It's funny how frequently the games I least expect to like end up becoming my favorites.
Four cases in point from the last 12 months: A Witch's Tale, Hey! Pikmin, Lapis x Labyrinth, and The Liar Princess and the Blind Prince.
To be honest, I approached Raging Loop with a bit less apprehension than I approached the just-named titles, but only a bit.
I say that because although I always liked the premise of Raging Loop, which is a Groundhog Day-esque visual novel (or VN) set in a secluded Japanese village and mixed with the social-deduction game called "Werewolf," I wasn't so fond of its art style.
In fact, I kept Raging Loop--or Rei-Jin-G-Lu-P, as it's known in Japan--at arm's length due to the latter until I read this old, glowing game-forum post about it.
Although the above-mentioned write-up pushed me to eagerly pre-order a physical copy of Raging Loop, I didn't pop its cartridge into my Switch as soon as it arrived on my doorstep in late November.
Part of the reason for the delay is I planned to race through it in the lead-up to Halloween. (Physical copies were supposed to hit North America on Oct. 22, but didn't actually do so until Nov. 19.) Also, by the time I got my grubby hands on it, I was knee-deep into Romancing SaGa 3. And after I finished that game, I dove right into Heroland.
Forty-plus hours and far too many weeks later, I wrapped up my mostly positive Heroland campaign and looked for something else to play. That's when I remembered Raging Loop--and promptly fired it up.
Honestly, what followed was something akin to a fever dream. For 10 straight days, I was utterly charmed by and obsessed with this visual novel's nail-biter of a story.
Why is Raging Loop's story so darn compelling? For me, the remote, rural Japanese setting was a big part of the pull. It made everything that happened after the protagonist, a mysterious grad student named Haruaki Fusaishi, enters it all the more unnerving and captivating.
Speaking of which, the "everything that happened after" also plays a major role in making Raging Loop such an engaging experience. As I mentioned earlier, it's got a Groundhog Day-esque time-loop thing going on that I'm sure will aggravate some, but for me it added enough twists and turns to that storytelling trope to seem uniquely thrilling.
The characters that help bring Raging Loop's story to life are another standout component of this creepy VN. It'll take you a while to warm up to most of them, if you're anything like me, but once that happens you'll do as I did and root for more than Fusaishi to make it through "the feast" alive.
The contentious art style grows on you after a while, too--or at least it grew on me over time. In the end, I thought Raging Loop's at-times-off-putting aesthetic was a perfect match for its unsettling vibe.
Still, I have a feeling the visuals here won't sit well with some folks. And even those who like them may be turned off by the general "cheapness" of the game's presentation. There isn't much variety to its character or backdrop illustrations, and while that didn't bother me, it may bug others.
Something else that might annoy Raging Loop readers is its overall linearity. Yes, there are decisions to make, the aforementioned time loops to deal with, and a vast assortment of (mostly bad) endings to muse over, but for the most part you have to tackle them in a fairly straightforward manner.
Clearly that didn't keep me from enjoying the hell out of Raging Loop. In fact, I can't point to a single component of the game that irked me in any meaningful way.
Will you have a similarly positive reaction to this VN should you choose to play--or read, as the kids say--it? It's hard to say. If what I've said so far intrigues you in the least, though, I'd recommend giving it a try.
And if you still need a little push in that direction? Read this Raging Loop review, or check out this game-forum thread devoted to it. They should nudge you to one side of the fence or the other.
Showing posts with label scary games. Show all posts
Showing posts with label scary games. Show all posts
Thursday, February 06, 2020
Tuesday, October 23, 2018
Five reasons I hate myself for waiting 29 years to finish Capcom's Sweet Home
Like Super Mario Land 2, which I discussed in my last post, Capcom's Sweet Home is an old game I've been meaning to play for many decades now. Nearly three decades, in fact.
Unlike that 1992 GameBoy title, however, I'd at least booted up this scary Famicom RPG from 1989 on a few occasions over the years.
I'd never gotten more than an hour or so into it, though--or at least I hadn't until I started my way through it about a week ago.
Well, that's all in the past. This time around, I played Sweet Home for just over 12 hours. And not only that, but I finished it.
So why do I hate myself for waiting 29 years to thoroughly explore this game's hair-raising halls and grounds? Here are the five reasons that first popped into my head:
Sweet Home absolutely nails the feeling of being locked in a haunted mansion--Seems impossible, doesn't it? After all, not only is the dwelling in question crafted using 8-bit sprites, but it's depicted using a top-down perspective, too. Despite that, Sweet Home is as nail-bitingly claustrophobic as any survival-horror game that takes place in such an eerie (and similarly cramped) locale. You really feel like you're stalking the spooky hallways of an evil manor while playing Sweet Home, and that's a real accomplishment as far as I'm concerned.
Its soundtrack only adds to the tension--Sweet Home's music isn't always easy on the ears. Hell, sometimes it's downright annoying. It's pretty much always fitting, though. As in, even when the game's backing tunes are discordantly irritating, they complement what's happening on your TV screen. Don't take this to mean there are no standouts on Sweet Home's soundtrack. In fact, quite a few of its songs could be heralded as stellar. I'm especially fond of the "eastern garden" tune, with its lightning-like percussion flourishes, and the sweetly melancholy "fresco theme."
I love how its story is revealed in bits and pieces--In most RPGs, you learn about its story through banter between party members or conversations with non-player characters. Here, you're mostly made aware of it via notes and even paintings you discover while exploring the titular "home." That gives the game an air of mystery I'm not sure it would have if it'd stuck more closely to the traditions of the genre. It also enhances the sense of loneliness and unease that permeates this Japan-only release.
The turn-based battles in this game are surprisingly unique--Yes, you read that correctly: Sweet Home features turn-based battles. And they're not unlike those you encounter in Dragon Quest or Mother or numerous other 8-bit RPGs with first-person fights. So what's unique about the ones on offer here? A good example is the "pray" option, which increases your power if you time things right. Another example is the "call" option, which lets you bring straggling party members into an on-going battle. (Although five characters are at your disposal while playing Sweet Home, you're forced to split them into groups of two or three. When you select this command, the game cuts away from the fight at hand so you can move one or more other party members to its location.)
It's nearly the perfect length for an RPG--As I mentioned earlier, my just-completed playthrough of Sweet Home took just over 12 hours. That's a breath of fresh air for someone (such as myself) who rarely has the time, energy, or attention span to deal with 100-plus-hour behemoths like Octopath Traveler. Which isn't to suggest Sweet Home's pacing is perfect. I actually thought it overstayed its welcome by an hour or two. Still, I'll take that over the aforementioned alternative any day.
There's only one other aspect of Sweet Home that turned me off, by the way. What is it? The way it severely limits how many items you and your intrepid companions can hold. I understand why the game's developers decided against giving players unlimited space for these objects (which include candles, fire extinguishers, and pieces of rope), but I wish they'd been a bit more lenient. Thankfully, you can drop seemingly pointless tools and wares on the ground and return for them later if the need arises.
