Showing posts with label visual novels. Show all posts
Showing posts with label visual novels. Show all posts

Thursday, February 06, 2020

Raging Loop would've been one of my favorite games of 2019 if I'd played it when it came out

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! PikminLapis 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.

Saturday, March 17, 2018

A few thoughts on Doki Doki Literature Club

If you want to get me excited about a game, tell me it's short.

It has to be "good," too, of course. But short is right up there in terms of importance when I'm considering which games to play these days.

That's not to say I decided to download and play Doki Doki Literature Club solely because someone told me it's short. I also liked that it's a visual novel--a gaming genre I've enjoyed quite a bit over the last few years. (See my write-ups on 999, Hakuoki, Hotel Dusk, Sweet Fuse, and VA-11 HALL-A for proof.)



What intrigued me most about this free PC game, though, was that it's known for being weird--even a bit (or a lot) freaky.

Imagine my surprise, then, when I played through the first hour or so of Doki Doki Literature Club and found it to be fairly typical, if a bit cheap in terms of production values, as far as visual novels are concerned.

OK, so maybe "typical" isn't the right word to use here. After all, a couple of the protagonist's handful of apparent love interests definitely made me a bit uncomfortable--and not in the comparably wholesome way most potential paramours do in these kinds of games.

Following a rather by-the-numbers opening salvo, during which one of the above-mentioned ladies (a neighbor and friend) twists your arm into joining the eponymous literature club, the atmosphere of this game slowly veers toward the sinister.



Even then, though, it never goes far beyond feeling "off," which makes the shocking twist that pops up almost out of nowhere all the more dramatic.

And after that? Woof. Buckle up, kids; the remainder of Doki Doki Literature Club is a bumpy ride of eye-opening situations and conversations.

To be honest, I didn't find the overall experience as enthralling as many others have, but it certainly didn't bore me. Actually, I take that back; it did bore me for a while. The first half drags on a little too long, if you ask me. Still, I couldn't help but appreciate how that imbued the game with a sort of mounting tension that otherwise might not exist.

Specifically, although Doki Doki Literature Club makes it clear right from the start that you're going to encounter some crazy shit at one point or another (hence the regular warnings that the game is "not suitable for children or those who are easily disturbed"), it keeps the "when" a mystery right until the end.



Does this "twist" and all that comes after it make up for the game's less than thrilling first few hours? Not entirely, in my opinion. Thankfully, that doesn't really matter. Doki Doki Literature Club is free, after all, which makes it hard to complain about such things. Plus, the overall experience is enjoyable enough that it's easy to overlook the title's handful of missteps and shortcomings.

Have any of you completed Doki Doki Literature Club? If so, what are your thoughts on it?

Download: Doki Doki Literature Club

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, November 15, 2016

A somewhat gay review of Chase: Cold Case Investigations ~Distant Memories~ (3DS)


Game: Chase: Cold Case Investigations ~Distant Memories~
Genre: Visual novel
Developer: Arc System Works
Publisher: Aksys Games
System: 3DS
Release date: 2016

I had such high hopes for Chase: Cold Case Investigations. The main reason for that: some (but not all) of the folks who made Hotel Dusk--as well as Trace Memory and Little King's Story--also made this digital 3DS game.

Unfortunately, Chase: Cold Case Investigations--or at least the minuscule portion of it that's presented in "Distant Memories" (more on what that means in a few paragraphs)--is no Hotel Dusk.

Hotel Dusk, despite its flaws, was a fully realized and surprisingly engaging, not to mention cinematic, product that showed just how marvelously dynamic a "visual novel" could be.

Unlike most of visual novels I've played--including Hakuoki and Sweet Fuse for PSP--to date, Hotel Dusk was more than a simple "Choose Your Own Adventure" story accompanied by static (and admittedly pretty) illustrations and enjoyable, if not altogether memorable, soundtracks. That 2007 title one-upped its fairly staid genremates by allowing players to freely move around within and otherwise explore three-dimensional spaces. It also let them solve puzzles and take notes using the DS' touch screen--all while holding the system on its side, "book-style."

