Showing posts with label quirky. Show all posts
Showing posts with label quirky. Show all posts

Monday, October 02, 2017

Why, yes, I am still plugging away at Opoona (Wii)

Or at least I was plugging away at it before I became obsessed with the classic Famicom RPG, Mother, and before I got my hands on a Nintendo Switch. (You can read about my experience with the game otherwise known as EarthBound Beginnings in this post, by the way. And you can reach about my recent Switch acquisition here.)

Regardless, during my last Opoona check-in, I crossed the 20-hour threshold.

That may surprise some of you, as I've made no secret of the fact that this ArtePiazza-made RPG has frustrated and annoyed me on a number of occasions since I first booted it up a couple of months ago. In fact, I detailed most of them in a recent blog post, "A few thoughts on Opoona (Wii) now that I've finally played it for a couple of hours."


Despite its shortcomings, I've enjoyed my time with the game overall. Its combination of intriguing battles, a delightful art style and a brilliant soundtrack tend to outweigh its confusing environments and awkward camera angles.

I say "tend to" here because right around the time I hit the 10-hour mark in Opoona, its negative attributes abruptly overtook its positive ones. That's when it dawned on me that I likely got myself stuck due to a bit of miscommunication (which isn't an entirely unusual occurrence while playing this overlooked Wii game, I'm afraid--thanks in large part to its often-iffy localization).


I won't bore you with all of the details, as they'll be little more than gobbledygook to folks who've yet to experience Opoona, but here's the gist: at one point in the game, you're sent to a place called "Blue Desert" to complete a job. (These are kind of like, but not exactly like, fetch quests in other RPGs--although here they sometimes require you to complete mini-games.) Unbeknownst to me, one of that location's many residents helps you unlock additional jobs, although you have to chat him up and do something for him before he'll assist you in that way.

Although I remember talking with him, I don't remember him telling me he'd grant me access to another job. Or maybe he told me, but shortly thereafter I walked away from the game for the night and promptly forgot the conversation. Regardless, I left Blue Desert before taking him up on his offer--which would have been all well and good if weren't for the fact that you're not allowed to return to the area at that point in the story.


As for why leaving Blue Desert before lending the aforementioned guy a hand caused me to get (temporarily) stuck, that would be because you need the job he opens up to advance to one or more other areas of the game's world.

Thankfully, after a lot of stumbling around, just as much awkward Internet sleuthing and somewhere between five and 10 additional hours of gameplay, I got myself unstuck and pushed forward with my sometimes-aggravating Opoona adventure.


In fact, I've since pushed it forward to the point I'm pretty sure I'm nearing its end. For those of you who've played (and finished) Opoona: is that possible?

I honestly hope it is, because although I've enjoyed a fair bit of my Opoona playthrough, I'm not sure I could handle, say, another 10 or 20 hours of annoying camera angles and needlessly confusing text.

Who knows, though; I've certainly put myself through worse over the years. In other words, don't be surprised if I drop yet another blog post in the near or even distant future in which I celebrate the fact that I conquered Opoona and all of its unfortunately irritating components.

Saturday, August 05, 2017

A few thoughts on Opoona (Wii) now that I've finally played it for a couple of hours

Although I've owned a copy of this unique RPG for years now, its disc hadn't seen the innards of my Wii until a week ago.

What prompted me to get off my lazy butt and (finally) start playing Opoona? One of the first things I did after getting settled into our new home was hook up my Wii (mainly to see if it still worked), which in turn pushed me to unpack and organize all of my games.

Looking through my collection of Wii titles made me realize just how many of them I'd never even booted up. So, I decided then and there to free a few from their plastic prisons--beginning with this ArtePiazza-made oddity and Namco's similarly weird Tabemon. (Don't worry, I'll share impressions of the latter in an upcoming post.)


Since then, I've put approximately six hours into the former. That's an accomplishment worth crowing about, if you ask me. After all, Opoona's first hour or two are the definition of challenging. Not because its random battles are overly tough, mind you; rather, it's because the game takes its sweet time in telling you the protagonist's backstory and introducing you to the game's world. Also, the first area ("dome," actually) it drops you into is a real bitch to navigate.

Thankfully, things pick up a great deal once you're allowed to do as you please--which in Opoona generally means trying out a number of curious "jobs" and tackling the various quests that are associated with them.

