theradicalchild: (Sleeping Dog)
I had a "natural" videogame-related dream where I was playing a game similar to Salt and Sanctuary, and I constantly fell into the same pit and continually lost whatever experience I accumulated. My fairly-negative experience with Zelda II may have contributed to it, but I actually had a half-decent experience with Salt and Sanctuary a few years back when I played it on my PlayStation Vita. Though I don't know how I would score it were I to go back through it again, and I certainly won't be quick to do so.
theradicalchild: (Pikascout)
Pokemon Legends Arceus cover.jpg

Breath of the Wild Pokémon

Gamers have known Nintendo for somewhat being revolutionary with regards to some of its console designs such as the Wii, given its use of motion-sensitive controllers that its sequel system would bequeath, and more recently the Switch, given the capacity for players to use the console on a television or portably. It would also receive several critically-acclaimed titles such as The Legend of Zelda: Breath of the Wild, which most agree was a turning point in one of Nintendo’s flagship franchises. It would further receive the latest generations of Pokémon titles along with a few remakes, the latest spinoff in the series being Pokémon Legends: Arceus, which despite being something of a side-game, sort of proves another “turning point” on its respective console.

Arceus’ setting occurs in the history of the region of Sinnoh, back then known as Hisui, long before the duo of Diamond and Pearl occurred, with the game transporting the black-slate protagonist the player names back through a rift in spacetime, where he/she receives the quest of collecting data on whatever Pokémon exist then. The backstory is decent, but given the endless clichés that abound, such as time-travel, amnesia, a legendary hero, imminent disaster, and such, the present of the plot never really reaches excellence. The translation is certainly legible, although the various dialects, such as the professor’s advanced vocabulary, somewhat seem unnatural.

Luckily, the gameplay largely compensates for the narrative shortcomings, with the protagonist able to keep a limited inventory with things such as different types of Poké Balls for various situations such as lightweight avian, heavy foes, and all Pokémon in between. The eponymous entities visibly wander fields and caves, with the main character able to throw a Poké Ball at them in an attempt to capture it for his/her pasture back in town, although one can potentially waste balls, and the ‘mon can break free. While enemies may sometimes notice the protagonist and chase them to the ends of the earth, one can utilize items such as berries gained from having captured ‘mons ram trees to distract wild ones and smoke bombs to cover himself/herself.

The player can also toss Pokémon at mineral deposits to get other materials involved in the crafting of items such as supplemental Poké Balls and recovery potions, although players can purchase some of these at shops as well, provided they’ve done the necessary sidequests to expand the shops’ inventories. The general difficulty of fulfilling sidequests without the assistance of the internet is a primary strike against the game mechanics, along with the limited inventory with which the player can explore, the protagonist needing to stash items in a chest and have at least one slot for another item type in order to obtain one that they’re not currently carrying.

On fields and in dungeons, the protagonist can throw one of six of their active Pokémon at wild ones to commence battle, in which case, likely depending upon the opponent’s level, the enemy might get the first chance to use an ability, with plenty of opportunities for frequent OHKOs if the player’s monsters are low-level. As in prior series entries, moreover, switching ‘mons in the middle of battle wastes the player’s turn or in some cases turns, a step down from the superior swapping systems present in other RPGs such as Breath of Fire IV, Final Fantasy X, and Wild Arms 2.

If wild Pokémon are close enough, the player must fight them all off in order to get experience for living members of the player’s team, although they must battle strictly with one ‘mon, and lamentably, abilities that affect multiple foes are absent. However, one major improvement over prior games is that while each Pokémon can have a maximum of four active abilities of different types (the Rochambeau formula of certain abilities and ‘mon elements being strong/weak against other kinds returning), the player can, outside battle, change these skills and not completely lose them. A teacher in town also provides additional abilities, as leveling occasionally does, for a price.

Arceus’ main method of acquiring money comes from the constant capture of wild Pokémon, doing so also gradually filling many different aspects of the franchise’s iconic Pokédex, with several measures such as how many of a certain type the player has evolved (with some evolutionary methods necessitating the use of a guide if players are unfamiliar with prior games) and slowly but surely advancing the protagonist’s exploratory rank that dictates things such as the level ceiling of how well ‘mons will follow the player’s commands and which advanced types of Poké Balls they can use.

Players familiar with the types of particular Pokémon, most of which return from prior series entries, will definitely relish at the ability to determine which to throw at wild ones to engage them, although before story battles, the player can’t make such a choice unless they’ve encountered the opponent Pokémon and/or their trainer before. Moreover, the player doesn’t receive the chance, when fighting trainers with multiple Pokémon, once players have offed one of the opponent’s, to change their active ‘mon. Despite the issues, Arceus’ take on the Pokémon formula is fairly faithful to mainline games whilst evolving it, although players may find it easier not to experiment constantly with lower-level ‘mons and largely stick to those from their pasture with higher levels.