And then there were satisfyingly superficial flourishes like the rotoscoped character portraits and the superbly low-key (and jazzy) backing tunes.

Sadly, you won't experience any of the above while working your way through Chase: Cold Case Investigations. What will you experience instead? A depressingly small cast (of six, if memory serves). Art that isn't completely terrible but is a far cry from what's showcased in the developer's previous titles. Scenes that feature such little animation they may as well be motionless. No exploration whatsoever. Disappointingly straightforward interactions with the game's characters. Oh, and the writing has little of the verve that drips from Hotel Dusk's text.

To be blunt, Chase: Cold Case Investigations feels half-baked. Worse, it feels like the half-baked introduction to what should be a much larger and longer game.

In its defense, it seems pretty obvious "Distant Memories" is just one part of what will wind up as a multi-part release. Still, this opening salvo is so underwhelming--and so relatively expensive, at $6 for less then two hours of content--that it's currently hard for me to imagine picking up any future installments unless it's clear from the word go they offer a lot more than this initial entry.


See also: previous 'somewhat gay' and 'Great Gaymathon' reviews

Sunday, August 21, 2016

CIB Sunday: World’s Longest 5 Minutes Limited Edition (Vita)

When the recently released Nippon Ichi-made Vita game World’s Longest 5 Minutes--aka Sekaiichi Nagai 5 Funkan or 世界一長い5分間--was first announced, I planned on buying it via my favorite import shop, AmiAmi.

The game's art style and mishmash of genres--it's part old-school RPG and part visual novel--really appealed to me. Plus, I was pretty sure copies would be cheap, much like Ikenie to Yuki no Setsuna and Roze to Tasogare no Kojou.

Actually, they were--and are. Or at least that's true of the vanilla version of World’s Longest 5 Minutes. Once I became aware of the game's limited edition, though, I quickly switched gears and set my sights on that release.


Fast forward a few months and I'm absolutely thrilled I changed my mind and spent a tad more money on the Sekaiichi Nagai 5 Funkan LE.

If you're wondering why that is, well, keep scrolling through this post. It shouldn't take you long to realize why I'm so stoked about owning it.



Before we get too far, I should let you know what's included in this particular LE package. Snuggled within the lovely outer box showcased in the snapshots above and below are: a copy of World’s Longest 5 Minutes, a soft-cover book of some sort, a two-CD soundtrack and a small, tri-fold desk calendar.



All of this limited edition's "innards" are well worth slobbering over, of course, but let's first spend a couple of seconds ogling that outer box I mentioned in the last sentence. 

Each side edge features pixel-art depictions of what I assume are this Vita title's main characters. Oh, and when you open the box, you reveal the slightly more detailed representations seen below. 



The fun continues inside the World’s Longest 5 Minutes box. Nestled within one of the cutest retro-RPG cityscapes I've seen in a while is a copy of the game.


Here's another look at the aforementioned cityscape, in case any of you are curious:


And here's a look at the back of the World’s Longest 5 Minutes game case:


As for the rest of what's packed inside this limited edition, here's the "soft-cover book of some sort" I eluded to early on in this post:



I say it's a "book of some sort," by the way, because I'm honestly not sure what it is or what it's supposed to be. Before I opened it, I assumed it was an art book, but the first half of it is mostly text. That text doesn't appear to provide tips or tricks or hints to would-be players, though, so maybe it talks about the game's development or something like that?



Regardless, the last few pages of this Sekaiichi Nagai 5 Funkan booklet offer up some nice illustrations and pixel art that make the whole thing worthwhile.



Finally, hidden beneath the game case, the soft-cover book and the two-CD soundtrack (sorry, I didn't like the snapshot I took of it so I'm leaving it out; I'll take another soon and toss it onto my Flickr photostream) is a lovely little tri-fold desk calendar.



I've yet to set up this calendar, or even take a peek at its pages, but I can assure you I'll rectify that shortly--and when I do, I'll take a photo of it and either share it via Flickr or Instagram.


That's basically it--unless you're dying to see the back of this Vita LE's outer box. If you are, take a gander at the photo above.