That pair of slight missteps notwithstanding, I found my latest (and most successful) foray through Sweet Home's halls and grounds both fascinating and exhilarating. So much so, in fact, that I can't wait to enter its creepy confines again this time next year.
Unlike that 1992 GameBoy title, however, I'd at least booted up this scary Famicom RPG from 1989 on a few occasions over the years.
I'd never gotten more than an hour or so into it, though--or at least I hadn't until I started my way through it about a week ago.
Well, that's all in the past. This time around, I played Sweet Home for just over 12 hours. And not only that, but I finished it.
So why do I hate myself for waiting 29 years to thoroughly explore this game's hair-raising halls and grounds? Here are the five reasons that first popped into my head:
Sweet Home absolutely nails the feeling of being locked in a haunted mansion--Seems impossible, doesn't it? After all, not only is the dwelling in question crafted using 8-bit sprites, but it's depicted using a top-down perspective, too. Despite that, Sweet Home is as nail-bitingly claustrophobic as any survival-horror game that takes place in such an eerie (and similarly cramped) locale. You really feel like you're stalking the spooky hallways of an evil manor while playing Sweet Home, and that's a real accomplishment as far as I'm concerned.
Its soundtrack only adds to the tension--Sweet Home's music isn't always easy on the ears. Hell, sometimes it's downright annoying. It's pretty much always fitting, though. As in, even when the game's backing tunes are discordantly irritating, they complement what's happening on your TV screen. Don't take this to mean there are no standouts on Sweet Home's soundtrack. In fact, quite a few of its songs could be heralded as stellar. I'm especially fond of the "eastern garden" tune, with its lightning-like percussion flourishes, and the sweetly melancholy "fresco theme."
I love how its story is revealed in bits and pieces--In most RPGs, you learn about its story through banter between party members or conversations with non-player characters. Here, you're mostly made aware of it via notes and even paintings you discover while exploring the titular "home." That gives the game an air of mystery I'm not sure it would have if it'd stuck more closely to the traditions of the genre. It also enhances the sense of loneliness and unease that permeates this Japan-only release.
The turn-based battles in this game are surprisingly unique--Yes, you read that correctly: Sweet Home features turn-based battles. And they're not unlike those you encounter in Dragon Quest or Mother or numerous other 8-bit RPGs with first-person fights. So what's unique about the ones on offer here? A good example is the "pray" option, which increases your power if you time things right. Another example is the "call" option, which lets you bring straggling party members into an on-going battle. (Although five characters are at your disposal while playing Sweet Home, you're forced to split them into groups of two or three. When you select this command, the game cuts away from the fight at hand so you can move one or more other party members to its location.)
There's only one other aspect of Sweet Home that turned me off, by the way. What is it? The way it severely limits how many items you and your intrepid companions can hold. I understand why the game's developers decided against giving players unlimited space for these objects (which include candles, fire extinguishers, and pieces of rope), but I wish they'd been a bit more lenient. Thankfully, you can drop seemingly pointless tools and wares on the ground and return for them later if the need arises.
That pair of slight missteps notwithstanding, I found my latest (and most successful) foray through Sweet Home's halls and grounds both fascinating and exhilarating. So much so, in fact, that I can't wait to enter its creepy confines again this time next year.
Labels:
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scary games,
survival horror,
Sweet Home
Wednesday, October 03, 2018
Six 'seasonally appropriate' games I'm planning to play in the lead-up to Halloween
I've already completed a pair of Halloween-ish games in recent weeks: Creeping Terror for 3DS and Undertale for Switch.
They'll soon be joined by the following sextet of spooktacular titles, all of which I hope to play between now and All Hallows' Eve.
I can't promise I'll finish all of the games discussed below, mind you. I will start them, though, and then put as much time into them as I can before the calendar flips over to November.
Avenging Spirit (GameBoy)--If you're a bit of a Japanophile like I am, you may know this game as Phantasm rather than Avenging Spirit. You also probably know it's fairly well regarded by people who've played either version. That makes a lot of sense once you're clued in to its premise. A group of mobsters kidnap your girlfriend and then kill you. Now you're a ghost. A ghost that can possess other people. Make use of that unfortunately acquired skill to track down your lover and take revenge on the thugs who took your life. It's all quite thrilling--or at least that's how I'd describe the few minutes I've put into Avenging Spirit here and there--if not entirely "seasonally appropriate."
Death Mark (Switch)--I first became aware of this horror-themed visual novel when it was released (in Japan) for the Vita last summer. At the time, I didn't even know what kind of game it was--all I cared about was its stunning box art. So when the news broke a few months ago that a localized version of Death Mark would hit Western store shelves in time for Halloween, I almost fainted. Sadly, publisher Aksys Games switched out the Japanese release's cover illustration for one that's a bit more "by the numbers." Oh, well, I'm still excited to see how it compares to the other VNs I've played so far.
Dark Souls Remastered (Switch)--I thought I knew what I was getting myself into when I fired up this game's network test a couple of weekends ago. Boy, was I wrong. Not that I'm complaining; I actually enjoyed it--even if I did die innumerable times, and even if I did find it sort of suffocating. I will admit that this bite-sized portion of Dark Souls Remastered stumped me now and then, but I figured things out eventually thanks to a bit of internet sleuthing. Something else I'll admit: I'm still not sure this is my kind of game. I'm going to give it a go anyway, though, because I'd rather try it and hate it than ignore it and wonder "what if?"
Luigi's Mansion (3DS)--The original Luigi's Mansion is another one of those games that I've "always meant to play." Or maybe I should say I've always meant to play it for more than 30 minutes or so--because that's about the longest I've spent with it to date. I blame that appalling lack of attention on my nearly decade-long disinterest in playing games while tethered to a TV. This 3DS port of the game should solve at least part of that problem. Hopefully it'll solve the other part, too; in other words, hopefully I'll actually finish it this time around.
Magical Chase (PC Engine)--What I'm about to say may shock some of you: I've never been the biggest fan of this Quest-made shoot 'em up from 1991. Admittedly, it's likely my feelings on the game have been colored by the astronomical prices that tend to be attached to copies these days. That's not all of it, though. I'm also not too keen on what I see as Magical Chase's discordant theme. I mean, your "ship" is a broom-riding witch--why do you fly it through bright and colorful environments that look nothing like the creepy locales typically associated with such beings? Still, as much as I wish it were a little more like Cotton, I can appreciate its designers' attempts at creating something different. I'll try to remember that during this latest playthrough.
Super Mario Land 2 (GameBoy)--OK, so Super Mario Land 2 isn't exactly a Halloween-esque game through and through. It does feature a "zone" that fits the season at hand, though--or so I've been told. I can't say so myself, because I'm a Super Mario Land 2 virgin. (Gasp!) Of course, this isn't the first time I've suggested I was going to start my way through this title, though it will be my last. Why? Because I've already bought it (via the 3DS eShop). Here's hoping it's only a matter of time before I reach the "Pumpkin Zone" alluded to earlier.