While Arceus does have general good direction on how to advance the main storyline, with certain giant iterations of specific Pokémon opening exploration, the direction on the sidequests is often vague, with occasional annoying puzzles and minigames as well, not to mention the total lack of a minimap and compass separate from the main map screen, and you have to face the direction of the next objective point in order to see the indicator during travel. There are other annoyances such as the need to teleport back to a camp in order to get back to town, and you have to go back to town in order to go to another wild Pokémon-populated region. In the end, the developers could have certainly made the game more user-friendly.

The audiovisual presentation could have been better as well. As in the open-world Zelda that partially inspired it, Arceus is fairly light on music, although what little soundtrack does exist is decent, if derivative of other entries of the Pokémon series, with most ‘mons having distinct digitized cries, if somewhat primitive-sounding. The visuals contain good colors and distinct monster designs, a few reskins indicating different elemental types of certain species, although there is plentiful popup, with wild Pokémon seeming to have choppy robotic movement when seen from a distance, the environs too containing blurry and pixilated textures when viewed up-close. In the end, the spinoff’s aesthetics are at best middling.

Finally, a straightforward playthrough can take a little over twenty-four hours, although given my involvement in much of the side content such as filling the Pokédex, my final playtime ended up a few hours short of forty-eight, with a completionist playthrough taking much longer, and lasting appeal, given the significant enjoyability of the game mechanics, is naturally high.

In summation, one could certainly consider Pokémon Legends: Arceus the monster-collecting franchise’s answer to The Legend of Zelda’s Breath of the Wild, given its open-world gameplay that definitely has many things going for it. However, given that I don’t look upon that particular entry of the Zelda series with rose-tinted glasses, that doesn’t necessarily mean Arceus is a good game, as it does have plenty issues of which prospective players need to be aware before purchasing and playing it such as the lack of helpful quality-of-life features, unengaging narrative, and average audiovisual presentation. Regardless, I wouldn’t consider my time with the game to be a waste, and given my sizeable temporal investment in the game, it obviously does do many things right.

The Good:
+Good catching and battle mechanics.
+Clear direction for plot advancement.
+Plenty of side content.

The Bad:
-Same issues with central mechanics as in prior games.
-Unengaging narrative and lackluster localization.
-Average audiovisual aspect.

The Bottom Line:
An okay spinoff that brings the franchise a few steps forward and some back.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 7.0/10
Controls: 5.0/10
Story: 2.5/10
Localization: 6.0/10
Music/Sound: 5.0/10
Graphics: 5.0/10
Lasting Appeal: 8.0/10
Difficulty: Moderate
Playing Time: 24-72 Hours

Overall: 5.5/10
theradicalchild: (Metroidvania)


More Like “Thorny Roses”

In recent time, Metroidvanias have somewhat become one of my favorite gaming genres, given the positive experience in particular I’ve had with those that originated in the West, with the genre having originated in Japan as a combination of elements from RPG Castlevanias beginning with Symphony of the Night and Nintendo’s Metroid franchise. There’s definitely a world of difference between the Eastern and Western Metroidvanias, and under objective scrutiny, one can find major flaws on Konami’s godfather of the genre. A more contemporary Metroidvania is developer Adglobe and Live Wire’s Ender Lilies: Quietus of the Knights, published by Binary Haze Interactive. Does it deserve high recognition among the best of the genre?

The narrative follows Lily, final surviving priestess in a world that endless, oppressive precipitation has devastated, driving living beings into dementia and transforming them into immortal undead. The protagonist awakens in a church with no memory of recent events, exploring beyond her sanctuary to find the rain’s source, along the way summoning the spirits of the purified dead to assist her. Aside from some derivative elements such as amnesia and the “white savior” trope, not to mention frequent poor direction on how to advance the narrative, Ender Lilies generally tells its story well, with endless texts Lily comes across adding superb backstory, along with the defeat of major bosses she purifies, and never feels forced down the player’s throat. The translation definitely helps, with some great dialogue, although there are occasional odd stylistic choices.

At heart, Ender Lilies is a sidescrolling Metroidvania, with Lily able to equip two different sets of three spirits between which the player can swap, with many having unlimited uses, although others have finite usages, not to mention cooldown times, players able to change and enhance them, through specific materials, at Respite Points, which serves as the game’s primary means of recording progress and fully restoring the priestess protagonist, although doing so causes all defeated enemies to respawn, similar to entries of the Soulsborne subgenre. Moreover, Lily can teleport between Respite Points and, in the middle of the vast interconnected world, transport to the last one used, as she does when losing all health, mercifully with no penalty aside from needing to retread their steps.

Lily gains experience from killing enemies, gaining levels along the way, up to a hundred, although this mostly affects her attack power, with health increases sporadically found throughout the connected world, along with occasional increases to points dictating how many relics with additional effects such as reduced damage and increased damage during ground or aerial attacks, each relic costing from zero to four of the mentioned units to equip. She further has a finite number of healing prayers she can execute to restore some of her health, certain accessories increasing her maximum number of restorations, in one case their potency.

Lily occasionally receives new abilities to enhance her exploration of the game’s world, with many discoveries requiring certain combinations of these skills, some of which can admittedly be tricky. Perhaps the biggest hurdle to accessibility in Ender Lilies is that many bosses can be walls preventing the player from advancing, often having tricky patterns, although there are rare cases where, if the player deals enough damage in succession, they can temporarily stun a few of them. Even at the maximum level and every health enhancement, the final boss was incredibly tricky for me, although the game mechanics certainly have many positives in the end.