Much like the rear of the World’s Longest 5 Minutes game case, the reverse side of its outer box isn't anything to shout about, but every other aspect of this limited edition is so grand that I'm not going to complain.

See also: previous posts about World’s Longest 5 Minutes plus previous 'CIB Sunday' posts

Tuesday, August 02, 2016

Oh, hey, did you hear? NIS America will release World’s Longest 5 Minutes (Vita) in North America sometime next year

Well, color me surprised. NIS America recently revealed--in rather shocking fashion, I might add--it'll bring Nippon Ichi's World’s Longest 5 Minutes to my neck of the woods in 2017.

What will this intriguing Vita title, which combines the RPG and visual novel genres, be called when it hits North America? The Longest 5 Minutes.

Both titles make a lot of sense after you read through this summary of its story: "Our hero faces the origin of all evil, the Overlord himself, but suddenly loses all memories of his adventure. His finishing moves, the name of his hometown, and even the reason he's trying to defeat the Overlord in the first place, all gone. Our hero tries to regain his priceless memories before it's too late, but the Overlord stands before him, his power unyielding!"

As much as this news thrills me, it also pains me a bit. That's because I just--as in yesterday--paid for the limited edition version of World’s Longest 5 Minutes I pre-ordered via AmiAmi ages ago.



Oh, well, at least I'll get to enjoy all of the swag that comes with the Japanese LE--such as a two-CD soundtrack, some sort of book (kikakusho?) and a desk calendar. Plus, I'll have a physical copy of the game (even if it is in a language I can barely understand at the moment).

I'd love to say NIS America will offer up a similarly stuffed LE to folks on this side of the pond, but at the moment the publisher's lips are sealed in that regard. Hell, it's yet to say if The Longest 5 Minutes will be a digital-only release or if boxed copies will be sold as well.

While we wait for more information, check out the game's first English trailer (above or here). You may want to heck out its official site, too. There's not much to see at the latter right now, but that should change in due time.

Are any of you planning to add The Longest 5 Minutes to your Vita collections? If so, what pushed you in the direction?

See also: 'Nippon Ichi just announced what appears to be a Half-Minute Hero rip-off for Vita, and I'm more than OK with it'

Wednesday, June 22, 2016

Help me remain strong as I wait for the Vita version of VA-11 Hall-A to be released

I've been curious about Sukeban Games' VA-11 Hall-A, which the developer describes as a "cyberpunk bartender action" title, since I first became aware of it some time ago.

Considering publisher Ysbryd Games' finally made it available to the world yesterday, you might assume I'm currently feeling ecstatic. Unfortunately, you'd be wrong.

That's not because I've reconsidered my stance on this lovely looking visual novel, mind you. Rather, it's because only the Linux, Mac and PC versions of VA-11 Hall-A are able to be purchased at the moment.



The Vita iteration, the one I've been dreaming of playing since this deliciously retro title was unveiled, is nowhere to be seen.

Apparently it'll see the light of day later this year, if the word on the street is to believed, so in the meantime I've either got to sit tight until VA-11 Hall-A Vita hits both virtual and physical store shelves, or I've got to bite the bullet and buy the Mac release for a not-inconsiderable $14.99.

While I decide which path to take, check out the game's final trailer (above). Or, if you've already played some form of VA-11 Hall-A, share your thoughts on it in the comments section below.

Thursday, May 05, 2016

As much as I love this new World's Longest 5 Minutes (Vita) trailer, I love the contents of the game's limited edition even more

Full disclosure: I've already pre-ordered a copy of this Japanese Vita game via the usual source.

The problem is, the version I pre-ordered a few weeks back was the regular edition. Here's hoping the folks at amiami allow me to switch it to the stunning limited edition.

Why? For a few extra bucks, it tosses in a two-disc soundtrack, a "daily flip tabletop calendar" and what I believe is some sort of art or guide book. (Please correct me if I'm wrong about that last item.)



Are you a World's Longest 5 Minutes virgin? No worries. It's an adventure game (aka a "visual novel") set within the confines of a pixel-filled, retro-tinged RPG. Or at least that's what I think it is based on all I've seen of and read about it so far.