The first job you're given is called "ranger." Sounds intriguing, I know, but in reality the ranger job is similar to the generic "fighter" role offered up by any other JRPG that's ever seen the light of day.

So, early on in Opoona, you accept a few tasks that force you into the forest that surrounds the opening dome (more become available in time) to fight alien-looking baddies using the titular character's "bon-bon."


Speaking of Opoona's bon-bon, it's the game's main claim to fame--and for good reason. For the unaware: the bon-bon is your main weapon while playing Opoona. It's controlled using the analog stick on the Wii nunchuck peripheral. While in battle, you pull back on the stick (or push it forward, or to the side) and then let it flick in the opposite direction to send your bon-bon careening toward one or more of the enemies that stand before you, à la Dragon Quest.

That's related to another of Opoona's selling points, by the way. If you want, you can play it one-handed, using only the Wii nunchuck. Personally, I prefer using the Wii remote as well, but I like that the game's developers included such an accessible control option.

Anyway, back to Opoona's job and quest system. I only have experience with the ranger and attendant jobs so far, but that's enough for me to guess the game is going to take me in some strange directions between now and whenever I'm finished with it.

Why? Take the attendant job. The first few quests or tasks you're given upon accepting that occupation have you filling orders at an intergalactic fast-food joint and delivering room service at a bustling hotel.


Admittedly, tackling those tasks is a lot less enjoyable than taking out baddies with the rubber-ball-esque bon-bon, but it's a nice change of pace nonetheless.

Given the above, it should be pretty clear that Opoona isn't your typical console RPG. For the most part, I've found that to be a good thing during my six-hour playthrough. I like its characters, I like its sci-fi setting, I like its snappy battles, I like its breezy soundtrack, and I like its overall aesthetic.

On the other hand, traversing the game's (unquestionably beautiful) environments veers between semi-tedious and tortuous. The huge domes that serve as its hubs are especially enraging. The game fails to provide you with a useful map, so when an NPC says something like, "go ask Mary in the library about this," you invariably spend a good 10 or 15 minutes (if not more) trying to find said location.

The fields outside Opoona's domes are less aggravating in terms of their layouts, but that doesn't mean they're without fault. My main knock against them at the moment: although you can move the camera while wandering around the game's interior spaces, you lose that freedom while outdoors. As a result, it's not unusual to find yourself in awkward positions that make it difficult to parse exactly where you are or where you're going.


Those gripes currently keep from flat-out recommending Opoona, but they aren't keeping me from continuing through its adventure. The bulk of it interests me to the point that the aforementioned niggles are fairly, but not entirely, easy to ignore.

Who knows if that will hold true until I encounter its credit roll, or until I prematurely walk away from the game--whichever happens first. I hope it will, though, as I'd really like to see Opoona through to the end.

In the meantime, have any of you played this Koei-published Wii title? If so, what's your opinion of it?

Friday, May 06, 2016

You bought Pocket Card Jockey from the 3DS eShop yesterday, right?

Those of who without a 3DS probably are thinking, what, you want all of us to buy it, too?

Actually, I do. Granted, I'd suggest picking up a 3DS system beforehand--you know, so you can actually play it--but once you've taken care of that little detail, yes, I think you should purchase this wonderfully charming and surprisingly deep game.

For the rest of you, if you haven't yet nabbed the Game Freak-made Pocket Card Jockey from the 3DS eShop--publisher Nintendo put it up for sale, carrying a $6.99 price tag, yesterday--what's holding you back?

If it's that you aren't sure you'll enjoy it, well, I can understand that--to a point. After all, it isn't every day that you're presented with a game that dares to combine (golf) solitaire with a horse-racing sim.



That said, a Pocket Card Jockey demo has been available for more than a week now. (I wrote about it here, in case anyone is interested.) It's free and offers 15 plays, which is more than enough to figure out of its strangely addictive gameplay is your cup of tea or not.

And if that's not enough for you? Read this old post of mine. Don't fret that it says it's about a game called Solitiba; that's just Pocket Card Jockey's original Japanese title.

Anyway, in that write-up I blather on a bit about the five things I like best about digital time-waster. (I mean that in the best possible way, naturally.) I barf up some similar statements at the end of this post, by the way--in case you're looking for more encouragement.