The same one could say of control, with plentiful positive aspects such as the Metroidvania exploration that gradually unlocks throughout the game, not to mention easy interface, an in-game map of the vast interconnected world, the ability to pause and even hide the menu options, which can really come in handy during events such as boss fights, the indicator of whether chambers have undiscovered elements, and so forth. However, one major weakness is that no submaps of each area exist, and one can find himself or herself searching everywhere for whatever they have yet to find without the assistance of online maps of said chambers, not to mention the frequent poor direction. Ultimately, interaction could have definitely been better.

One of the high points of Ender Lilies, however, is its aural presentation, with great sound effects that provide good ambience, superb instrumentation, and many gorgeous tracks, not a bad tune throughout the game. However, there is occasional silence during a few parts of exploration and on occasion cutscenes, but otherwise, sound very much serves the game well.

The same goes for the visuals, which very well convey the dark fantasy milieu of Ender Lilies, given pretty environments and colors that largely emphasize whitish and grayish hues and crimson blood effects, with smooth animation by Lily, her spirits, and the enemies. The only major flaws are that one can find it difficult at a few points to remember which enemies are which, given similar designs, and platforms are sometimes hard to discern. Regardless, a beautiful game.

Finally, depending upon the player’s skill, one can finish the game in as little as twenty hours, although a near-total exploration of the vast labyrinth and several tries against the final boss took me thirty, with little lasting appeal given that players can acquire all achievements within a single playthrough.

On the whole, the verdict is that while Ender Lilies does have many things going for it, such as the ideas behind its Metroidvania gameplay, the great narrative style consisting largely of excellent lore and backstory, and the gorgeous aural and visual presentations, the above-average difficulty will most certainly deter mainstream players, one may need to reference the internet to obtain absolute one-hundred-percent completion, and there isn’t much motive to play any longer or go through the whole game again. Those who adore Soulsborne games will be the ones most likely to appreciate the game, provided that they’ve gotten too “gud” at entries of that subgenre and somehow find it easy, although my own experience I certainly wouldn’t consider a waste.

This review is based on a playthrough of a digital copy downloaded to the player’s PlayStation 4 to the standard ending with 87% of Trophies acquired.

The Good:
+Lots of gameplay variety and Metroidvania exploration.
+Great story not forced down the player’s throat and polished localization.
+Gorgeous aural and visual presentation.

The Bad:
-Difficulty will deter many.
-Guide necessary for 100% completion.
-Little lasting appeal afterwards.

The Bottom Line:
A competent but daunting Metroidvania.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 6.5/10
Controls: 6.5/10
Story: 8.0/10
Localization: 8.5/10
Music/Sound: 9.5/10
Graphics: 9.0/10
Lasting Appeal: 1.0/10
Difficulty: Hard
Playing Time: 20-30 Hours

Overall: 7.0/10
theradicalchild: (Nintendo Switch Icon)


Bejeweled: The RPG

The year 1990 saw the release of the computer wargame Warlords, the brainchild of developer Steve Fawkner and the Strategic Studies Group (SSG); the franchise would receive three mainline sequels and the spinoff series Battlecry. At the turn of the millennium, Fawkner developed a fondness for the match-three puzzle game Bejeweled, consequentially proposing a hybrid puzzle/RPG title that would eventually become Puzzle Quest: Challenge of the Warlords, which would receive several ports and spinoffs such as the science-fiction themed Galactrix, not to mention a direct numbered sequel. A few years after the Nintendo Switch came into existence, the original game would receive a port entitled Puzzle Quest: The Legend Returns, which included the original game’s expanded content. Is it worth experiencing?

The story of Puzzle Quest occurs in the Warlords universe, players able to choose a protagonist of one of various classes. The background to the primary plot is very intricate, supplemented by rumors in taverns, many of which require a payment. There are also some twists such as female dwarfs having beards, although there are a few asinine aspects such as pegasi having eggs. Regardless, the narrative never feels forced down the player’s throat, with potential variations depending upon which character class the player selects, sidequests adding further story. The only real major complaint is the somewhat-shallow nature of the “present” storyline, but otherwise, the plot rises well above average.

Mercifully, solid gameplay backs the experience, with The Legend Returns occurring on a dot-connected world akin to titles such as Final Fantasy Tactics. Primary quests and sidequests form the chief narrative structure, with many involving one-on-one encounters between the player’s character and an enemy. Combat occurs with an eight-by-eight grid with jewels of different types, including those colored red, green, yellow, and blue, respectively representing the elements fire, earth, air, and water. Other jewels include those indicating money and experience, as well as skulls which, when three or more the player or enemy matches, damages the opponent.

Matching money or experience tiles gives points to the player, the amounts matched remaining even if the enemy wins the battle, and elemental tiles grant their respective points to either side, with each having skills that require certain amounts to execute and have various effects such as damaging the other side, curing ailments, and so forth. Before using skills, however, one must consider the enemy’s elemental resistances, since if they have at least a certain percentage, skills composed of at least one of the used elements can randomly fail if the player attempts to use them, with the same sometimes going for the enemy’s use of their own abilities.