Thankfully, this just-released trailer suggests my assumption's pretty spot-on. (I kind of wish that weren't the case, by the way, as I'd much prefer World's Longest 5 Minutes to be a straight-up, old-school RPG.)

Regardless, this Vita title is being made by smartphone app developer Syupro-DX, while Nippon Ichi Software is publishing it. Its street date is July 28, and the price tag of the regular edition is 3,980 yen. (I'm not sure what the limited edition will cost at retail, but amiami's selling it for 5,280 yen--or about $50.)

(Via gematsu.com)

Thursday, April 21, 2016

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

While talking about Zero Time Dilemma's North American box art last week, I mentioned that I wouldn’t have minded if its designers had used another of artist Rui Tomono’s fascinatingly dark illustrations rather than the clichéd group shot seen here.

I also said "I would’ve even preferred if the folks at Aksys had gone with the gun-to-the-head art that helped introduce [the game] to the masses instead."

Fast forward to this morning, and what do I see while perusing one of my favorite Nintendo-focused sites (that would be japanesenintendo.com)? The following:



That imagery is going to greet folks who buy retail copies of the Japanese 3DS version of Zero Time Dilemma this summer, of course. (You can check out the very similar Vita iteration here, if you're curious.)

I don't know about you, but I much prefer the above to the North American cover. Do you feel the same way, or do you like the Western art better?

By the way, those of you who can't wait to start playing this third (and final) entry in the Zero Escape series of games may want to watch its second Japanese trailer.

See also: all of my posts about 9 Hours, 9 Persons, 9 Doors

Wednesday, April 13, 2016

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

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

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

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

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

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

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

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

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

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

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

See also: my #ADecadeofDS post about 999

Friday, December 04, 2015

I don't know how 'new' it looks or sounds, but I'm still pretty darn interested in Danganronpa V3

Granted, the sentiments expressed above are coming from the mouth of a guy who's only put a few hours into the first Danganronpa game thus far.

So, for all I know, the footage (found in the trailer below) of the in-the-works third Danganronpa title, which apparently will be called New Danganronpa V3: A New Semester for Everyone's Killing Life in its home country, is quite a departure from its predecessors.

Speaking of my unfortunate lack of experience with the initial pair of Danganronpa games, keep that in mind while you consider whether or not to check out the following video. I have no idea if does or doesn't contain spoilers, so view it at your own risk.



With that out of the way, what do those of you who actually watched it think of it? Are you excited? Are you feeling wary? Are you experiencing some other emotion or emotions altogether?

Share your answers to those questions in the comments section below when you've got a second to spare. Oh, and also let me know if you think there's anything "new" to New Danganronpa V3 based on what you saw in the trailer above.

See also: some of the thoughts I've shared so far regarding my playthrough of the first Danganronpa

Monday, September 21, 2015

Now that I've finished 999, someone's going to have to explain its 'true ending' to me

Yes, it's true; I've finished Chunsoft's horror-tinged visual novel, 999 (aka 9 Hours, 9 Persons, 9 Doors).

And when I say I've finished it, I mean all of it. I experienced every single ending it has to offer, including the hours-long "true ending."

Don't believe me? Here's a bit of photographic proof:



For those of you who've yet to play 999, an icon is added to the game's opening screen whenever you wrap up one of its six endings.

Even with 999's fast-forward function--which lets you race through text you've already encountered--finishing the game six (or, in my case, five) times can take a long time.

How long? Check out the next photo, which shows off how many hours I spent with 999 in the last few weeks:



Have any of you also played--and fully finished--999? If so, can you shed any light on its true ending? Some of it seemed to make sense, but the rest of it was brain-meltingly confusing.

One last comment-slash-question before I hit "publish": that last interactive section of the true ending is shockingly beautiful, don't you think?

See also: #ADecadeofDS (9 Hours, 9 Persons, 9 Doors) and Nice Package! (9 Hours, 9 Persons, 9 Doors, DS)

Tuesday, September 15, 2015

#ADecadeofDS: 9 Hours, 9 Persons, 9 Doors


Amount of time devoted to this game since I started playing it a few weeks ago--12 hours, 47 minutes.

