Showing posts with label cover art. Show all posts
Showing posts with label cover art. Show all posts

Sunday, December 08, 2019

10 Nintendo DS games I want to play in 2020

I don't know what got into me this year, but whatever it was pushed me to play more Nintendo DS games than I've played since the dual-screened system's heyday.

I'll chat about those DS titles in an upcoming post. What I want to discuss today are the DS titles I'm hoping to buy and play in 2020.

Again--I've heard this CiNG-developed game pales in comparison to the rest of the company's DS releases, like Trace Memory and Hotel Dusk, but I want to play it anyway. I've loved every other title it put out before filing for bankruptcy in 2010, including the aforementioned ones, so I think it would be only fitting for me to try Again, too--even if it proves to be a disappointment in the end.

The Dark Spire--Those of you who still follow the DS probably know why I've yet to play, or even buy, this Success-made dungeon-crawler. For the rest of you, the reason is complete copies of The Dark Spire go for a pretty penny these days. Still, it's intrigued me for so long that I'm planning to bite the bullet on it sometime in the coming year--bank account be damned.

Japanese cover art for The Dark Spire

Final Fantasy XII: Revenant Wings--For reasons I can't remember, I avoided nearly all of the Final Fantasy and Mana games Square Enix brought to the DS. (The sole exceptions: Final Fantasy III and Final Fantasy: The 4 Heroes of Light.) I guess the word of mouth on them must've been bad? Regardless, I've long thought they looked brilliant. Revenant Wings, especially. I have little idea as to how it plays, but that's rarely stopped me before.

Flower, Sun, and Rain--I bought this DS port of Grasshopper Manufacture's second-ever game (originally released in Japan for the PS2) shortly after it was discussed while recording an episode of The Nichiest Podcast Ever. In other words, it's been sitting on a shelf, sadly unplayed, for quite some time. Here's hoping I can make it the second Grasshopper-made game I've ever played--after another of its DS titles, Contact--as soon as possible next year.

Infinite Space--I've got to be honest here: I don't actually know much about this one. I know it was made (in part) by PlatinumGames. I know it was published by Sega. And that's basically it. OK, so I know it's set in space, too--hence the second part of its title. Whatever. I've heard and read such good things about Infinite Space that I couldn't help but buy it when it was reprinted a couple of years back. The current idea is to get off my butt and finally play it within the next 12 months. Fingers crossed.

North American cover art for Knights in the Nightmare

Knights in the Nightmare--Is it strange that I want to play this 2009 release even though I've never played any of Sting Entertainment's other "Dept. Heaven" titles? I suppose so. The thing is, I'm not the biggest GameBoy Advance fan in the world. (Gulp!) And though I love the PSP, I rarely pull mine out these days. In other words, it's unlikely I'm going to play the series' first two entries--Riviera: The Promised Land and Yggdra Union--anytime soon. So why not skip right to the more-accessible-for-me third (or fourth, according to the people who call the shots) entry?

Magical Starsign--Here's a game I bought after asking folks on Twitter to name some underappreciated DS titles. I'd always liked how it looked, but I'd also heard rumblings that it was boring. When a few of the aforementioned social-media acquaintances suggested otherwise, though, my wariness toward this Brownie Brown-developed role-player dissolved like a Kool-Aid packet into water. Helping matters: even new copies of Magical Starsign are fairly cheap at the moment.

Magician's Quest: Mysterious Times--You might think that, given my love of the Animal Crossing series, I'd have played this Konami-published knockoff by now. Well, I haven't. That's mostly because I've never liked its aesthetic, if I'm to be honest. Still, I'm in such a DS mood these days that I'm seriously considering games that previously failed to attract my interest. Magician's Quest may have to wait until late in the year to be played, however, as Animal Crossing: New Horizons is sure to take up all of my life-sim bandwidth from spring to autumn.

North American cover art for Mystery Dungeon

Mystery Dungeon: Shiren the Wanderer--Full disclosure: the only reason I don't already own this iteration of the vaunted Shiren the Wanderer series is its hideous North American box art (see above). Also, this isn't the kind of game someone like me is even going to attempt to play through in Japanese. (That region's cover illustration is leagues better than ours, naturally.) I'm going to push my prejudices aside, though, and nab a copy soon so I can see how it stacks up against the other Mystery Dungeon games I've enjoyed to date.