Matching four or more tiles grants the player’s character or the enemy an additional turn, with these mercifully not stacking, given the possibility of endless matching combinations when tiles fall, and should the player score a combo of matches enough, they gain an additional hundred experience points. When there are no possible matches on the jewel grid, it empties and refills with new jewels, with the player and the enemy losing all their mana points, which can at times be a blessing or a curse. The player wins a battle by exhausting all an enemy’s health, with defeat occurring when the adversary does the same to the player.

Regardless, Puzzle Quest is mostly accommodating towards players of different skill levels, given the indicators of the relative toughness of the game when choosing a class as which to start, and before facing enemies, they can choose one of three difficulty levels, which seems in many cases to affect the A.I. of the enemy, which can at times seem to be a cheating bastard depending upon the situation, given their typical matching of fours-of-a-kind when available, and on occasion making the player miss a couple of turns with certain skills. Other features include the ability by the player to build a citadel that can allow them to train mounts, siege other towns, “capture” enemies to learn skills from them, and the like. Generally, the puzzle/RPG fusion works well.

Control in many cases serves the game well, given the general difficulty of getting lost, what with yellow fog around towns indicating the next story objectives and blue fog indicating how to advance sidequests, of which there are definitely many in Puzzle Quest, players able to have four at a time active. However, there are some quality-of-life features that are absent, such as the inability to save and quit in the middle of battle, which can be a burden since they can take some time, no in-game clock, and there is noticeable lag when navigating the game interface on the overworld. Ultimately, interaction is above average, although there are definitely kinds the developers could have ironed out.

The rerelease has a fitting fantasy soundtrack with many good tracks such as the overworld theme and battle themes, although there is noticeable pausing and looping with whatever various tunes alternate in combat. The music further changes whenever the player’s character is low on health or when they’re on the brink of defeating the enemy, which isn’t a bad think, although the female voice that warns players that they’re low on health and inform them that they’ve lost, if they do, will definitely enrage many gamers. Generally, the aurals are good, but the tracks could have been more diverse.

The visuals are nice and colorful, with decent art direction and character portraits, although for the most part they’re static and don’t change emotions. Puzzle Quest, I should mention, is mostly one of those games that relies on interface design in terms of graphics, and in battle, there isn’t any kind of window that actually shows whatever actions either side takes, if any. Overall, the visual presentation is generally nothing about which to write home.

Finally, one won’t be able to gauge total playtime without a stopwatch, although there is plentiful lasting appeal in the myriad of sidequests and different character classes that will undoubtedly give gamers a great bang out of their gaming buck, but completionist players definitely won’t appreciate the lack of any percentage completion indicators.

On the whole, Puzzle Quest: The Legend Returns is a great remaster of a game that was already good to begin with, given its addicting puzzle/RPG hybrid gameplay, intricate lore, good soundtrack, and plentiful side content. Granted, it does have a few issues the developers could have definitely worked out such as the luck and randomization involved in battle, the interface lag, the finite musical selection, and the simplistic graphics that largely rely on interface design. Regardless, while it was one of the very first of its kind, it was perhaps definitely the highlight of whatever limited experience I’ve had with the fusion of genres, and I very much wouldn’t hesitate to recommend it.

This review is based on a playthrough of a digital copy purchased and downloaded to the reviewer’s Nintendo Switch.

The Good:
+Great puzzle/RPG hybrid gameplay.
+Good mythos.
+Nice soundtrack.
+Plenty of extra content.

The Bad:
-Some luck and randomization involved in battle.
-A little lag.
-Limited music selection.
-Graphics somewhat simplistic.

The Bottom Line:
One of the best of the hybrid genre.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 8.5/10
Controls: 6.5/10
Story: 7.5/10
Music/Sound: 7.5/10
Graphics: 6.0/10
Lasting Appeal: 8.0/10
Difficulty: Adjustable and depends on class.
Playing Time: No in-game clock.

Overall: 7.5/10
theradicalchild: (Japanese Self-Defense Forces Flag)


We the Sheeple

One of the more interesting, genuinely-original games to appear on the Nintendo DS was Square-Enix’s The World Ends with You, which received acclaim and had many clamoring for a sequel. The game would receive an iOS/Android port subtitled Solo Remix given that the DS iteration made use of both screens of the portable system, not to mention a Nintendo Switch version entitled Final Remix. In 2021, Square-Enix and h.a.n.d. finally turned it into a series with NEO: The World Ends with You for the PlayStation 4, Switch, and PC, very much upholding the spirit of its predecessor, but is that a good thing?

NEO focuses on a new group of Players of the Reapers’ Game, including highschooler Rindo Kanade and Tosai Furesawa, nicknamed Fret, eventually joined by college student Nagi Usui, making up a team known as the Wicked Twisters that competes in many missions against other teams, with a few characters returning from the first game. The mature themes are definitely welcome, although the sequel makes the same missteps that the first game does with its plot, such as mission-based gameplay not lending itself very well to good storytelling and making the narrative feel somewhat disjointed, and there are many clichés such as time travel, a “chosen one,” amnesia, and so on.

