Showing posts with label cyberpunk. Show all posts
Showing posts with label cyberpunk. Show all posts

Monday, December 25, 2017

And the winners of the 2064: Read Only Memories Vita codes are...

I promised I'd be giving away four digital codes for the Vita version of 2064: Read Only Memories today, and that's what I'm going to do.

Rather than prolong the suspense, let's just get right to it. Here are the winners:
  • Felipe Martins
  • Sera R
  • Shiftyweb
  • ZACH
If you're one of the readers named above, leave a comment here by, say, the end of the day on Wednesday, and then we'll figure out the best way for me to send you the code.

Sorry to those of you who didn't win. I'd give you all codes for this intriguing game, if I could.

Friday, December 22, 2017

A few thoughts on VA-11 HALL-A (Vita) now that I've put nearly five hours into it

Besides Super Mario Odyssey and The Legend of Zelda: Breath of the Wild, most of the games I've played in recent weeks and months try their best to sound, look, and even feel like ones that were released in the 1980s and 1990s.

Golf Story and even the Project Octopath Traveler demo for the Switch are two examples. The Vita port of Undertale, which I finally started a couple of weekends ago, is another. And then, of course, there are the just-hit-the-PlayStation-Store pair of 2064: Read Only Memories and Papers, Please. (OK, so I've yet to start those last two titles, but I'm planning to do so in short order.)

As successful as those games are at replicating their "retro" forebearers, VA-11 HALL-A outdoes all of them. How so? Find out by reading my impressions of this saucy, cyberpunk-y visual novel.



I adore the game's PC-98-esque graphics--I've loved the PC-98 "look" ever since I first traipsed across it many moons ago. (If you've never heard of the PC-98 before now, it's a lineup of Japanese 16-bit and 32-bit personal computers that dominated the domestic market in the 1980s and 1990s.) To see what I mean, check out this old NeoGAF thread, which is crammed full of luscious PC-98 game screenshots. Anyway, VA-11 HALL-A does magnificent job of looking like it was made during that era, and I couldn't be happier about it.



It has a glorious soundtrack--If I had to single out one aspect of VA-11 HALL-A as being head and shoulders above the rest, its soundtrack would be it. It's filled with the kind of music you want to listen to even when you're not playing the game. I don't know if it should be described as synthwave, synth-pop, ambient, or something else entirely, but it doesn't really matter. Calling it "blissful" is as spot-on as any other label you could slap on it. (The complete VA-11 HALL-A soundtrack is available on line, if you're curious.)



The story is surprisingly captivating--I honestly didn't expect to enjoy VA-11 HALL-A's story as much as I'm currently enjoying it. I expected it to be weird, and kind of wacky, too, but I didn't think it would be as interesting and even poignant as it is. As things stand, I never seem to tire of this game's nearly endless stream of text. I've rarely, if ever, said that about a visual novel before I tackled this one, which to me suggests VA-11 HALL-A is a pretty special example of the genre.



It seems I may be playing it incorrectly--Or at least too rigidly. Sadly, I didn't realize that until just the other day--which means I've been playing the game this way for more than four hours. Oh, well, I may as well continue along this current path until I reach VA-11 HALL-A's end credits. I'll do my best to approach my digital bartending duties as designer Christopher Ortiz seemingly intended during any subsequent playthroughs. Which means I won't be so robotic about always serving patrons what they say they want. (I thought that was the point, but it sounds like you're supposed to be creative in how you respond to customers' drink requests.)

Have you played some version of VA-11 HALL-A since it first released (for PC) back in 2016? If so, what are your impressions of it?

See also: a few thoughts on Golf Story, Super Mario Odyssey, and Yomawari: Night Alone

Tuesday, December 19, 2017

Raise your hand (and leave a comment) if you want a copy of 2064: Read Only Memories for Vita

I recently interviewed MidBoss' Matt Conn about the just-released Vita version--as well as the upcoming Switch version--of 2064: Read Only Memories. (Keep an eye out for this one-on-one, by the way; I hope to publish it before the year wraps up.)

Shortly after he kindly answered my questions, Conn sent me four codes for 2064: Read Only Memories' Vita release.

Well, it's the time of year to give things to the people you love, so I'm giving these 2064: Read Only Memories codes to the folks who read (and especially comment on) this blog and push me to keep updating it.



All you have to do to win one of these codes is leave a comment (on this post) about why you're itching to play this version of the game. Oh, and leave that comment between now and midnight on Christmas Eve.

On Christmas day, I'll toss all of your names into a hat (really!) and the first four I pull out will get a 2064: Read Only Memories Vita code.

I'll announce the recipients here as well as on Facebook and Twitter that same day, so check out at least one of them on Dec. 25 to see if you're among the lucky winners!