Nostalgia--This is another game I've waffled on buying for ages. Still, I'm thinking of flopping over to the "buy" side of things in 2020 for two reasons. One is that Red Entertainment, of Tengai Makyou fame, had a hand in making it. Another is that the similarly talented Matrix Software helped with its development, too. I have a feeling Notalgia won't live up to the pedigrees of either company, but I'm willing to take a chance on it anyway.

See also: '15 Nintendo DS games you should think about starting in honor of the system's 15th anniversary'

Saturday, February 25, 2017

Nice Package! (Tabemon, Wii)

Last week, the Cool Box Art Twitter account wisely highlighted the European cover of Namco's colorful, Pac-Man-esque Wii game, The Munchables.

I say wisely because, in my humble opinion, The Munchables' Euro (as well as North American) box art is top notch.

As much as I like that cover imagery, though, I like its Japanese counterpart--showcased in the photo that follows--even more.


If you can't quite make out all of the wonderful details of the Tabemon (that's what The Munchables was called in Japan) box art in the snapshot above, take a gander at the one below. Or check out this scan.


Seriously, Tabemon's cover illustration and logo are among my favorites produced for a Nintendo Wii game.

Sadly, I can't say I love its gameplay as much as its packaging. Tabemon (or The Munchables, if that's how you prefer to refer to this title) looks great, no question. Its Pac-Man-esque gameplay, though, is just a little too superficial for my liking.


Speaking of which, I can't help but wonder if Tabemon or The Munchables would've benefited from a bit more structure. Think about Pac-Man--or Ms. Pac-Man or even Pac-Man Championship Edition. To me, part of what makes all three of those games so great is that they place limits on what players can do and where they can go.

Anyway, don't take that to mean I think you should avoid Tabemon or The Munchables like the plague. While its gameplay isn't quite as enjoyable as I expected it to be, it's still fun enough to own.


Plus, as you hopefully can see here, its packaging--which includes its box and disc art as well as its instruction manual--is worth the price of admission.

I don't know if you can see it the photo that kicks off this post, but Tabemon's instruction manual is billed as being as recipe book. Cute, right?


The cute continues throughout, too. Seriously, the Tabemon manual is stuffed full of adorable, food-themed art. Sadly, I wasn't able to scan this booklet before I put the bulk of my games collection into storage and left Seattle, so I it won't star in one of my "Manual Stimulation" posts until the end of this year at the earliest.

In the meantime, have any of you played either The Munchables or Tabemon? If so, what did you think of the experience?

See also: previous 'Nice Package!' posts

Monday, December 12, 2016

Nice Package! (Hatena Satena, GameBoy Advance)

This obscure, Japan-only puzzler from 2001 was one of eight titles I included in my recent post full of #HudsonMonth game recommendations.

Why do I think people should play it? For starters, its gameplay is similar to that of the ever-popular Picross.

Also, the visuals and audio offered up by Hatena Satena are light years beyond what you'll see and hear in your typical Picross title. Need proof? Check out this "let's play" video of the game.



Another reason I think folks should play--or at least buy a copy of--Hatena Satena is that its packaging is stunning.

I'm especially impressed with its box cover, which can be seen in the photo above. My personal favorite element of it: the logo, which is so heavily stylized that it's nearly impossible to decipher.



I also like the cover's depictions of Hatena Satena's adorable, Super Milk Chan-esque cast of characters, of course--the part-alien, part-octopus protagonist, in particular.

Speaking of whom, his or her smiling face also can be found on the game's cartridge label.


The snapshot above offers a glimpse of Hatena Satena's instruction manual. Unfortunately, the majority of this booklet is filled with text and screenshots--much like the manual that was produced for a similarly overlooked (and sadly Japan-only) GameBoy Advance puzzler called Guru Logi Champ.



The back of Guru Logi Champ's box is a bit of a bummer, I've got to say. Why its artists and designers couldn't have continued the front cover's brilliance on the reverse is beyond me. I guess someone at Hudson decided the space had to be covered with explanatory text instead.

Have any of you played Hatena Satena? If so, please share your thoughts on it in the comments section of this post. Also feel free to share your impressions of Guru Logi Champ, if you've played that GBA puzzler.

See also: previous 'Nice Package!' posts about Guru Logi Champ and Hitsuji no Kimochi

Saturday, December 10, 2016

The best box art of 2016

This past year was a great one for games. It also was great for game cover art--as the following examples hopefully prove.