Are you planning--or hoping--to play any spooky or scary games in the lead-up to October 31? If so, which ones?
They'll soon be joined by the following sextet of spooktacular titles, all of which I hope to play between now and All Hallows' Eve.
I can't promise I'll finish all of the games discussed below, mind you. I will start them, though, and then put as much time into them as I can before the calendar flips over to November.
Avenging Spirit (GameBoy)--If you're a bit of a Japanophile like I am, you may know this game as Phantasm rather than Avenging Spirit. You also probably know it's fairly well regarded by people who've played either version. That makes a lot of sense once you're clued in to its premise. A group of mobsters kidnap your girlfriend and then kill you. Now you're a ghost. A ghost that can possess other people. Make use of that unfortunately acquired skill to track down your lover and take revenge on the thugs who took your life. It's all quite thrilling--or at least that's how I'd describe the few minutes I've put into Avenging Spirit here and there--if not entirely "seasonally appropriate."
Avenging Spirit for GameBoy |
Death Mark (Switch)--I first became aware of this horror-themed visual novel when it was released (in Japan) for the Vita last summer. At the time, I didn't even know what kind of game it was--all I cared about was its stunning box art. So when the news broke a few months ago that a localized version of Death Mark would hit Western store shelves in time for Halloween, I almost fainted. Sadly, publisher Aksys Games switched out the Japanese release's cover illustration for one that's a bit more "by the numbers." Oh, well, I'm still excited to see how it compares to the other VNs I've played so far.
Dark Souls Remastered (Switch)--I thought I knew what I was getting myself into when I fired up this game's network test a couple of weekends ago. Boy, was I wrong. Not that I'm complaining; I actually enjoyed it--even if I did die innumerable times, and even if I did find it sort of suffocating. I will admit that this bite-sized portion of Dark Souls Remastered stumped me now and then, but I figured things out eventually thanks to a bit of internet sleuthing. Something else I'll admit: I'm still not sure this is my kind of game. I'm going to give it a go anyway, though, because I'd rather try it and hate it than ignore it and wonder "what if?"
Luigi's Mansion (3DS)--The original Luigi's Mansion is another one of those games that I've "always meant to play." Or maybe I should say I've always meant to play it for more than 30 minutes or so--because that's about the longest I've spent with it to date. I blame that appalling lack of attention on my nearly decade-long disinterest in playing games while tethered to a TV. This 3DS port of the game should solve at least part of that problem. Hopefully it'll solve the other part, too; in other words, hopefully I'll actually finish it this time around.
Magical Chase for PC Engine |
Magical Chase (PC Engine)--What I'm about to say may shock some of you: I've never been the biggest fan of this Quest-made shoot 'em up from 1991. Admittedly, it's likely my feelings on the game have been colored by the astronomical prices that tend to be attached to copies these days. That's not all of it, though. I'm also not too keen on what I see as Magical Chase's discordant theme. I mean, your "ship" is a broom-riding witch--why do you fly it through bright and colorful environments that look nothing like the creepy locales typically associated with such beings? Still, as much as I wish it were a little more like Cotton, I can appreciate its designers' attempts at creating something different. I'll try to remember that during this latest playthrough.
Super Mario Land 2 (GameBoy)--OK, so Super Mario Land 2 isn't exactly a Halloween-esque game through and through. It does feature a "zone" that fits the season at hand, though--or so I've been told. I can't say so myself, because I'm a Super Mario Land 2 virgin. (Gasp!) Of course, this isn't the first time I've suggested I was going to start my way through this title, though it will be my last. Why? Because I've already bought it (via the 3DS eShop). Here's hoping it's only a matter of time before I reach the "Pumpkin Zone" alluded to earlier.
Are you planning--or hoping--to play any spooky or scary games in the lead-up to October 31? If so, which ones?
Sunday, September 30, 2018
A few thoughts on Creeping Terror (3DS) now that I've played and finished it
When Sushi Typhoon Games unveiled Creeping Terror in late 2016, I was stoked. A 3DS title inspired by the classic survival-horror game, Clock Tower? Sign me up!
Unfortunately, Creeping Terror didn't hit the North American 3DS eShop until Halloween day last year. For me, that was at least 24 hours too late. I wanted to play it in the lead-up to the holiday, not afterward.
So, I passed on it--with the intention of returning to it in advance of this All Hallows' Eve.
Of course, I completely forgot about Creeping Terror shortly after its release. Thankfully, an acquaintance reminded me of it a couple of weeks ago via an Instagram post.
In rapid succession, I bought, downloaded, and started playing the game. And after a little more than five hours (spread over seven or so days), I finished it, too.
What's my opinion of Creeping Terror given that experience? Here are a few thoughts:
If you've been looking for a "new" Clock Tower, you've got one in Creeping Terror--Clock Tower creator Hifumi Kono had nothing to do with Creeping Terror, but it can sure seem like he did when you're playing it. Not only does this 3DS title and Kono's Super Famicom standout have the same vibe, but the two games share a number of other traits as well. For starters, they look a lot a like--despite the fact that Clock Tower's claustrophobic world is crafted using sprites while Creeping Terror's is made up of polygons. Their gameplay is remarkably similar, too, though the 3DS title's is quite a bit more user-friendly. (Clock Tower is a old-school point-and-click affair, while in Creeping Terror you move the main character with the system's circle pad and interact with your surroundings with its face buttons.) All in all, Creeping Terror feels like a modern Clock Tower in most respects, which is just what I was hoping for when I bought it.
Unfortunately, Creeping Terror's protagonist is just as slow as her Clock Tower counterpart--The developers who brought Creeping Terror to life made a lot of improvements to the Clock Tower "mold" while doing so. That's not to say what they produced is the absolute best side-scrolling survival-horror game to see the light of day. For that to be true, its main character wouldn't move like she lacks leg muscles. The run button helps, but only a bit. (And even it becomes almost useless when an enemy starts chasing you.) Oh, well, it adds to the tension--even if artificially.
Every character besides the protagonist is an idiot--That's par for the course in slasher films, right? And it's probably par for the course in slasher games, too. (I say probably because I've experienced far fewer of the latter than the former.) Still, Creeping Terror's cast seems especially dumb. They're constantly suggesting you split up or otherwise unnecessarily put yourselves in danger. I'm sure some of this is tied to keeping the gameplay focused on the protagonist, but I'm also sure it could've been handled in a far more elegant fashion.
Creeping Terror doesn't feature much music, but what it does feature is more than fitting--First of all, I've got to say I like that playing this game is a predominantly silent experience. Most of the time, all you hear are ambient noises, like creaking floors or dripping water. (Or the Mario-fireball-esque "ploink" that sounds whenever you turn on or off your phone's flashlight app.) Actual music only enters the picture right as one of Creeping Terror's antagonists are about to arrive on the scene. Believe me when I say the tune's not only fitting, but mighty effective in getting your attention (and in getting you to haul ass to safety).
