-poly art style--which can be seen throughout The Lost Valley's first trailer, above--for starters. I also like its seemingly Minecraft-inspired elements.
What do all of you think of this divisive 3DS game? Are you interested in it, too, or will you be passing on it--possibly so you can pick up Story of Seasons instead?
(Via tinycartridge.com)
Wednesday, January 29, 2014
Shall We Do It? (A Link Between Worlds, Hometown Story and Puyo Puyo Tetris demo)
Hey, I'm actually publishing another of these "Shall We Do It?" posts. Who would've thunk it, eh? Especially given my propensity to introduce columns with tongue-in-cheek titles that I return to only sporadically.
Well, screw history. For the time being, at least, I'm really enjoying writing these posts. Plus, they're seemingly giving me that extra push that's sometimes needed for me to sit down and actually play the games I buy.
With all of that out of the way, why don't I get to some of my experiences with those aforementioned games?
I may as well begin with the game that captured the bulk of my attention over the last week and a half or so--The Legend of Zelda: A Link Between Worlds for the 3DS.
I'm about 15 or so hours into A Link Between Worlds now and, boy, does it have me by the balls. I love nearly every aspect of it--from the crisp controls, to the "it's amazing how pretty they are in motion" graphics, to the triumphant soundtrack, to the satisfyingly unique feature that allows Link to turn into a piece of graffiti so he can scamper along walls and shimmy through cracks.
I even love the title's open-endedness--despite the fact that it's prompted me to turn to GameFAQs more times than I'd like to admit (because I'm completely stumped as to where I should go or what I should do next).
My absolute favorite aspect of this portable adventure so far: traipsing through Hyrule's fabulously malignant flip side, Lorule. It's both beautiful and a bit creepy, plus its denizens really mean business (especially in comparison to most of the pushovers that populate the sunnier side of Link's habitat).
Thankfully, I have a feeling I'll be exploring Lorule (and Hyrule) for a few more hours yet, as I've only completed what I believe to be just over half of the latter area's dungeons.
Anyway, as much as I'm loving A Link Between Worlds, it isn't the only game I'm playing at the moment. One of the others: Hometown Story.
Last time I mentioned this title, made by Harvest Moon's Yasuhiro Wada, I confessed to being a bit torn about it. On the one hand, I rather like how it looks--although some are sure to find it just a bit too twee--and I really like its 1990s-esque soundtrack, but the gameplay ... well, let's just say I'm still on the fence about it (and that I'm currently leaning toward the "it's not quite my bag" side of things).
Although Hometown Story's main gameplay "hook," which revolves around running a shop in a quaint if somewhat creepily empty town, grew on me a bit during the hour and a half I spent with the title over the weekend (I've now played it for just over two hours), it still seems more tedious than fun.
Don't get me wrong, I like that I'll be able to change the decor of my shop over time as well as expand its size, which will allow me to sell an increasingly diverse selection of goods to the town's citizenry, but I really can't see either of those things doing much to enhance the appeal of the title's core gameplay.
In the end, the gist of Hometown Story seems to be: stock shelves, sell items, buy more inventory, stock shelves, sell items, buy more inventory--lather, rinse, repeat. If that sounds fun to you, you may just get a kick out of this Natsume-published release, but I'd be hard pressed to say I'm "enjoying" it at the moment.
Still, I'm not quite ready to give up on it, so expect me to keep plugging away at it for a little while longer--and look for me to give it at least a passing mention in the next one or two "Shall We Do It?" posts, too.
Last, but not least, I downloaded the Puyo Puyo Tetris demo from the Japanese 3DS eShop late last week and gave it a whirl.
I've felt a roller coaster of emotions about this upcoming 3DS release--first feeling excited about the possibility of playing a game that includes two of my favorite puzzlers, Puyo Puyo and Tetris, then feeling disheartened after the first screenshots were released and revealed it would use the same boring art style the series has utilized since 2004's Puyo Puyo Fever.
How do I feel after playing a few rounds of the just-released (in Japan, sorry) demo? Somewhere in the middle of the two above-mentioned extremes, I guess. On the positive side, Puyo Puyo Tetris feels really good. Also, I found it surprisingly fun to be able to choose to play either Puyo Puyo or Tetris against my AI-controlled opponent (who also could choose either Puyo Puyo or Tetris). Finally, I have to admit that, in action, this title's art style is more appealing than I originally considered it to be, although I still vastly prefer the old Puyo Puyo style to it.
As for the demo's negative attributes: actually, I don't have any to share, other than all of the positives mentioned above failed to sway me to purchase the retail release that'll hit store shelves in Japan in early February.
That said, I think it's possible I'll break down and buy it at some point in the future--although not until I've gotten my money's worth out of a few other 3DS puzzlers I've picked up (or pre-ordered) in recent months, including Kumamon ★ Bomber Puzzle de Kumamon Taisou and Touch Detective: Funghi's Big Breed.