The translation is mostly legible and mercifully doesn’t distract from the game’s Japanese setting, unlike contemporary localizations of Atlus’s Persona games not leaving in Japanese honorifics, although here there are also many missteps such as the overabundance of Totally Radical dialogue and a mix of other character dialects that somewhat clash such as that of a jive-talking returning luminary from the first game and Nagi’s Renaissance-era speech standard. The battle dialogue is also laden with many redundancies, and during cutscenes that don’t feature full voicework, the occasional voice clips rarely match up with the actual dialogue. Generally, if movies and books had dialogue like NEO, critics would absolutely tear them apart.

NEO’s gameplay is similar to that in its predecessor, albeit with many things changed due to its three-dimensional and single-screened nature. Returning, however, are enemies known as “Noise” that red symbols indicate whenever the player “scans” whatever sector of Shibuya they’re in. Whenever Rindo runs beneath the scarlet shadow of one, they begin to chase him, and during this process, players can run below other shadows to chain a certain number of encounters, similar to in the original game. Another similarity is that outside battle, players can adjust the difficulty and level their party is at to increase the quality of pins they receive from encounters.

In the game menus, the player can further equip each character, up to six, with pins that have different kinds of attacks, such as holding or tapping one of their respective command buttons to execute their abilities in combat. Depending upon how the player attacks enemies, a circular gauge may appear necessitating an additional singular attack that gradually builds up “Groove,” up to 300% towards the end of the game, to execute a more powerful combination attack from the characters. Interestingly, all the player’s characters share a single HP meter, as do bosses, and the depletion of all the former’s health naturally results in a Game Over.

However, when a Game Over does occur, the player can change pins, difficulty, or whatnot before restarting the battle, or players can restart at the same point right before the battle that killed them. Granted, if death occurred on the easiest difficulty, typically the player will want to grind pins (which gain experience and levels for completed battles) and gain levels, which grant more party health, money pins among the potential loot from combat, a certain Social Link (which requires Friendship Points invested into a dot-connected grid similar to the Sphere Grid system of Final Fantasy X) allowing for the automatic sales of yen pins to gain the currency.

The aforementioned Social Link grid gradually unlocks when the player meets important characters or those in sidequests necessitating they do certain tasks, and they gain levels with shopkeepers the more they buy or wear respective clothing brands. Players can spend money at restaurants so characters can eat food to increase maximum health, defense, and style (which can eventually unleash the hidden strength of clothes buyable at their respective stores), although the player needs to buy everyone in their party a food item to consume, and eating gradually fills a battery-style gauge that, when maxed out, forbids them from eating anything else until it empties due to combat.

Perhaps the biggest issue in battle is that one can find it difficult to pay attention to pin uses remaining (though most recharge) and the action in combat simultaneously; if you ask me, NEO would require at least an additional pair of eyes and hands to be fully playable, especially on higher difficulty settings (although greater challenge is at least bearable if you revisit days you’ve completed a long time ago), and I constantly found myself playing Twister with my hands just to chain attacks against enemies. There are also things that the game doesn’t explain well; for instance, I didn’t know you could dash/evade enemies and their assaults until after the first week of the story, and while there are plenty of good ideas and occasional fun moments, the game mechanics somewhat falter in execution.

As mention, NEO has a mission-based structure like its precursor, being mostly linear and devoid of traditional dungeons, at many times indicating how to advance the central storyline as well, although there are occasional Guide Dang It! moments, and I didn’t exactly initially get a good handle on things such as Fret’s scrambled “remembrance” pictorial puzzles (which necessitate the player tilt each joystick on whatever controller the player uses certain directions). Furthermore, sure to annoy completionists, while in clothing stores the game indicates if they have certain pins and clothes in their inventory (with percentage completions in the game menus), restaurants don’t indicate if any character has eaten a certain food before. Generally, the interaction aspect could have definitely been better.

NEO’s aurals are, however, probably its strongest aspect, utilizing a vast array of hip-hop tracks that mix Japanese and English vocals, with a few admittedly catchy such as one that goes, “Gimme gimme chance!” (chiefly featured when combatting Pig Noise, also returning from the first game), although most of the soundtrack is fairly unremarkable, and battle voices tend to drown out combat music. The voice acting, moreover, definitely won’t win any awards, with many annoying voices, although players can switch to the original Japanese performances. Ultimately, while sound is the high point, that’s not saying too much.

Graphically, NEO is aesthetically pleasing, given its cel-shaded style, plenty of trippy curving environs that bring to mind films such as Inception, great colors, and excellent character designs. However, the visuals are very technically weak due to things such as the grossly-inconsistent framerate and choppiness that especially shows in combat, the constant need to pay attention to many parts of the TV or Switch screen in battle, and many reskinned enemies. Furthermore, the clothing the player can purchase from shops doesn’t affect character appearances, and the manga panels chiefly narrating cutscenes don’t show any scenery around those participating in conversations, with things like physical actions sometimes leaving players in the dark. In the end, the visuals could have used more polish.