Most recent boss toppled, location reached or milestone achieved--So as to not spoil anything for those of you who've yet to play 999, all I'm going to say here is that I'm currently working my way toward this Chunsoft-made game's fourth (of six) ending.

Overall comments on the experience so far--I first attempted to play through 999 a number of years ago. I didn't make it very far and walked away from the experience after getting stuck while trying to find the exit to some room or other.

At the time, I stubbornly refused to turn to an online FAQ for assistance. I thought I shouldn't have to resort to such "cheating" and became pretty disenchanted with 999 as a result.

This time around, I decided to check my pride at the door from the word go, and I've got to say I'm glad I did. Sure, I hate it when I can't figure out a puzzle on my own, but the hatred is softened quite a bit by the fact that checking an FAQ allows me to move forward and learn more about this game's intriguing cast of characters.

Speaking of which, 999's characters have proven to be a real highlight of my first honest-to-goodness encounter with this horror-tinged visual novel.

Just as appealing has been the story that brings all of these men, women, girls and boys together--even if it's against their will--and forces them to find a way to escape the creepy ocean liner that serves as this game's setting.

(If you aren't all that knowledgable about 999, the gist is that nine people, most of whom don't know each other, are independently knocked out, kidnapped and dropped onto a Titanic-esque vessel. They're then given nine hours to traverse its many puzzle-filled rooms and successfully make their way through the ninth of its titular, boobytrapped doors. Oh, and should they fail to do all of that, they'll die.)

Admittedly, I've found some of 999's riddles and berths to be annoyingly obtuse, but even that hasn't done much to dampen the thrilling shiver that travels up and down my spine whenever I gain even a smidgen of insight into this game's goings-on.

Will I continue to play this game in the coming days, weeks and maybe even months?--Well, I'll certainly continue to play it for the next few days, but after that I probably won't play it again for some time.

I don't mean that in any sort of negative way, of course. I just mean that I'm expecting to clear all of its many endings in that time, and once that's done I'll put my 999 cart away until I've forgotten enough of its story to be able to enjoy it again.

Mark my words, though; I'll definitely come back to it down the road. It's quickly become one of my all-time favorite DS games, so there's no question I'll play through it many more times in the future.

Do I recommend it to others?--Absolutely. I know there are plenty of folks out there who have tried 999 and have walked away from the experience feeling dissatisfied, but I have to imagine they're a distinct minority.

So, if the game's premise sounds at all interesting to you, I think it's worth risking disappointment to pick up a copy if you've got the dough.

Next up--Mr. Driller: Drill Spirits


See also: previous #ADecadeofDS posts

Monday, August 31, 2015

Nice Package! (Last Window: The Secret of Cape West, Nintendo DS)

You've hopefully noticed by now that I currently have Hotel Dusk on the brain. After all, my last two posts have focused on that Cing-developed, Nintendo-published DS game. (My most recent #ADecadeofDS write-up is one, while my latest installment of 'Which Box Art is Best?' is the other.)



Although I haven't yet finished my Hotel Dusk playthrough (I just crossed the 12-hour mark), I'm already looking forward to diving into its sequel, known as Last Window: The Secret of Cape West.


In case this is the first you've heard of Last Window (which I've stupidly been calling The Last Window in the comments here as of late), it is a follow-up to Hotel Dusk that hit Japanese store shelves in early 2010 and made its way to Europe a few months later.



I bought a copy of the latter version shortly after it was released, despite the fact that I hadn't yet played (let alone finished) Hotel Dusk.


Sadly, the copy in question has been sitting in a cupboard ever since.

Considering how much I'm currently enjoying Hotel Dusk, though, you can rest assured it won't be sitting there for much longer.


In the meantime, I thought all who are interested may enjoy ogling the photos of Last Window's packaging that can be seen throughout this post.



Have any of you played Last Window? If so, what did you think of the experience? Also, how did you think it compared to Hotel Dusk--assuming you played that portable whodunit, too?