See also: 'Shall We Do It? (Attack of the Friday Monsters, Bravely Default demo, Hometown Story and more)'
Well, screw history. For the time being, at least, I'm really enjoying writing these posts. Plus, they're seemingly giving me that extra push that's sometimes needed for me to sit down and actually play the games I buy.
With all of that out of the way, why don't I get to some of my experiences with those aforementioned games?
I may as well begin with the game that captured the bulk of my attention over the last week and a half or so--The Legend of Zelda: A Link Between Worlds for the 3DS.
I'm about 15 or so hours into A Link Between Worlds now and, boy, does it have me by the balls. I love nearly every aspect of it--from the crisp controls, to the "it's amazing how pretty they are in motion" graphics, to the triumphant soundtrack, to the satisfyingly unique feature that allows Link to turn into a piece of graffiti so he can scamper along walls and shimmy through cracks.
I even love the title's open-endedness--despite the fact that it's prompted me to turn to GameFAQs more times than I'd like to admit (because I'm completely stumped as to where I should go or what I should do next).
My absolute favorite aspect of this portable adventure so far: traipsing through Hyrule's fabulously malignant flip side, Lorule. It's both beautiful and a bit creepy, plus its denizens really mean business (especially in comparison to most of the pushovers that populate the sunnier side of Link's habitat).
Thankfully, I have a feeling I'll be exploring Lorule (and Hyrule) for a few more hours yet, as I've only completed what I believe to be just over half of the latter area's dungeons.
Anyway, as much as I'm loving A Link Between Worlds, it isn't the only game I'm playing at the moment. One of the others: Hometown Story.
Last time I mentioned this title, made by Harvest Moon's Yasuhiro Wada, I confessed to being a bit torn about it. On the one hand, I rather like how it looks--although some are sure to find it just a bit too twee--and I really like its 1990s-esque soundtrack, but the gameplay ... well, let's just say I'm still on the fence about it (and that I'm currently leaning toward the "it's not quite my bag" side of things).
Although Hometown Story's main gameplay "hook," which revolves around running a shop in a quaint if somewhat creepily empty town, grew on me a bit during the hour and a half I spent with the title over the weekend (I've now played it for just over two hours), it still seems more tedious than fun.
Don't get me wrong, I like that I'll be able to change the decor of my shop over time as well as expand its size, which will allow me to sell an increasingly diverse selection of goods to the town's citizenry, but I really can't see either of those things doing much to enhance the appeal of the title's core gameplay.
In the end, the gist of Hometown Story seems to be: stock shelves, sell items, buy more inventory, stock shelves, sell items, buy more inventory--lather, rinse, repeat. If that sounds fun to you, you may just get a kick out of this Natsume-published release, but I'd be hard pressed to say I'm "enjoying" it at the moment.
Still, I'm not quite ready to give up on it, so expect me to keep plugging away at it for a little while longer--and look for me to give it at least a passing mention in the next one or two "Shall We Do It?" posts, too.
Last, but not least, I downloaded the Puyo Puyo Tetris demo from the Japanese 3DS eShop late last week and gave it a whirl.
I've felt a roller coaster of emotions about this upcoming 3DS release--first feeling excited about the possibility of playing a game that includes two of my favorite puzzlers, Puyo Puyo and Tetris, then feeling disheartened after the first screenshots were released and revealed it would use the same boring art style the series has utilized since 2004's Puyo Puyo Fever.
How do I feel after playing a few rounds of the just-released (in Japan, sorry) demo? Somewhere in the middle of the two above-mentioned extremes, I guess. On the positive side, Puyo Puyo Tetris feels really good. Also, I found it surprisingly fun to be able to choose to play either Puyo Puyo or Tetris against my AI-controlled opponent (who also could choose either Puyo Puyo or Tetris). Finally, I have to admit that, in action, this title's art style is more appealing than I originally considered it to be, although I still vastly prefer the old Puyo Puyo style to it.
As for the demo's negative attributes: actually, I don't have any to share, other than all of the positives mentioned above failed to sway me to purchase the retail release that'll hit store shelves in Japan in early February.
That said, I think it's possible I'll break down and buy it at some point in the future--although not until I've gotten my money's worth out of a few other 3DS puzzlers I've picked up (or pre-ordered) in recent months, including Kumamon ★ Bomber Puzzle de Kumamon Taisou and Touch Detective: Funghi's Big Breed.
See also: 'Shall We Do It? (Attack of the Friday Monsters, Bravely Default demo, Hometown Story and more)'
Friday, October 04, 2013
Let's Play: 'Which Box Art is Better?' (Hometown Story edition)
When it comes to the systems that I already own and actually play (i.e., the 3DS), there are only a few games I'm looking to pick up between now and the end of the year.
One of them is Pokémon X. Another is Hometown Story, the adorable-looking life-simulation game made by Harvest Moon creator Yasuhiro Wada.