If you're not, because Pocket Card Jockey's already taking up space on your 3DS' memory card, please share your impressions of it in the comments section below.

Wednesday, October 29, 2014

This new SaGa, I mean Legend of Legacy, game continues to look great

Or at least what's shown of it in the video below continues to look great to me.

Of course, I've always been a sucker for games with "unique" aesthetics, and this FuRyu-published RPG, which is set to hit the streets (and the eShop) of Japan early next year, certainly fits that bill.

By the way, in case this is your first encounter with Legend of Legacy, it's being made by many of the same folks who worked on Square Enix's all-but-forgotten SaGa series in years past.



Those games were known for being rather quirky (if not downright crazy), so I'm hoping that will be true of Legend of Legacy in the end as well.

Actually, I'll let you know whether or not that's the case after I sink my teeth into the game, as I recently pre-ordered a copy of it via amiami.com.

(Via japanese3ds.com)

Monday, January 28, 2013

My Month with Chulip, Parts 2 and 3

I know my previous post about my month-long playthrough of this quirky PS2 game was called "'Bye-Bye, Backlog' diary entry #1: Chulip (PS2)" and, as such, as this one should be titled "'Bye-Bye, Backlog' diary entry #2 and 3: Chulip (PS2)," but I decided late last week that header was a bit too unwieldy and as a result changed it to the one you see above. Anyway, I'm sorry if that confused any of you.

I'm also sorry I didn't publish this post last week as I promised I would at the start of this project. I would have, I swear, but the fact is my lone PS2 memory card decided to give up the ghost shortly after I began playing Chulip earlier this month. Thankfully, I was able to replace it on Tuesday, and I restarted my playthrough the very same day.


Since then, I've spent about 10 hours with this overwhelmingly odd game. The question is: am I still enjoying it? I'd say so, yes, although I'd also say I'm not enjoying it as much as I thought I would after I wrapped up my first hour-long experience with it.

Before I get to why that is, I'd like to mention a few of things that keep me coming back to Chulip despite the fact that I'm feeling a little let down by it at the moment.

* First, I love Chulip's weird-to-the-point-of-being-unsettling character designs. Although I usually prefer games that feature a more uniform art style, I think this one's mix-and-match aesthetic is a perfect fit for its overall "feel" (which, for me, is the video game equivalent of a David Lynch film).

* Speaking of unsettling, does any other word better describe the looping, lo-fi voice snippets that accompany every conversation the game's pint-sized protagonist has with his many (strange-looking) neighbors? I certainly can't think of one. (Don't take that to be a complaint, by the way. I actually find the voice snippets to be pretty funny--albeit a bit creepy, too.)

Tuesday, January 24, 2012

Checking in on Captain Rainbow's English translation

To all of you who forgot that someone was even working on an English fan-translation of the skip-developed, Nintendo-published oddity known as Captain Rainbow: No worries, I forgot, too.

Now that you've been reminded, though, you'd probably like to hear how things are going with said fan-translation, right?

Well, according to an update that was posted to kirameki.altervista.org on Jan. 15, the project is back on course after taking a couple of wrong turns over the last few months.



Along with that hopeful message, the folks at Kirameki also shared on their site a new trailer, above, which highlights some of the progress they've made in translating this fabulous (in all senses of the word) Wii title.

Here's hoping that their good fortune continues and that they can get this long-awaited (by me, at least) patch out before the Wii U replaces the Wii as my go-to console.

(Via gonintendo.com)

Thursday, May 12, 2011

Cho Aniki + KiKi KaiKai = Deae Tonosama Appare Ichiban?

I pride myself in being such a big retro geek that I know about most of the worthwhile games that were released for the Famicom, PC Engine, Mega Drive, Super Famicom and their North American equivalents.

Which is why I was surprised (pleasantly so) to find out about--thanks to a Twitter user named SuperFamicomGuy--a wonderfully quirky Super Famicom title called Deae Tonosama Appare Ichiban over the weekend.


As suggested in the headline (and screenshot) above, this Sunsoft-published game seems to be a strange mix of the oh-so-campy Cho Aniki and the overhead cute 'em up, KiKi KaiKai.

For more on this pricy cart--the asking price of the only copy I could find on eBay is about $180--check out this video, produced by YouTube user reinofhearts, who calls the game "a cultural journey of the crazy and the overly muscular."