The localization is disappointingly stilted--No offense to the person or people who handled Creeping Terror's localization. I know this work is tough. That said, the English text in the North American release of the game is pretty stiff. It almost feels like a "first pass"--like with a little massaging, it could've come across as a lot more natural. Don't worry, it's not so bad it'll make you drop the game; it's mostly just awkward.
How many items does a stranded school girl really need?--Creeping Terror's protagonist only has enough room in her jacket--or wherever she stuffs all the things she finds lying about the game's environment--for six items. That doesn't sound like much, but don't worry; it's plenty. After all, you seemingly come across a candy bar (eat it and you restore a bit of stamina--important when you're running from an enemy) or a portable phone charger in every other room. If your playthrough is anything like mine, it won't take you long before you barely even notice their existence. Which is a shame, as it keeps Creeping Terror from being a thoroughly terrifying engagement.
If you like making use of your system's 3D abilities, crank up its depth slider while playing Creeping Terror--I rarely play 3DS titles in 3D. Doing so usually either brings on a migraine, or makes me feel like I'm about to get one. That said, I made an exception for Creeping Terror after giving that aspect a try. Not only did it help immerse me into the game, but it also helped me see the on-screen action. (Most of Creeping Terror's set pieces are eye-strainingly dark. Switching to 3D mode makes them a little less so.)
See also: 'five things that made it really easy for me to put more than 60 hours into The Alliance Alive' and 'five reasons I've fallen head over heels in love with Sushi Striker'
Unfortunately, Creeping Terror didn't hit the North American 3DS eShop until Halloween day last year. For me, that was at least 24 hours too late. I wanted to play it in the lead-up to the holiday, not afterward.
So, I passed on it--with the intention of returning to it in advance of this All Hallows' Eve.
Of course, I completely forgot about Creeping Terror shortly after its release. Thankfully, an acquaintance reminded me of it a couple of weeks ago via an Instagram post.
In rapid succession, I bought, downloaded, and started playing the game. And after a little more than five hours (spread over seven or so days), I finished it, too.
What's my opinion of Creeping Terror given that experience? Here are a few thoughts:
If you've been looking for a "new" Clock Tower, you've got one in Creeping Terror--Clock Tower creator Hifumi Kono had nothing to do with Creeping Terror, but it can sure seem like he did when you're playing it. Not only does this 3DS title and Kono's Super Famicom standout have the same vibe, but the two games share a number of other traits as well. For starters, they look a lot a like--despite the fact that Clock Tower's claustrophobic world is crafted using sprites while Creeping Terror's is made up of polygons. Their gameplay is remarkably similar, too, though the 3DS title's is quite a bit more user-friendly. (Clock Tower is a old-school point-and-click affair, while in Creeping Terror you move the main character with the system's circle pad and interact with your surroundings with its face buttons.) All in all, Creeping Terror feels like a modern Clock Tower in most respects, which is just what I was hoping for when I bought it.
Unfortunately, Creeping Terror's protagonist is just as slow as her Clock Tower counterpart--The developers who brought Creeping Terror to life made a lot of improvements to the Clock Tower "mold" while doing so. That's not to say what they produced is the absolute best side-scrolling survival-horror game to see the light of day. For that to be true, its main character wouldn't move like she lacks leg muscles. The run button helps, but only a bit. (And even it becomes almost useless when an enemy starts chasing you.) Oh, well, it adds to the tension--even if artificially.
Every character besides the protagonist is an idiot--That's par for the course in slasher films, right? And it's probably par for the course in slasher games, too. (I say probably because I've experienced far fewer of the latter than the former.) Still, Creeping Terror's cast seems especially dumb. They're constantly suggesting you split up or otherwise unnecessarily put yourselves in danger. I'm sure some of this is tied to keeping the gameplay focused on the protagonist, but I'm also sure it could've been handled in a far more elegant fashion.
Creeping Terror doesn't feature much music, but what it does feature is more than fitting--First of all, I've got to say I like that playing this game is a predominantly silent experience. Most of the time, all you hear are ambient noises, like creaking floors or dripping water. (Or the Mario-fireball-esque "ploink" that sounds whenever you turn on or off your phone's flashlight app.) Actual music only enters the picture right as one of Creeping Terror's antagonists are about to arrive on the scene. Believe me when I say the tune's not only fitting, but mighty effective in getting your attention (and in getting you to haul ass to safety).
The localization is disappointingly stilted--No offense to the person or people who handled Creeping Terror's localization. I know this work is tough. That said, the English text in the North American release of the game is pretty stiff. It almost feels like a "first pass"--like with a little massaging, it could've come across as a lot more natural. Don't worry, it's not so bad it'll make you drop the game; it's mostly just awkward.
How many items does a stranded school girl really need?--Creeping Terror's protagonist only has enough room in her jacket--or wherever she stuffs all the things she finds lying about the game's environment--for six items. That doesn't sound like much, but don't worry; it's plenty. After all, you seemingly come across a candy bar (eat it and you restore a bit of stamina--important when you're running from an enemy) or a portable phone charger in every other room. If your playthrough is anything like mine, it won't take you long before you barely even notice their existence. Which is a shame, as it keeps Creeping Terror from being a thoroughly terrifying engagement.
If you like making use of your system's 3D abilities, crank up its depth slider while playing Creeping Terror--I rarely play 3DS titles in 3D. Doing so usually either brings on a migraine, or makes me feel like I'm about to get one. That said, I made an exception for Creeping Terror after giving that aspect a try. Not only did it help immerse me into the game, but it also helped me see the on-screen action. (Most of Creeping Terror's set pieces are eye-strainingly dark. Switching to 3D mode makes them a little less so.)
See also: 'five things that made it really easy for me to put more than 60 hours into The Alliance Alive' and 'five reasons I've fallen head over heels in love with Sushi Striker'
Sunday, October 22, 2017
A few (more) thoughts on Yomawari: Night Alone in honor of #HorrorGameOct
Nippon Ichi's Yomawari: Night Alone and I have a complicated--and convoluted--history.
First, I bought a boxed copy of this Vita game's Japanese release. (See some photos of its case, cartridge, and instruction pamphlet here.) Although I'd been keenly interested in it since it was announced, it took me a good number of months to even put the Yomawari cartridge into my Vita. And after all that, I only played it for a short while before walking away because I just wasn't in the mood for a scary game at the time.
Then, earlier this year, I felt like giving it another try. Rather than boot up my Japanese cart, though, I purchased the North American version from the PlayStation Store. I actually put about two hours into Night Alone that time around, but this playthrough--which I discussed in this post from mid-March--was cut short, too, thanks to a little game called Dragon Quest Builders.