I've had the latter pre-ordered since Amazon first allowed me to do so a month or two ago, and I absolutely can't wait for it to arrive on my doorstep sometime between Oct. 22 (when it's due to be released in North America) and the end of the month.
In the meantime, I thought it might be nice to devote a "Which Box Art is Better?" post to this title--especially since the cover art for the Japanese version (releasing on Dec. 12) finally found its way onto the Internet yesterday.
Speaking of the Japanese version's box art, here it is:
And here is its North American counterpart:
Sadly, I've yet to come across the European iteration's cover art. Of course, the game doesn't have a solid release date in that region yet (just "Q1 2014"), so maybe that's why.
Anyway, which piece of box art do you like best?
Me, I like both of them--although if I were forced to say I preferred one over the other, I'd probably go with the Japanese option. I like that it's less cluttered than the North American one (which has far too many logos and call-outs) and I also like its central illustration is softer and more focused.
Buy: Hometown Story
One of them is Pokémon X. Another is Hometown Story, the adorable-looking life-simulation game made by Harvest Moon creator Yasuhiro Wada.
I've had the latter pre-ordered since Amazon first allowed me to do so a month or two ago, and I absolutely can't wait for it to arrive on my doorstep sometime between Oct. 22 (when it's due to be released in North America) and the end of the month.
In the meantime, I thought it might be nice to devote a "Which Box Art is Better?" post to this title--especially since the cover art for the Japanese version (releasing on Dec. 12) finally found its way onto the Internet yesterday.
Speaking of the Japanese version's box art, here it is:
And here is its North American counterpart:
Sadly, I've yet to come across the European iteration's cover art. Of course, the game doesn't have a solid release date in that region yet (just "Q1 2014"), so maybe that's why.
Anyway, which piece of box art do you like best?
Me, I like both of them--although if I were forced to say I preferred one over the other, I'd probably go with the Japanese option. I like that it's less cluttered than the North American one (which has far too many logos and call-outs) and I also like its central illustration is softer and more focused.
Buy: Hometown Story
Wednesday, August 24, 2011
So, I was all set to say that the Vita had moved up a few spots on my gaming wish list thanks to the announcement of a Little King's Story sequel ...
... and then I read (last night, via andriasang.com) that the game--whose Japanese name translates to something like, The King, The Demon King and the Seven Princesses: New Little King's Story--will feature "new visual stylings for its characters."
OK, I immediately thought to myself, maybe that just means the game will be even prettier than its Wii-based predecessor. Like, maybe it'll be in HD or something.
Then I read another post (this morning) on andrisang.com that said: "While the Wii version had cute 'super deformed' style characters, the Vita characters have more realistic proportions."
As if that weren't bad enough, it's currently unknown as to whether or not Yasuhiro Wada or Yoshiro Kimura, executive producer and producer/ director of the original Little King's Story, respectively, are at all involved in the development of the sequel.
Don't worry, Sony fanboys and fangirls, even if New Little King's Story ends up being the gaming equivalent of a steaming pile of dog poo, I'll probably still get a Vita at some point in the future--especially since the folks who made last year's critically acclaimed DS title, 999: Nine Hours, Nine Persons, Nine Doors, are working on a similar game for the Sony's PSP successor (as well as the 3DS).
The game, called Gyokugen Dasshutsu Adv: Zennin Shiboudes (aka Extreme Escape Adventure: Good People Die), will be a "game of betrayal," according to developer Chunsoft, and will feature nine people who must escape from a warehouse in which they're trapped.
For more information about Extreme Escape Adventure: Good People Die, check out this post over at andriasang.com.
OK, I immediately thought to myself, maybe that just means the game will be even prettier than its Wii-based predecessor. Like, maybe it'll be in HD or something.
Don't expect to see such cute characters in New Little King's Story.
Then I read another post (this morning) on andrisang.com that said: "While the Wii version had cute 'super deformed' style characters, the Vita characters have more realistic proportions."
As if that weren't bad enough, it's currently unknown as to whether or not Yasuhiro Wada or Yoshiro Kimura, executive producer and producer/ director of the original Little King's Story, respectively, are at all involved in the development of the sequel.
Don't worry, Sony fanboys and fangirls, even if New Little King's Story ends up being the gaming equivalent of a steaming pile of dog poo, I'll probably still get a Vita at some point in the future--especially since the folks who made last year's critically acclaimed DS title, 999: Nine Hours, Nine Persons, Nine Doors, are working on a similar game for the Sony's PSP successor (as well as the 3DS).
The cast of Extreme Escape Adventure: Good People Die.
The game, called Gyokugen Dasshutsu Adv: Zennin Shiboudes (aka Extreme Escape Adventure: Good People Die), will be a "game of betrayal," according to developer Chunsoft, and will feature nine people who must escape from a warehouse in which they're trapped.
For more information about Extreme Escape Adventure: Good People Die, check out this post over at andriasang.com.
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