See also: previous 'Nice Package!' posts

Thursday, August 27, 2015

#ADecadeofDS: Hotel Dusk


Amount of time devoted to this game since I started playing it just over a month ago--Six hours, 59 minutes.

Most recent boss toppled, location reached or milestone achieved--To be honest, Hotel Dusk really isn't the kind of game that prompts you to celebrate reaching a particular milestone--or even recognize that a milestone has been reached.

Still, I'll do my best to recall my last "accomplishment." I guess that would be me finally gaining access into a pair of Hotel Dusk's rooms that previously had been off limits to me and the game's hunky (and often grumpy) protagonist, Kyle Hyde.

If that doesn't sound like something to cheer about, consider that the titular establishment houses just a dozen or so rooms, and only a few of them are explorable at any given time, especially early on.

Overall comments on the experience so far--Hotel Dusk is an odd game. Actually, some may not consider it a "game" at all. In a way, I can see where they're coming from, as if any title deserves to be called a "visual novel," this Cing-developed one is it.

Admittedly, a couple of the other visual novels I've played to date--such as Hakuoki and Sweet Fuse for PSP--are fairly book-like, too, but both of those titles are more like digital, gamified "Choose Your Own Adventure" paperbacks than the far more straightforward, yet still surprisingly interactive, Hotel Dusk.



What I mean by the latter part of the above is that Hotel Dusk tells a single, set story from start to finish. No matter what you do while you stalk the halls of this out-of-the-way inn, and no matter which choices you make while you talk with its odd cast of customers, you won't change the course of the central tale.

I can appreciate that to an extent, although I also kind of hate it due to how it often causes a Hotel Dusk playthrough to come to a screeching halt. That's because whenever you can't figure out what to do to advance this game's story, you're basically forced to wander around aimlessly, poking your nose into the corner of each and every room while also clicking on anything that happens to catch your eye (and even a few things that don't), until you successfully "pick up the scent" again.

Thankfully, that hasn't happened too often during my maiden voyage through this 2007 release--although I think it could be argued that even a handful of times are a handful too many. 

Anyway, despite that above-mentioned quibble, I've gotten a lot of enjoyment out of Hotel Dusk so far. The mystery that serves as its centerpiece is only passable, in my humble opinion, but I still want to see how it wraps up.

I’m also pretty fond of the numerous guests who share the hotel with you. Each one has a distinct personality and all are surprisingly likable or dislikeable. (OK, so that’s not entirely true, as I just thought of one character who straddles that line due to how boring she is—but she’s definitely an exception to the rule.) My favorites: the saucy maid, the stoner bellhop and the old lady who sports an eye patch.



And then, of course, there’s the art style that’s so effectively put to use throughout Hotel Dusk. Specifically, I’m talking about the rotoscoped graphics that call to mind A-ha’s iconic “Take On Me” video, although that’s not the full extent of why this game’s aesthetics are so noteworthy. Also playing a role here is the game’s 1970s-tastic sheen, which helps make even the most mundane passages seem interesting from a visual standpoint.

Will I continue to play this game in the coming days, weeks and maybe even months?--Oh, I'm definitely going to finish it; that's not even in question. Will I enjoy it all the way to the end, though? That's far more in question, if I'm to be honest.

I say that because it seems like Hotel Dusk's more annoying traits are becoming more frequent, not less, the deeper I delve into its story. Assuming that trend continues, I can guarantee my final opinion of this game will be far less rosy than I initially imagined it would be.

Do I recommend it to others?--Are you a mystery buff? Are you also a fan of the 1970s—or are you at least not turned off by books or games or movies that are set in that shagadelic decade? If you're able to answer both of those questions with at least a tentative yes, you’ll probably enjoy your stay at Hotel Dusk--or at least you probably won't regret your purchase.

Even then, you're likely to encounter at least a few aggravating moments, but all of what I've said here so far should help steel you for them a bit.

Next up--9 Hours, 9 Persons, 9 Doors


See also: previous #ADecadeofDS posts

Thursday, July 16, 2015

So, who else has pre-ordered the North American PS3 or Vita version of Steins;Gate?