Culdcept Revolt (3DS)--To be totally honest, I originally chose to include this piece of box art in this post because it's awash in red. I've since come around to appreciating that the game's cast of characters aren't huddled around the middle point of the illustration, which seems to the case for most Japanese cover images these days. Add in Culdcept Revolt's slick logo, and you've got yourself an obvious winner.


Dragon Quest Builders (PS4/Vita)--What's not to love about Dragon Quest Builders' Japanese cover art? After all, it sports a top-notch logo, a charmingly stylized main image and is so sweetly colorful it could give you a toothache. Sadly, Square Enix's designers gave it an extreme makeover when prepping the game for release outside its home country.


Final Fantasy XV Deluxe Edition (PS4)--I've drooled over Yoshitaka Amano's work since I learned he was responsible for the key art for one of my all-time favorite games, Final Fantasy VI. What he conjured up for Final Fantasy XV's Deluxe Edition may not be quite as mind-blowing as those aforementioned creations, but it's still completely gorgeous and very much worthy of being mentioned in a write-up such as this.


Ikenie to Yuki no Setsuna (PS4/Vita)--This may be my favorite of all the box arts mentioned in this post. I love that it's subtle. I love that its designers weren't afraid of white space. I love the pop of color provided by the lone tree in the upper-right corner. I love the logo, which straddles the line of looking handwritten and looking like a computer-enabled font. And, oddly enough, I love the feeling of loneliness it evokes.



The Last Guardian (PS4)--Please note that I'm talking about the Japanese "First-Press Limited Edition" here. As in, the chartreuse-tinged label affixed to the cardboard outer box shown in the photo above. That's the only cover image associated with this long-awaited release I find at all appealing, by the way.

Tuesday, November 29, 2016

Five favorites: North American GameBoy box art

A couple of years ago, I published a post that highlighted five of my favorite pieces of Japanese GameBoy box art.

This post, of course, focuses on five of my favorite pieces of North American GameBoy box art.


Balloon Kid--I know some of you will look at Balloon Kid's cover art and declare it to be an abomination. And I can understand that--to an extent. Its depiction of the game's pigtailed protagonist is a bit odd, to say the least. The illustration of the giant, bug-eyed fish that's attempting to eat Alice (the aforementioned heroine) is even worse. Still, I like the overall image, thanks in large part to its liberal and adept use of color. I'm also a big fan of the game's bold and subtly creative logo. (Bonus: the entirety of Balloon Kid's instruction manual can be seen here.)


BurgerTime Deluxe--This is one of the few instances where I prefer a GameBoy title's North American box art to its Japanese counterpart. (You can see the Japanese BurgerTime Deluxe's cover in this old post.) Not only that, but I think this particular example of packaging design may be my favorite of all the ones included in this post. I want to say the logo is the star here, but the illustrations of Peter Pepper (he's the guy in the funny-looking white hat) and BurgerTime Deluxe's angry, anthropomorphic ingredients are pretty stellar, too. I even like the purple backdrop that supports the whole she-bang.


Dig Dug--This selection will raise a few eyebrows, I'm sure. It's quite a bit darker than and nowhere near as cute as what most people would expect to see splashed across the cover of a GameBoy port of this Namco arcade classic. That's probably a big part of why I like it so much, to be honest. There's more to it than that, though. I also appreciate the skewed perspective that puts one of the game's iconic Pooka enemies front and center. Admittedly, the protagonist's mouth-tongue-whatever-it-is freaks me out a tad, but I'm willing to overlook it for the rest of what's on offer here.


Mole Mania--This piece of box art really looks like something the designers at Nintendo would cook up, doesn't it? It's stuffed to the gills with cute characters, it's positively doused with pastels and it's got an adorable logo plastered across its top half. Could the artists who created it have removed the main mole's unibrow? No doubt. Still, Mole Mania's cover is a keeper even with the little guy's questionable grooming habits on display. By the way, if you'd like to see how this game's North American packaging stacks up to its Japanese packaging, check out this post.


Wario Land--Full disclosure: I've barely played any of the first four Wario Land games. I can't even tell you why that's the case. I guess I've just always gotten my fill from Nintendo's Mario-centric platformers. Anyway, the Wario Land series' covers certainly aren't responsible for me ignoring its games. The one made for this first entry is a knockout, wouldn't you agree? Some may say it's busy, and I can't (completely) argue against that, but I personally think such a bombastic design works in this particular context.

So, what do you think of these examples of North American GameBoy box art? Do you like them, too--or do you hate them?