Finally, given the absence of an in-game clock, total playtime is indeterminate, and while there are plenty sidequests and percentage completion rates for things like items and food, the game isn’t enjoyable enough to warrant additional playtime.

On the whole, NEO: The World Ends with You very much upholds the spirit of its predecessor, given the general good replication of its game mechanics from the first game, story structure, occasional catchy music, and its visual presentation. However, that isn’t always a good thing, as the sequel, especially if the player doesn’t spend time on sidequests such as early on opening the Social Link grid, can be hard at times even when always using the Easy difficulty setting, the control mostly shows its weakness in combat, the English voicework is hit-or-miss, and technical issues often plague the graphics. Granted, those who enjoyed any iteration of the first game, especially if they consider any incarnation nigh-infallible, will likely appreciate the sequel, but it’s certainly not a must-play title.

This review is based on a playthrough of a physical copy for the Nintendo Switch borrowed by the reviewer.

The Good:
+Upholds the spirit of the first game.
+Some decent music.
+Plenty of extra content.

The Bad:
-Somewhat-clumsy gameplay and control.
-Story too similar to first game’s.
-Technical issues plague the graphics.

The Bottom Line:
A sequel that well replicates the first game in 3-D, but that’s not always a good thing.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 5.0/10
Controls: 3.5/10
Story: 3.5/10
Localization: 4.0/10
Music/Sound: 6.5/10
Graphics: 5.0/10
Lasting Appeal: 3.5/10
Difficulty: Adjustable
Playing Time: No in-game clock.

Overall: 4.5/10
theradicalchild: (Disney World War II Navy Bear)


Take Heed, Mr. Igarashi

The year 1997 saw the release of Castlevania: Symphony of the Night, widely considered the godfather of the Metroidvania gaming genre, given its implementation of elements from both Nintendo’s Metroid series and earlier Castlevania games, chiefly Simon’s Quest, which featured RPG elements. Though overshadowed by the release the same year of Final Fantasy VII, Symphony would gather widespread acclaim and spawn more entries in the Castlevania franchise sporting similar mechanics. When series producer Koji Igarashi departed Konami in the previous decade, fans clamored for more titles in the style of Symphony, with a Kickstarter campaign funding the creation of Bloodstained: Ritual of the Night. Is it a worthy successor to the Castlevania games?

When beginning a new game, the player can choose whether to play as Miriam, a “Shardbinder” in eighteenth century England, or Zangetsu, a Japanese demon hunter, both who traverse a large interconnected area chiefly composed of a castle, in style similar to RPG Castlevanias. There’s good backstory and different endings, but the narrative is a bit too similar to the franchise from which Bloodstained derives, and has plenty played elements such as a twist later on during the main storyline of Miriam’s quest. There’s also terrible narrative direction, and Zangetsu has virtually no plot in his journey. The translation is okay, although there are some errors even a grade-schooler could see such as sizeable gaps in dialogue sentences and abbreviated attribute names.

That leaves the gameplay to shoulder the burden, and Bloodstained definitely shows great promise in this regard. Castlevania: Aria of Sorrow seems to be the game’s greatest influence in Miriam’s gameplay, with the defeat of enemies sometimes netting her different kinds of Shards granting her abilities, many of which consume her MP, although a few enhance her Metroidvania-style exploration of the interconnected world, and some allow her to summon familiars that may perform useful functions such as attacking foes or pointing out secret passages. Combat is real-time, and mercifully, navigating the menus pauses the action, and Miriam can use consumable items to recover, players also able to perform a suspend save.

Permanent saves also exist, and while Miriam losing all her health results in a Game Over, there is a safety net in the form of Waystones that instantly teleport her back to the hub town outside the castle, where she can purchase items or use materials to produce things such as consumables or equipment. There’s also a myriad of sidequests such as killing monsters of a certain type to receive rewards, and luckily, an in-game compendium exists tracking exterminated enemies, where to find them, what they drop, and the percentage rate at which they provide Shards and/or items when defeated. As one would expect of a game that worships the Random Number God, however, Bloodstained is somewhat iffy when it comes to these drops, but luckily combat is largely a quick affair.

Miriam or Zangetsu can also acquire money from destroying illumination sources such as candles, helping the former afford shop purchases, and while the latter character can collect funds as well, it seems pretty pointless in his regard since he lacks access to shopping. In both characters’ quests, there are also items they can collect to provide permanent increases to HP or MP, with leveling from experience obtained from exterminating enemies further increasing their stats. One can also obtain further finances from selling excess Shards Miriam acquires, and fortunately, players can obtain duplicates occasionally from killing enemies.

There are also occasional boss battles that will really test the player’s skills (with mastery of the fixed abilities Zangetsu has especially necessary towards victory), and aside from the mentioned reward of a Game Over screen upon demise, lengthy load times also abound, making death more annoying. Some irritating environments also exist, with one Shard allowing Miriam to propel herself through water, which can feel wonky until she gets the ability to sink to the bottom. The player can select difficulty upon starting a game, but Zangetsu’s mode can be hard even on Normal (in addition to his lack of healing outside save points), but Miriam’s quest is more merciful, even if I discovered late the use of food cooked in town to recover health alongside the finite potions she can carry. In the end, the general good and bad portions of the game mechanics largely balance out.