And why didn't I return to Yomawari after Dragon Quest Builders lost its hold on me? I'm not sure, to tell you the truth. I guess I turned my attention to something else--perhaps a 3DS title (or two)?
Regardless, between then and now, I've completely ignored Night Alone. I picked it up for a third time a couple of weeks ago, though, because my friend Anne kicked off a horror-focused community game-along--called #HorrorGameOct--that got me thinking about it again.
So, here we are. Attempt number three. The first thing you need to know about my latest Yomawari: Night Alone playthrough is I once again started from scratch. It's been so long since I last tackled the game that I thought returning to my old save file would be a mistake, so I erased it and threw myself into a new one.
Something else you need to know: I'm referring to a walkthrough this time around in the hopes it'll help me finish the game. As much as I hate to admit it, I find it easy to get lost while playing Night Alone thanks to its confusing map (or maybe it would be more accurate to blame its distressingly similar-looking alleyways and streets) and dimly lit locales.
Actually, due in large part to the above-mentioned niggles, I can honestly say I'd probably rather experience Yomawari: Night Alone on a TV than on a Vita. Which is saying a lot, as I almost always prefer playing games on a handheld device to playing them on a traditional console.
Another thing I hate to admit about my current Yomawari playthrough: I'm pretty sure its hiding mechanism failed to ping my radar during previous attempts. Now that I'm aware of and making use of it, though, I'm slapping myself. For starters, it makes it a lot easier to avoid the game's ghoulish baddies. Plus, it's fun to duck behind a sign or jump into some bushes and then "watch" as a nightmarish creature or two passes by via the protagonist's heartbeat and what I can only describe as a sort of heat map. (Less fun: leaving your hiding spot and immediately being killed. Oh, well, you have to get used to dying if you're going to play this title.)
Other than all that, I don't have much new to say about this Vita game. I'm still a fan of its looks, which are one part cute and one part horrific. (You'll know what I mean regarding the latter the second you lay your eyes on one of Night Alone's more hideous enemies.) I can't say the same about its soundtrack, but that's only because the bulk of Yomawari is experienced in near-silence. That's fine by me, though, as it enhances the atmosphere and tension.
As for the gameplay, it impresses, too. I guess some might disagree, as Night Alone's basically a visual novel that allows you to run around a small town and avoid monsters--rather than stare at static screens--while progressing its story, but I'm enjoying it overall despite its issues.
I've heard the game can be finished in just a handful of hours, so I doubt it'll be long before I encounter its end credits--assuming I continue to plug away at it (and keep my eye on the aforementioned walkthrough) this coming week. That's the current plan, so look for me to write and publish a Yomawari: Night Alone review soon.
In the meantime, have any of you played this Vita thriller? If so, please share your impressions of it in the comments section of this post.
First, I bought a boxed copy of this Vita game's Japanese release. (See some photos of its case, cartridge, and instruction pamphlet here.) Although I'd been keenly interested in it since it was announced, it took me a good number of months to even put the Yomawari cartridge into my Vita. And after all that, I only played it for a short while before walking away because I just wasn't in the mood for a scary game at the time.
Then, earlier this year, I felt like giving it another try. Rather than boot up my Japanese cart, though, I purchased the North American version from the PlayStation Store. I actually put about two hours into Night Alone that time around, but this playthrough--which I discussed in this post from mid-March--was cut short, too, thanks to a little game called Dragon Quest Builders.
And why didn't I return to Yomawari after Dragon Quest Builders lost its hold on me? I'm not sure, to tell you the truth. I guess I turned my attention to something else--perhaps a 3DS title (or two)?
Regardless, between then and now, I've completely ignored Night Alone. I picked it up for a third time a couple of weeks ago, though, because my friend Anne kicked off a horror-focused community game-along--called #HorrorGameOct--that got me thinking about it again.
So, here we are. Attempt number three. The first thing you need to know about my latest Yomawari: Night Alone playthrough is I once again started from scratch. It's been so long since I last tackled the game that I thought returning to my old save file would be a mistake, so I erased it and threw myself into a new one.
Something else you need to know: I'm referring to a walkthrough this time around in the hopes it'll help me finish the game. As much as I hate to admit it, I find it easy to get lost while playing Night Alone thanks to its confusing map (or maybe it would be more accurate to blame its distressingly similar-looking alleyways and streets) and dimly lit locales.
Actually, due in large part to the above-mentioned niggles, I can honestly say I'd probably rather experience Yomawari: Night Alone on a TV than on a Vita. Which is saying a lot, as I almost always prefer playing games on a handheld device to playing them on a traditional console.
Another thing I hate to admit about my current Yomawari playthrough: I'm pretty sure its hiding mechanism failed to ping my radar during previous attempts. Now that I'm aware of and making use of it, though, I'm slapping myself. For starters, it makes it a lot easier to avoid the game's ghoulish baddies. Plus, it's fun to duck behind a sign or jump into some bushes and then "watch" as a nightmarish creature or two passes by via the protagonist's heartbeat and what I can only describe as a sort of heat map. (Less fun: leaving your hiding spot and immediately being killed. Oh, well, you have to get used to dying if you're going to play this title.)
Other than all that, I don't have much new to say about this Vita game. I'm still a fan of its looks, which are one part cute and one part horrific. (You'll know what I mean regarding the latter the second you lay your eyes on one of Night Alone's more hideous enemies.) I can't say the same about its soundtrack, but that's only because the bulk of Yomawari is experienced in near-silence. That's fine by me, though, as it enhances the atmosphere and tension.
As for the gameplay, it impresses, too. I guess some might disagree, as Night Alone's basically a visual novel that allows you to run around a small town and avoid monsters--rather than stare at static screens--while progressing its story, but I'm enjoying it overall despite its issues.
I've heard the game can be finished in just a handful of hours, so I doubt it'll be long before I encounter its end credits--assuming I continue to plug away at it (and keep my eye on the aforementioned walkthrough) this coming week. That's the current plan, so look for me to write and publish a Yomawari: Night Alone review soon.
In the meantime, have any of you played this Vita thriller? If so, please share your impressions of it in the comments section of this post.
Wednesday, August 03, 2016
This latest Yomawari: Night Alone trailer has my name written all over it
I know the statement in the headline above isn't all that shocking. Nippon Ichi's Yomawari and its cute-slash-creepy graphics and gameplay charmed me long ago--to the point that I pre-ordered a copy of the Japanese version well in advance of it hitting the streets in its country of origin. (You can check out some photos of this Vita title's case, cartridge and instruction pamphlet in this "Nice Package!" post.)
As much as this game appeals to me, though, I've yet to spend a single second playing the darn thing. Truth be told, that has more due to my lack of free time these days, as well as my bizarre inability to coax my oft-ignored Vita out of hiding on any kind of regular basis, than it has to do with some sort of dwindling attraction to Yomawari (or Yomawari: Night Alone, for those of you who are fans of its full title).