If it's the latter and if you can think of pieces of North American GameBoy box art you prefer, let me know about them in the comments section of this post.

Thursday, November 03, 2016

Let's ogle six lovely examples of Japanese PS4 and Vita cover art

To know me is to know I love a good piece of game box art.

Sure, most of the cover art I shine a light on here is of the "retro" variety, but that doesn't mean I turn my nose up at more modern offerings. Consider the following, all of which make me feel warm and tingly inside:


Birthdays the Beginning (PS4)--Although this game is still a bit of a mystery to me, that isn't keeping me from wanting it with all my might. Sadly, I'm unlikely to buy Birthdays the Beginning--even the North American release, which will hit the streets here early next year--because I don't currently own a PS4 and because I doubt that'll change in 2017. Oh, well, staring at its Japanese cover art (above) brings me so much joy that it (almost) makes up for the fact I'll likely never experience its gameplay.


Harukanaru Toki no Naka de 6 Gentou Rondo (Vita)--This one's a Japanese otome game, which means there's no way a copy of it is going to find its way into my collection anytime soon. (Not because I hate otome games, mind you; rather, it's because I can't even imagine attempting to play through an otome game in Japanese at this point in time.) If some brave company were to release an English version of this title, though, I'd buy it in a second--as long as the company in question retained its brilliant Japanese box art, of course.


Nier: Automata (PS4)--I may not be as hot to trot about Nier: Automata as your average "gamer," but I'm certainly hot to trot about its beautifully stark Japanese cover art. Granted, I'm a huge Akihiko Yoshida fanboy, so I guess my interest should've been expected?


Princess wa Kane no Mouja (Vita)--This piece of box art, for the upcoming title Western gamers often refer to as The Princess is Money-Hungry, is as bright and colorful as Nier: Automata's is dreary. I especially love its funky logo, which--appropriately enough--seems to be bathing in gold and silver coins.


SaGa: Scarlet Grace (Vita)--OK, so I'm no longer so sure I'm going to pick up this latest entry in Square Enix's odd SaGa series. (This despite the fact that I've got a huge crush on earlier entries that were released for the GameBoy, Super Famicom and PlayStation.) I am sure I like SaGa: Scarlet Grace's Japanese box art, though. Is it on the simple side in terms of design? Definitely. Still, it seems fitting for a title that'll hopefully end up being a compellingly strange RPG.


Touhou Shinpiroku ~ Urban Legend in Limbo (PS4)--This box art is for an upcoming PS4 brawler, if you can believe it. Fighting games usually prompt me to yawn, but this one has my attention thanks to its eye-popping cover illustration. Does this mean I'd probably buy Touhou Shinpiroku if I had a PS4 console? I doubt it. I'd definitely buy a poster-sized version of the above, though.

See also: 'Eight Vita games I'm planning to buy (and play) later in 2016 or as soon as possible in 2017' and 'Six Vita games I may buy (and play) later in 2016 or as soon as possible in 2017'

Thursday, April 21, 2016

Shots fired: Zero Time Dilemma's Japanese box art massacres its North American counterpart

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

Wednesday, April 13, 2016

Let's chat about Zero Time Dilemma's cover art

Once I finally got around to playing it, I fell head over heels in love with 999: 9 Hours, 9 Persons, 9 Doors.

I can't say the same for its sequel, Virtue's Last Reward, because, well, I haven't played it yet. I do own a copy of it (the Vita version), though, and my current plan is to find a way to play it before the series’ third and final entry, Zero Time Dilemma, hits store shelves in late June.

For now, fans of the Zero Escape series can do little more than chat about Zero Time Dilemma’s first screenshots and trailer or ogle its just-released box art.

Speaking of which, here’s the cover imagery that was created for North American copies of this highly anticipated visual novel.

As I’m sure you can guess, the 3DS version’s packaging will look very similar to its Vita counterpart. (Check it out here, if you’re curious.)

Will Zero Time Dilemma’s Japanese covers sport completely different art? I obviously don’t know, but I kind of hope they will.

Although I can’t say I dislike what Aksys Games’ designers conjured up for North American copies of this game, I wouldn’t have minded if they’d used another of artist Rui Tomono’s fascinatingly dark illustrations rather than the clichéd group shot seen above.

(I’m probably in the minority here, but I would’ve even preferred if the folks at Aksys had gone with the gun-to-the-head art that helped introduce Zero Time Dilemma to the masses instead.)