Control, however, fares slightly worse, one of the major issues, as mentioned before, being the terrible direction of the central narrative and the need to reference the internet in order to figure out how to advance, since trying to actually “beat” the game without performing certain tasks beforehand results in a Game Over. There are also the lengthy loading times, and while there is an in-game clock easily viewable, it doesn’t account for time wasted when exploring without frequent saves before or said load intervals. The menus themselves are bearable, however, and there is some semblance of enjoyability with the Metroidvania exploration, but otherwise, interaction could have been far better.

One aspect where Bloodstained fares somewhat better, however, is its aural presentation, with a soundtrack, for one, that very well invokes the feel of its RPG Castlevania predecessors, including plenty solid tracks containing excellent instrumentation. However, the feel is a slight double-edged sword in that their genres are slightly dissonant, and while the music fits the various environs, much of it isn’t very catchy or memorable. There’s voice acting as well, with most characters sounding fine, although there are a few weak performances, and the enemy voices can be somewhat annoying, especially regarding the taunts bosses make when the player dies, making death even more rage-inducing. In the end, the aurals are somewhat tolerable.

The lengthiness of the development cycle by Igarashi and his team for the Castlevania spiritual successor put some pressure on him to improve the overall visual quality, compared with a video of the game’s early build, and for the most part it definitely wasn’t time wasted. The artistic direction is absolutely superb, with excellent character and enemy designs, although there are some occasional reskins in the latter instance. The environments, in spite of some minor recycling, are absolutely gorgeous and realistic, with good effects such as rotation of tower environs, and both the character and enemy models contain a cel-shaded style. There is a minor bit of choppiness and slowdown, but otherwise, the graphics are perhaps the high point of Bloodstained.

Finally, my final playtime for Miriam and Zangetsu’s storylines were respectfully seventeen and seven hours, but given the sluggishness of the in-game clocks, the total was more in the realm of thirty or so. There is hypothetical lasting appeal in the form of sidequests, percentage completions for the compendiums and maps, and the like, but frankly, I’d find additional playtime to be somewhat tortuous.

When all is said and done, Bloodstained: Ritual of the Night is indeed a worthy spiritual successor to the RPG Castlevanias, given its action-based combat mechanics and Metroidvania exploration along with above-average aural and visual presentation. However, it ends up imitating Japanese entries in the genre to the point where it ends up mimicking their flaws, such as the sometimes-punishing gameplay with terrible direction, not to mention the paper-thin plot and difficulty of investing additional playtime into the spiritual successor. Regardless, it’s certainly not a total waste of time (aside from the frequent loading), but it’s very much one of the weaker Metroidvanias released within the past few years, and if you do decide to play it, take my advice and definitely don’t play as Zangetsu; you’ll thank me later.

This review is based on playthroughs of Miriam and Zangetsu’s storylines to their canon endings of a physical copy purchased by the reviewer.

The Good:
+Good RPG Castlevania spiritual successor.
+Decent soundtrack.
+Great graphics.

The Bad:
-Loads of loading.
-Zangetsu’s mode is grindy and has little to no narrative.
-Paper-thin plot for Miriam’s quest as well.

The Bottom Line:
An average Metroidvania.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 5.0/10
Controls: 4.5/10
Story: 3.0/10
Localization: 5.0/10
Music/Sound: 7.0/10
Graphics: 7.5/10
Lasting Appeal: 3.0/10
Difficulty: Artificial
Playing Time: 24-48 Hours

Overall: 5.0/10
theradicalchild: (White Rabbit)


Chronovania: The Spinner of Time

The year 2011 saw the founding of the videogame developer and publisher Chucklefish Limited in London, specializing in the production of retro-styled games. Among their publications, developed by Lunar Ray Games, was the Metroidvania Timespinner, taking heavy inspiration from Konami’s Castlevania: Symphony of the Night and financed through the crowdfunding platform Kickstarter in June 2014. It originally was to see release in November 2015, although the project’s scope delayed it a few years to September 2018, initially on computer and PlayStation-based media, but it would expand to the Nintendo Switch and Xbox One.

As the game’s moniker implies, Timespinner’s narrative has a focus on time-travel, with protagonist Lunais, a Time Messenger, needing to traverse the present and the past in order to defeat the evil Lachiem Empire responsible for the death of her parents. The story does have a few derivative elements, although the way in which the game tells it is surprisingly effective, for one never feeling forced down the player’s throat as seems the case with most top-tier titles. There are also many documents that add well to the game’s background, with a slight hint of LGBTQ+ themes, and there are multiple endings that add some lasting appeal.

Akin to the godfather of the Metroidvania genre, Timespinner features 2-D side-scrolling gameplay, Lunais able to equip two offensive orbs between which she alternates when attacking, a passive orb (one that can damage foes with spinning blades when they draw close to her, for example), and an orb that allows her to use powerful charge abilities that consume her magical aura energy. Killing enemies may occasionally drop items, some of which are necessary to complete sidequests, with Lunais occasionally leveling as well, and able to get money both from adversaries and breaking light sources.