Still, I'd be lying if I said this latest Yomawari trailer, which shows off a slew of the game's many nightmare-inducing ghouls and ghosts, didn't reignite my interest in this upcoming NIS America release.
How about all of you? Does the footage above make you want to put money on a physical copy or set aside funds for a digital one (if you didn't do so a couple of months ago, of course)? Or maybe it has the opposite effect and makes you wrinkle your nose in disgust? Regardless, share your reaction to this latest Yomawari teaser in the comments section that follows.
See also: 'Who else is thrilled that Nippon Ichi's Yomawari will be released in North America later this year?' and 'Has anyone else plopped down 60 big ones for the North American version of Yomawari: Night Alone?'
As much as this game appeals to me, though, I've yet to spend a single second playing the darn thing. Truth be told, that has more due to my lack of free time these days, as well as my bizarre inability to coax my oft-ignored Vita out of hiding on any kind of regular basis, than it has to do with some sort of dwindling attraction to Yomawari (or Yomawari: Night Alone, for those of you who are fans of its full title).
Still, I'd be lying if I said this latest Yomawari trailer, which shows off a slew of the game's many nightmare-inducing ghouls and ghosts, didn't reignite my interest in this upcoming NIS America release.
How about all of you? Does the footage above make you want to put money on a physical copy or set aside funds for a digital one (if you didn't do so a couple of months ago, of course)? Or maybe it has the opposite effect and makes you wrinkle your nose in disgust? Regardless, share your reaction to this latest Yomawari teaser in the comments section that follows.
See also: 'Who else is thrilled that Nippon Ichi's Yomawari will be released in North America later this year?' and 'Has anyone else plopped down 60 big ones for the North American version of Yomawari: Night Alone?'
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
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
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
Wednesday, March 23, 2016
NightCry (aka Project Scissors) embraces its jankiness in this just-released trailer
Full disclosure: I haven't paid a whole lot of attention to NightCry, the spiritual successor to Clock Tower that began life with the working title Project Scissors, until now.
Of course, that makes a good amount of sense when you consider I've played just one Clock Tower game to date, and even then I've only played a small fraction of it.
Still, I've always loved the idea of Hifumi Kono's long-running series of survival horror titles thanks in large part to its giant-scissors-wielding antagonist.
Because of that long-ignored admiration, last night I eagerly clicked on a link that led me to the latest NightCry trailer that can be seen below.
After I watched it for the first time, I couldn't help but think, that's it? A few minutes later, though, I caught myself smirking at its unabashed jankiness, which reminds me of all the similarly rough PS1 and PS2 titles I've loved since I was a barely legal game fan.
The thing is, this trailer only mentions a PC release for NightCry--which is concerning, as its original Kickstarter mentioned Android, iOS and Vita versions as well.
Here's hoping the game finds its way onto the Vita in some form or fashion, and not too far down the road at that.
In the meantime, the PC iteration will hit Steam and the Playism site on Mar. 29 carrying a $24.99 price tag. I don't suppose any of you are planning to pick up this spooky looking title on or around that date?
Of course, that makes a good amount of sense when you consider I've played just one Clock Tower game to date, and even then I've only played a small fraction of it.
Still, I've always loved the idea of Hifumi Kono's long-running series of survival horror titles thanks in large part to its giant-scissors-wielding antagonist.
Because of that long-ignored admiration, last night I eagerly clicked on a link that led me to the latest NightCry trailer that can be seen below.
After I watched it for the first time, I couldn't help but think, that's it? A few minutes later, though, I caught myself smirking at its unabashed jankiness, which reminds me of all the similarly rough PS1 and PS2 titles I've loved since I was a barely legal game fan.
The thing is, this trailer only mentions a PC release for NightCry--which is concerning, as its original Kickstarter mentioned Android, iOS and Vita versions as well.
Here's hoping the game finds its way onto the Vita in some form or fashion, and not too far down the road at that.
In the meantime, the PC iteration will hit Steam and the Playism site on Mar. 29 carrying a $24.99 price tag. I don't suppose any of you are planning to pick up this spooky looking title on or around that date?
Labels:
Android,
Clock Tower,
handheld games,
Human,
iOS,
janky,
mobile games,
NightCry,
PC,
PC games,
Project Scissors,
scary games,
survival horror,
trailers,
Vita
Tuesday, February 23, 2016
Who else is thrilled that Nippon Ichi's Yomawari will be released in North America later this year?
What timing, eh?
I'm talking about the timing of the post I published yesterday, of course. The one about Yomawari's lovely case, cartridge and instruction sheet.
If you're wondering why I'm so pleased with the timing of that write-up, that would be because last night NIS America announced it'll release the previously Japan-only Vita game named above in my neck of the woods (North America) late this year.
That's some pretty thrilling news, if you ask me. After all, this spooky title features some absolutely stunning environments--not to mention some beyond-creepy enemies.
Both of those aspects are on full display in the game's first trailer, below:
As awesome as Yomawari: Night Alone (that's the full North American title) looks, I'm not sure I'll buy it once it's finally available here. That's only because I already own a copy of the Japanese version, though. What would push me toward buying it? A cheap price tag probably would be enough to do the trick. Should it be sold for more than $30 or even $40, I'll likely pass.
In the meantime, I'm going to make it a priority to spend at least a couple of hours with my Japanese cartridge in the next week or two. Assuming that actually happens, I'll whip up post about it so those of you who are on the fence regarding Night Alone can turn to my impressions when you go to make a decision.
Speaking of which, do any of you think you'll buy Yomawari: Night Alone, even if it's only given a digital release in this region? Or does the trailer above make you think it's not going to be your cup of tea?
See also: 'Nice Package! (Yomawari, Vita)'
I'm talking about the timing of the post I published yesterday, of course. The one about Yomawari's lovely case, cartridge and instruction sheet.
If you're wondering why I'm so pleased with the timing of that write-up, that would be because last night NIS America announced it'll release the previously Japan-only Vita game named above in my neck of the woods (North America) late this year.
That's some pretty thrilling news, if you ask me. After all, this spooky title features some absolutely stunning environments--not to mention some beyond-creepy enemies.
Both of those aspects are on full display in the game's first trailer, below:
As awesome as Yomawari: Night Alone (that's the full North American title) looks, I'm not sure I'll buy it once it's finally available here. That's only because I already own a copy of the Japanese version, though. What would push me toward buying it? A cheap price tag probably would be enough to do the trick. Should it be sold for more than $30 or even $40, I'll likely pass.
In the meantime, I'm going to make it a priority to spend at least a couple of hours with my Japanese cartridge in the next week or two. Assuming that actually happens, I'll whip up post about it so those of you who are on the fence regarding Night Alone can turn to my impressions when you go to make a decision.
Speaking of which, do any of you think you'll buy Yomawari: Night Alone, even if it's only given a digital release in this region? Or does the trailer above make you think it's not going to be your cup of tea?