What do all of you think? Do you like Zero Time Dilemma’s North American 3DS and Vita box art?

Also, how does it compare in your minds to what was concocted for 999 (for a refresher, here are that DS game’s Japanese and North American covers) and Virtue’s Last Reward (3DS version here, Vita version here)?

See also: my #ADecadeofDS post about 999

Sunday, February 21, 2016

Nice Package! (Yomawari, Vita)

Just before Halloween last year, Nippon Ichi Software released Yomawari, a Vita title that ticked off so many of my personal "these things make a great game" boxes that I decided early on it would be a travesty if I didn't pre-order a copy as soon as possible.

After all, Yomawari is both adorable and sort of creepy. Also, it has a great logo and sports some unquestionably stellar cover art.


And then there's the fact that it was made by the wonderful artists and programmers at Nippon Ichi, who have more than earned their reputation for being able to produce endearingly odd video games. 

Pretty much all of the components I just mentioned are showcased in the photo above, by the way. 


I guess you could say they're on display in this post's second snapshot, too. Sure, the yummiest traits of this Vita game's cover art are kind of compressed on its cartridge label, but I think it's still pretty snazzy even in its slightly altered state.

Sadly, Yomawari's otherwise beautiful packaging doesn't include an instruction manual. It does include the following slip of paper, the flip side of which is filled with text that appears to be of the "don't step on this cartridge with your smelly feet" and "try not to dunk this cartridge into a mug of steaming hot coffee" sort.


Oh, well. At least it features another gorgeous--and moody--illustration, right?

As for the back of Yomawari's case, well, it's far from the heights of the front cover, but it's also not a disaster. (Click on it to take a closer look at it, if you're into that sort of thing.)


Would you believe I've yet to even stick Yomawari's cart into my much-loved-but-often-ignored Vita? Yeah, you probably would--especially if you've been coming to this blog for any period of time.

I promise to do my best to rectify that situation in the next couple of weeks, though--despite the fact that I'm not really in the mood for a scary game at the moment. I'll also do my best to play some of the other Vita titles that have found their way into my arms in the last few months--some of which I'll chat about in my very next write-up.

See also: previous 'Nice Package!' posts

Monday, February 08, 2016

Nice Package! (KiKi KaiKai, PC Engine)

Those of you who use Twitter and who follow me may have caught this tweet I sent out a few days ago: "After a bit of a dry spell, I recently bought a ton of Famicom, PC Engine and PlayStation games."

The focus of today's post, Taito's KiKi KaiKai, is one of those games.



To be honest, I've been on the fence about picking up a copy of this title for a while now. Although it's a top-shelf port of the arcade game of the same name--also made by Taito and released in 1986--the simple truth is I absolutely suck at it.

Normally, that wouldn't be a problem. I buy plenty of games that seemingly enjoy pointing out to me that my reflexes aren't as sharp as they were when I was a kid.


The problem with this game, though, was that copies of KiKi KaiKai's PC Engine port tend to be pricey.

As a result, I've hemmed and hawed for a good year or so as to whether I should bite the bullet and buy the damn thing despite my issues or use my hard-earned cash on a couple of other PC Engine classics--ones that would have a less negative impact on my ego--instead.


Obviously I decided to go with the former in the end. And I can't say I regret that decision one bit. After all, just look at this title's beautiful packaging. From the cover of its instruction manual to the labels on the back of its case, it's pretty much perfect, wouldn't you agree?

I especially like the interior of KiKi KaiKai's instruction manual. The illustrations it offers up are the definition of lovely, in my humble opinion.


Of course, that shouldn't surprise me. Pretty much every Taito manual I've come across over the years makes me swoon. Two noteworthy examples from the PC Engine era: Don Doko Don and Mizubaku Daibouken. (Sadly, I'm not sure I'd say Parasol Star's booklet is quite up to snuff.)

If you'd like to sneak a peek at more of KiKi KaiKai's manual, you're in luck. I'm going to publish another installment of my long-running "Manual Stimulation" series devoted to this game's pamphlet later this week.



In the meantime, have any of you played any iteration of this top-down, push-scrolling shmup?

I'm especially curious to hear opinions of the arcade original or the PC Engine port discussed here, but feel free to sound off on the curious reimagining released for the Famicom Disk System or the follow-ups that hit the Super Famicom in 1992 and 1994, respectively.