Before we tackle the question posed in this post's headline, let's chat a bit about what Steins;Gate actually is (besides a game with a really strange title, I mean).

For starters, it's the second entry in 5pb's and Nitroplus' long-running series of "visual novel" games.

Here's an official summary of Steins;Gate's story, in case any of you are curious: a group of teenage scientists discover the ability to alter the past by sending text messages through a modified microwave. Their experiments inevitably spiral out of control as they become entangled in a conspiracy surrounding SERN, the organization behind supposed failed time travel events, and John Titor, a mysterious Internet forum poster claiming to come from a dystopian future.



All of the games that are part of this "Space Adventure" franchise have titles with inappropriate punctuation, by the way, with the first entry being Chaos;Head, the third being Robotics;Notes and the fourth being Chaos;Child.

Each of these releases have received a multitude of ports (to everything from the Xbox 360 and the PSP to PC and mobile) as well as spin-offs and manga and anime adaptations.

Anyway, I've been aware of them for some time now, although I've got to admit that until recently I wasn't entirely sure how they were connected or even if all of them were games.

Despite that, I've had the Vita version of Steins;Gate on my lengthy "to buy" list since it was first announced due to the positive comments I've heard about the English PC port that hit North American store shelves last year.



Thankfully, it seems I won't have to wait much longer to experience this intriguing sounding and looking title (I especially love its art style, I've got to say), as copies of its North American PS3 and Vita ports can now be pre-ordered via Amazon--with Aug. 31 being their supposed shipping date.

If you'd like to pre-order the North American Vita version of Steins;Gate, you can do so here, while the PS3 version can be picked up here.

So, who's with me in buying some version of this visual adventure?

Saturday, July 11, 2015

Speaking of interesting Vita games, an expanded version of Hatoful Boyfriend will be released for the system (and the PS4, too) on July 21

Ever since Anne (or was it shidoshi?) declared her love for Hatoful Boyfriend during a past episode of The Nichiest Podcast Ever, I've desperately wanted to sink my teeth into this indie-turned-blockbuster title.

Of course, who wouldn't want to spend some quality time with a visual novel that allows (forces?) you to romance a variety of birds?



At any rate, it seems my dream of finally playing some iteration of this Mediatonic-developed title will become a reality shortly, as an expanded version of it will be released for the PS4 and Vita (I'll be picking up the latter, naturally) on July 21.

Sadly, publisher Devolver Digital has yet to say how much these releases will set people back, but as long as it doesn't cost more than, say, $15, I'm pretty sure I'll buy it day one.



Are any of you planning to do the same? If so, let me and others know about it in the comments section below. Also, feel free to mention any other upcoming Vita games you may be interested in purchasing, as a number have been announced in recent days that make me proud to be an owner of Sony's latest (and probably last, if I'm to be honest) handheld system.

See also: 'Mystery Chronicle is one of many interesting Japanese Vita games I'm currently thinking of buying'

Tuesday, May 05, 2015

Have you always wanted to play a visual novel featuring lesbian romances? Starlight Vega may be the game for you...

While recording the latest episode of The Nichiest Podcast Ever early last week, Anne (Lee, of the Chic Pixel blog) took the opportunity to educate shidoshi and I about an in-the-works visual novel (for PC) that will feature lesbian romances--an unfortunate oddity when it comes to this particular gaming genre.

That alone makes this game, called Starlight Vega, worth discussing, but what makes it doubly so--in my opinion, at least--is that it actually looks like it could wind up being pretty darn good.



I especially like its art style, which appealingly straddles the line between what's traditionally found in Japanese visual novels and what's usually created by your typical Western illustrator.

Starlight Vega's Kickstarter--which wraps up on May 22--surpassed its initial goal ages ago, but some of you may still want to invest in it given that its final stretch goal would allow for the creation of additional endings (including a "harem" one).

If you'd like to learn more about Starlight Vega, I'd suggest checking out its Kickstarter page, its official site, its Tumblr or its Twitter feed.