See also: 'Nice Package! (Yomawari, Vita)'
Labels:
announcements,
handheld games,
horror games,
Night Alone,
nippon ichi,
Nippon Ichi Software,
NISA,
scary games,
sony,
trailers,
Vita,
Yomawari
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.
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
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.
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.
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.)
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
Thursday, October 15, 2015
A trio of spooky games I'm hoping to play between now and All Hallows' Eve
For those of us in North America--and any other locale where folks celebrate the holiday--it's that time of year again. And when I say "that time of year," I of course mean Halloween.
While my compatriots spend the next couple of weeks prepping costumes, planning parties and popping orange and black candies into their mouths, I'm going to spend them playing spooky games. Specifically, I'm going to play--or maybe I should say I'm going to do my best to play--the following trio of Halloween-appropriate titles.
Undertale (Mac)--The good news here is that I've already started playing this just-released, EarthBound-esque RPG. The bad news: I've only played about an hour and a half of it so far. I have no doubt that will change appreciably by the end of this coming weekend thanks to all of the grins and chuckles it's already produced.
My favorite aspects of Undertale at the moment, by the way, are its colorfully creepy "overworld" graphics, its wonderfully witty text and its unexpectedly unique gameplay. A highlight of that last component: if you want, you can dance, flirt or simply chat with baddies rather than beat them up during this title's battle scenes.
Corpse Party (PSP)--I put a small handful of hours into this game a couple of years ago while traveling for one reason or another. That playthrough came to a screeching halt, though, when I got stuck and couldn't figure out what to do next. Why didn't I turn to GameFAQs or some other online resource? I have no idea, I'm sorry to say.
Thankfully, I'm feeling decidedly less stubborn these days--especially after listening to my podcast pal, Mollie, rave about this original entry in the oddly titled Corpse Party series while we recorded the 17th installment of The Nichiest Podcast Ever a few nights ago. So, look for me to give the game a second chance (and write about it in one or more future blog posts) between now and the end of this month.
Clock Tower (Super Famicom or WonderSwan)--Can you believe I've never played any of the many versions of Clock Tower that have been released over the years? I can't. OK, so that's not completely true. I spent about 30 minutes with the Super Famicom release earlier this year, but I quickly gave up on that campaign when the game's scissor-wielding antagonist popped up and scared the living daylights out of me.
I can't guarantee the same thing won't happen again when and if I return to this pixelated horror title, but I can guarantee I'll do my best avoid it. Who knows, maybe playing it in black and white will help?
Any you playing any spooky, scary or otherwise Halloween-esque games this month? If so, which ones--and what do you think of them thus far?
While my compatriots spend the next couple of weeks prepping costumes, planning parties and popping orange and black candies into their mouths, I'm going to spend them playing spooky games. Specifically, I'm going to play--or maybe I should say I'm going to do my best to play--the following trio of Halloween-appropriate titles.
Undertale (Mac)--The good news here is that I've already started playing this just-released, EarthBound-esque RPG. The bad news: I've only played about an hour and a half of it so far. I have no doubt that will change appreciably by the end of this coming weekend thanks to all of the grins and chuckles it's already produced.
My favorite aspects of Undertale at the moment, by the way, are its colorfully creepy "overworld" graphics, its wonderfully witty text and its unexpectedly unique gameplay. A highlight of that last component: if you want, you can dance, flirt or simply chat with baddies rather than beat them up during this title's battle scenes.
Corpse Party (PSP)--I put a small handful of hours into this game a couple of years ago while traveling for one reason or another. That playthrough came to a screeching halt, though, when I got stuck and couldn't figure out what to do next. Why didn't I turn to GameFAQs or some other online resource? I have no idea, I'm sorry to say.
Thankfully, I'm feeling decidedly less stubborn these days--especially after listening to my podcast pal, Mollie, rave about this original entry in the oddly titled Corpse Party series while we recorded the 17th installment of The Nichiest Podcast Ever a few nights ago. So, look for me to give the game a second chance (and write about it in one or more future blog posts) between now and the end of this month.
Clock Tower (Super Famicom or WonderSwan)--Can you believe I've never played any of the many versions of Clock Tower that have been released over the years? I can't. OK, so that's not completely true. I spent about 30 minutes with the Super Famicom release earlier this year, but I quickly gave up on that campaign when the game's scissor-wielding antagonist popped up and scared the living daylights out of me.
I can't guarantee the same thing won't happen again when and if I return to this pixelated horror title, but I can guarantee I'll do my best avoid it. Who knows, maybe playing it in black and white will help?
Any you playing any spooky, scary or otherwise Halloween-esque games this month? If so, which ones--and what do you think of them thus far?
Labels:
All Hallows' Eve,
Clock Tower,
Corpse Party,
Earthbound,
Halloween,
horror games,
imports,
mac,
PC,
psp,
RPGs,
scary games,
spooky games,
super famicom,
Undertale,
WonderSwan
Tuesday, October 06, 2015
Has any game ever looked as frightening *and* adorable as Nippon Ichi's Yomawari?
Seriously. Just look at this new trailer (below) for Nippon Ichi's Yomawari.
At first glance, it appears to be a cute, but dark, adventure game for the Vita. Then the enemies start popping around (around the 1:25 mark) and everything literally goes to hell.
As much as those hungry, toothy eyeballs scare the bejesus out of me, though, I'm going to do my best to play Yomawari as soon as my pre-ordered copy arrives on my doorstep.
That won't happen until sometime in early November, sadly, as the game doesn't hit Japanese store shelves until Oct. 29 and it'll take my purchase at least a week (if not two) to make its way to me.
I don't mind as much as I may be letting on, though, as the delay will give me plenty of time to figure out how I'm going to keep a grip on my precious pink-and-white Vita whenever one of Yomawari's adorable-yet-frightening baddies surprises me with its presence.
Are any of you similarly curious--if also a smidge apprehensive--about this upcoming spookfest? If so, please tell me why in the comments section below.
See also: previous posts about Yomawari
At first glance, it appears to be a cute, but dark, adventure game for the Vita. Then the enemies start popping around (around the 1:25 mark) and everything literally goes to hell.
As much as those hungry, toothy eyeballs scare the bejesus out of me, though, I'm going to do my best to play Yomawari as soon as my pre-ordered copy arrives on my doorstep.
That won't happen until sometime in early November, sadly, as the game doesn't hit Japanese store shelves until Oct. 29 and it'll take my purchase at least a week (if not two) to make its way to me.
I don't mind as much as I may be letting on, though, as the delay will give me plenty of time to figure out how I'm going to keep a grip on my precious pink-and-white Vita whenever one of Yomawari's adorable-yet-frightening baddies surprises me with its presence.
Are any of you similarly curious--if also a smidge apprehensive--about this upcoming spookfest? If so, please tell me why in the comments section below.