See also: previous 'Nice Package!' and 'Manual Stimulation' posts

Thursday, November 19, 2015

Square Enix's beautiful throwback of an RPG, Ikenie to Yuki no Setsuna, will be mine (and yours, too?) sometime on or around Feb. 18

If you're anything like me, you slobbered all over Project Setsuna's first trailer, which made its debut during a Sony Japan event held in September.

What's happened in the two months since? Not a whole lot--again, if you're like me. Although maker Square Enix promised this breathtaking PS4 and Vita RPG would hit the streets of Japan "early next year," that was too far away for my puny little brain so I pushed its released onto the proverbial back burner until the date was a bit closer.

Admittedly, it's still three months away as I type this post, but at least now those of us who are interested in the game have a solid release date--Feb. 18--to focus on moving forward.

We also have a final name--Ikenie to Yuki no Setsuna, which I've been told translates to something like The Sorrow of Sacrifice and Snow--a retail price (4,800 yen, or about $39) and a cover illustration.

The only thing we're missing at the moment: a handy pre-order link. OK, so Play-Asia has a pair up on its site--here's the one for the PS4 version and here's the one for the Vita version--but I prefer to buy upcoming and current Japanese games via AmiAmi, so I'm waiting for it to allow pre-orders before finally biting the bullet (on the Vita iteration, naturally).

Are any of you planning to buy one or more copies of Ikenie to Yuki no Setsuna? Or are any of you hoping it'll cross the pond and find its way onto the store shelves in your neck of the woods?

If so, please let me and others who visit this blog know all about it in the comments section below when you have a free second or two.

Tuesday, November 10, 2015

Let's talk about RPG Maker MV's awesome Japanese cover art

Did any version of the Enterbrain-made, Degica-published RPG Maker MV actually earn a physical release somewhere in the world?

I ask because although I'm assuming this latest entry in the decades-old make-your-own-RPG series is available in boxed form in Japan based on the following image, I can't find any evidence to support that assumption.

Regardless, the concoction on the right, which was noted in this NeoGAF thread as being the Japanese PC version's official box art, is pretty spectacular, if my opinion.

Granted, it's from the same, boring "cram a bunch of the game's characters into an amorphous blob" mold that produces too many of Japan's cover images these days, if you ask me, but its colors are so nice and it's so pretty overall that I'm willing to give this example a pass.

Have any of you played any iteration of RPG Maker since the first debuted 22 years ago? I'm sad to say I haven't, but I'd love to hear from someone who has--especially if that person can help me figure out which version (if any) would be worth picking up in 2015 or 2016.

Oh, and if you're curious to learn more about RPG Maker MV, which was released on Oct. 23 carrying an $80 price tag, check out its official site at rpgmakerweb.com.

Thursday, October 22, 2015

You've ogled The Legend of Legacy's lovely Japanese packaging, now ogle that 3DS game's North American packaging

Don't remember the fabulousness of The Legend of Legacy's Japanese packaging? Check out my blog post about it, which features photos of that release's case (interior and exterior), cartridge and folded-up "manual," as well as its soundtrack sleeve and CD.

As for the North American version's packaging, continue reading (or scrolling) to see how it compares to that of the Japanese original.


Admittedly, beyond its size, the North American iteration's outer box--above and below--isn't all that amazing.

That said, I quite like the illustration of the little cat-like character (do any of you know if he or she has a name?) that can be seen in the lower-right corner.


I'm also pretty fond of the random pieces of art that can be spotted on this box's sides and flaps, such the following example.



If you ask me, though, all of the above pales in comparison to the beauty that's showcased on the front and back sides of The Legend of Legacy's North American soundtrack sleeve.





Can anything top that bit of design work? I'd personally suggest--perhaps only meekly, though--that the game's main cover art achieves that goal, although I'd also understand anyone who opposes that line of thinking.



Some of those folks surely prefer the illustrations that grace the front and back covers of the art book that's packaged along with launch-window copies of the North American iteration of The Legend of Legacy.


That book's front cover can be ogled in the photo above, while the back cover can be ogled in the photo below.


Did any of you pick up the North American release of this SaGa-esque 3DS RPG? If so, what do you think about it so far--assuming you've played at least a smidge of it?

I've put about 18 hours into my copy of The Legend of Legacy so far, and I have to imagine I'll put in at least 18 more before I'm done with it.

Don't worry, I'll share some additional impressions of the game long before I reach that point, but in the meantime, I hope these snapshots will serve as a suitable stand-in.

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