Friday, January 09, 2015

Shall We Do It? (Coming Out on Top, Fantasy Life, Harvest Moon: The Lost Valley and Slime MoriMori Dragon Quest 3)

The first eight days of 2015 have been a bit tumultuous for me, I've got to say, but thankfully that hasn't kept me from putting a good amount of time into the handful of games that are named in the header above.

(I've also been working on my weeklong not-quite-playthrough of Okamiden, of course, but you'll have to wait until Monday to read my thoughts on it.)

Anyway, as is par for the course for these "Shall We Do It?" posts, here are a few impressions of the titles that have hogged my attention since the holiday season came to an end.

Coming Out on Top (Mac)--For the longest time, this gay dating sim completely avoided pinging my radar. Eventually, though, I noticed that its official NeoGAF thread was getting a lot of action (pun intended) and so decided to see what was causing all the hubbub.


Two playthroughs later, and I can report, without hesitation, that Coming Out on Top is a blast if you're into visual novels that drop you into the trousers of a cute college boy and then let you, well, get into the trousers (eventually, at least--assuming you do and say the right things) of other cute guys.

As is typical of the genre, you're probably going to have to turn to some sort of walkthrough if you want to nab some of these studs, but if you can get over that hump you'll likely get a kick out of it.

A couple of highlights for me so far: the ability to modify, on the fly, the facial and body hair of each of your potential paramours; the amusing and clever writing; and the surprisingly effective sex scenes.

Fantasy Life (3DS)--Last time I published one of these posts, I mentioned that I'd finished this RPG's main story. In the ensuing two or so weeks, I've chiseled away at its post-game adventure, the bulk of which takes place in a unique locale called "Origin Island."


That journey got off to a rather bumpy start, I'm sad to report, thanks to the fact that Fantasy Life's overt chattiness continues well into its bonus content. Once I finished skipping through all of that blather, though, it wasn't long before I was back to giddily bashing baddies with the best greatsword I could get my hands on (or make myself, as a blacksmith).

The DLC pack adds a bunch of new areas, enemies, materials and even pets to the proceedings, by the way, so it's well worth buying if you enjoyed the main campaign.

I've now spent just over 90 hours with the game, in case you're wondering, which means I've put more than 15 hours into the add-on content alone. Not bad for $9, if you ask me.

Harvest Moon: The Lost Valley (3DS)--Although I got this controversial cart for Christmas, I failed to get past its title screen until yesterday. I've only devoted about two hours to it since then, but even that brief foray was enough to make me wonder if maybe this game isn't as bad as it's been made out to be (by my Nichiest Podcast Ever cohort, shidoshi, among many others).


The Lost Valley certainly looks better than I was expecting it to based on screenshots, though that doesn't mean I consider it to be a visual standout among 3DS titles. I'm also finding its gameplay to be acceptably entertaining this far, so it'll be interesting if that holds true after I've devoted a bit more time to it (which I'm planning to do tonight and this weekend) or if my attention and affection will deteriorate to some degree.

Slime MoriMori Dragon Quest 3 (3DS)--Sadly, I've barely given this Rocket Slime sequel any love in the last week or so, although I made some good progress on it early on in the new year. I'm now out on the open seas, tracking down new lands to explore and taking on any and all enemy ships that attempt to trip me up along the way.

That's one of the few ways in which Slime MoriMori 3 differs from its predecessor (the game known outside of Japan as Dragon Quest Heroes: Rocket Slime), by the way; rather than offering players more of the fairly infrequent tank-on-tank battles that were present in the series' second game, this third title ups the ante and not only increases their number (and switches them from tanks to ships, obviously) but also makes them more random, which I have found to be a welcome addition to the Slime MoriMori formula.


Another nice change of pace: it's possible to alter and upgrade your ship this time around, although I've yet to acquire the materials needed to accomplish that feat (or if I have, I've failed to figure out how to make use of them).

Although I've got plenty of other games on my plate at the moment, I'm going to do what I can to make sure Slime MoriMori 3 retains a spot on it for some time to come, as it's nearly as enticing as the DS title that came before it and that ended up being one of my all-time favorite games for the system.

See also: previous 'Shall We Do It?' posts