See also: previous posts about Yomawari
Labels:
adventure games,
handhelds,
imports,
Japanese games,
nippon ichi,
NIS,
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scary games,
sony,
trailers,
Vita,
Yomawari
Wednesday, August 05, 2015
After eyeballing its beautiful debut trailer, I want Yomawari (Vita) even more than I did before...
A month after they pleased the three people in the known world who were clamoring for an adorable horror game that could be played on the Vita by revealing Yomawari, the brass at Nippon Ichi Software made the aforementioned folks even happier yesterday by finally making available a trailer that shows the in-the-works title in action.
Admittedly, I'm still a bit unsure as to how Yomawari will play--does the cute-as-a-button protagonist simply run away from the various baddies that are shown throughout this video, or will she be given means to battle them?--but that isn't doing much to dampen my interest in its release.
Speaking of which, Yomawari will hits store shelves (both physical and digital, I'm guessing) in Japan on Oct. 29--just in time for Halloween.
Will I be pre-ordering a copy--say, via amiami--so that I can play this girl-searches-for-her-sister-and-dog-in-a-creepy-setting game shortly after everyone's favorite spook-centric holiday takes leave for another year? I'm not sure.
On the one hand, I really want to experience Yomawari as soon as it humanly possible (even if I'm only able to understand a fraction of its story), while on the other, I can't shake the feeling that Nippon Ichi's North American arm will bring this Vita game to the region I currently call home sooner rather than later.
How about you? Are any of you also a bit conflicted about this upcoming adventure--especially after watching the trailer shown above? If so, please share why in the comments section below.
Admittedly, I'm still a bit unsure as to how Yomawari will play--does the cute-as-a-button protagonist simply run away from the various baddies that are shown throughout this video, or will she be given means to battle them?--but that isn't doing much to dampen my interest in its release.
Speaking of which, Yomawari will hits store shelves (both physical and digital, I'm guessing) in Japan on Oct. 29--just in time for Halloween.
Will I be pre-ordering a copy--say, via amiami--so that I can play this girl-searches-for-her-sister-and-dog-in-a-creepy-setting game shortly after everyone's favorite spook-centric holiday takes leave for another year? I'm not sure.
On the one hand, I really want to experience Yomawari as soon as it humanly possible (even if I'm only able to understand a fraction of its story), while on the other, I can't shake the feeling that Nippon Ichi's North American arm will bring this Vita game to the region I currently call home sooner rather than later.
How about you? Are any of you also a bit conflicted about this upcoming adventure--especially after watching the trailer shown above? If so, please share why in the comments section below.
Labels:
AmiAmi,
cute games,
horror games,
imports,
Japanese games,
nippon ichi,
scary games,
trailers,
upcoming games,
Yomawari
Thursday, October 02, 2014
Three scary games I'm playing as part of #HorrorMonth
Although I had a lot of fun playing the shoot 'em ups that I chatted about in these recent posts and that were inspired by my blogging and podcasting pal Anne Lee's #Shmuptember game-along extravaganza, I'm about ready to move on to another genre now.
Thankfully, Lee is one step ahead of me and already has announced another such event for October, with the theme this time around being scary games.
The thing is, I've never been one to play overly scary games--games like Fatal Frame and Silent Hill and Siren and Resident Evil. Oh, I love reading about them and watching videos of them and stuff like that, but playing them? Not really--which is kind of funny when you consider how much I love scary movies.
Still, I really want to participate in #HorrorMonth (that's the official name of Lee's latest game-along, by the way), so I'm doing my best to put my fears behind me and play through the following trio of terror-ific titles between now and Halloween.
Sweet Home (Famicom)--Those of you who have visited this blog for a few years now may remember me mentioning Sweet Home in previous posts that were published around this time of year. That's because this isn't the first time I've attempted to play through this spooky, Resident Evil-esque (due to its setting more than anything) RPG. I've never made it more than a couple of hours into it, though, so this year my goal is do do a bit better than that (if not make it all the way to the cart's credit roll).
Splatterhouse (PC Engine)--Here's a game I've been curious about since it first caught my attention back when the PC Engine was still in its infancy and its North American counterpart, the TurboGrafx-16, had yet to be released. I've barely played it in the ensuing years, although I couldn't tell you why that is--other than this genre generally isn't my cup of tea. Thankfully, the few minutes I spent with Splatterhouse the other day were a blast, so I have a feeling it won't be all that difficult for me to complete at least a handful of its stages before I call it a night, so to speak.
Clock Tower (Super Famicom)--Unlike the pair of titles discussed above, I've purposefully avoided this Super Famicom spooker over the years because I knew its scissor-wielding antagonist would be too much for my rather delicate constitution. Although that mostly was proven true when I played a fan-translated version of this unique point-and-click title over the weekend, I'm not going to give up on it--mainly because I want to learn more about the aforementioned villain, the titular mansion and protagonist Jennifer Simpson.
Are any of you participating--or planning to participate--in #HorrorMonth? If so, which titles have you short-listed for this particular game-along?
Thankfully, Lee is one step ahead of me and already has announced another such event for October, with the theme this time around being scary games.
The thing is, I've never been one to play overly scary games--games like Fatal Frame and Silent Hill and Siren and Resident Evil. Oh, I love reading about them and watching videos of them and stuff like that, but playing them? Not really--which is kind of funny when you consider how much I love scary movies.
Still, I really want to participate in #HorrorMonth (that's the official name of Lee's latest game-along, by the way), so I'm doing my best to put my fears behind me and play through the following trio of terror-ific titles between now and Halloween.
Sweet Home (Famicom)--Those of you who have visited this blog for a few years now may remember me mentioning Sweet Home in previous posts that were published around this time of year. That's because this isn't the first time I've attempted to play through this spooky, Resident Evil-esque (due to its setting more than anything) RPG. I've never made it more than a couple of hours into it, though, so this year my goal is do do a bit better than that (if not make it all the way to the cart's credit roll).
Splatterhouse (PC Engine)--Here's a game I've been curious about since it first caught my attention back when the PC Engine was still in its infancy and its North American counterpart, the TurboGrafx-16, had yet to be released. I've barely played it in the ensuing years, although I couldn't tell you why that is--other than this genre generally isn't my cup of tea. Thankfully, the few minutes I spent with Splatterhouse the other day were a blast, so I have a feeling it won't be all that difficult for me to complete at least a handful of its stages before I call it a night, so to speak.
Clock Tower (Super Famicom)--Unlike the pair of titles discussed above, I've purposefully avoided this Super Famicom spooker over the years because I knew its scissor-wielding antagonist would be too much for my rather delicate constitution. Although that mostly was proven true when I played a fan-translated version of this unique point-and-click title over the weekend, I'm not going to give up on it--mainly because I want to learn more about the aforementioned villain, the titular mansion and protagonist Jennifer Simpson.
Are any of you participating--or planning to participate--in #HorrorMonth? If so, which titles have you short-listed for this particular game-along?
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