Throughout the past and present, Lunais can also find items that permanently increase her health, aura, and sand, the last of which she can use to freeze time temporarily, often necessary to use enemies as platforms to reach higher areas. Lunais can further equip headgear, a piece of armor, and two accessories, also able to purchase various items from shops. She also may find items that she can use to increase the levels of her orbs, repeated use also occasionally empowering them. The game mechanics are virtually flawless, occasional bosses impeding Lunais’ progress, the easiest difficulty allowing her to avoid death and fully heal her when she reaches zero health.

Control also serves the game almost perfectly, with easily-navigable menus, enjoyable exploration, helpful in-game maps, and pleasant platforming. While one could possibly argue that on difficulties above Dream Mode (the easiest), the player can waste progress if killed far from restorative save points, a buyable item allows Lunais to teleport to the last safe zone, helpful for when she’s close to death, and in the end Timespinner interfaces with players like a dream.

Jeff Ball provides a soundtrack stylistically similar to that in the RPG Castlevanias, with good use of instruments such as the piano and harpsichord, and there are some voice clips like Lunais’ grunting when attacking, and occasional laughter. The sound effects are good as well, and while there are some silent portions, namely most cutscenes, Timespinner is very much an aural delight.

The visuals also evoke Timespinner’s Castlevania inspirations, with gorgeous pixel art, character portraits prominent during dialogues, enemy designs, colorful environments, and smooth animation. There are a few reskins in terms of foes, but otherwise, the game graphically excels.

Finally, finishing the core game can take as little as four hours, although there is plentiful lasting appeal in the form of a New Game+, and I only had acquired a tenth of the Trophies with a straightforward playthrough, so absolute completion can naturally take far longer.

All things considered, Timespinner is easily one of the high points of the Metroidvania gaming genre, given its superb gameplay, tight control, engaging narrative, excellent soundtrack, gorgeous graphics, and its abundance of side content, even surpassing Symphony of the Night in terms of quality. What some may argue it lacks in terms of quantity, it very easily makes up for in quality, and the aforementioned supplemental content is certain to pacify those who habitually complain about games being short. I definitely hope it isn’t Lunar Ray Games’ swan song, would happily play anything else they produce, if ever, and wouldn’t hesitate to recommend it to fans of Metroidvanias in general.

This review is based on a single playthrough on Dream Mode to one of the standard endings, with 10% of Trophies acquired.

The Good:
+Superb side-scrolling gameplay and exploration.
+Controls like a dream.
+Great story.
+Excellent soundtrack.
+Pretty pixel graphics.
+Plentiful lasting appeal.

The Bad:
-Some derivative story elements.
-Most cutscenes silent.
-A few reskinned enemies.

The Bottom Line:
One of the best-ever Metroidvanias.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 10/10
Controls: 10/10
Story: 9.5/10
Music/Sound: 9.5/10
Graphics: 9.5/10
Lasting Appeal: 10/10
Difficulty: Adjustable
Playing Time: 4-40+ Hours

Overall: 10/10
theradicalchild: (Signal Corps Thumper)


Rabbitvania: Fist of the Lapine

The Chinese subcontinent has a storied history, spanning from millennia of imperial rule to twentieth century dictatorships rightist and leftist, the latter holding control beginning in the 1940s. While I don’t exactly hold the current dominant power in the Asian nation, the so-called People’s Republic of China, in high regard, given things such as their disregard for reproductive rights, Tiananmen Square, a blatantly-unenforceable “ban” on reincarnation, and the coronavirus pandemic, they inarguably hold significant cultural and economic sway across the world. What capitalist sects the communist government allows to coexist have also delved into videogames, among them being the Metroidvania F.I.S.T.: Forged in Shadow Torch, which would see worldwide release.

The game occurs in a dystopian science-fiction world inhabited by anthropomorphic characters, the protagonist being a rabbit named Rayton, who faces an enemy known as the Iron Dogs. Throughout his journey, he discovers many things about other characters including the fate of an old war companion, with things such as faux news report adding supplementary narrative. F.I.S.T. generally tells its story well, avoiding most standard tropes in Eastern RPGs (then again, it isn’t a Japanese game), with clear direction and the scarce chance that players might get lost throughout the core game. The translation is largely flawless aside from the rare awkward dialogue, with quirks such as the ability to toggle between English and Chinese voicework.

As mentioned, F.I.S.T. is a Metroidvania, largely leaning towards the Metroid side of the videogame subgenre, since there isn’t any experience acquisition from defeating enemies and leveling per se, money and occasional instant recovery items being the chief rewards from combat. The core gameplay is side-scrolling and action-based, and naturally, there’s no lousy camera about which to concern oneself, Rayton eventually able to execute combinations of attacks from three different types of weapons, beginning with a mechanical fist. With money obtained and in many cases data disks sporadically found, he can unlock other, oftentimes more complicated attacks, although luckily, mastering these is scarcely necessary to complete the core game.

F.I.S.T. also bequeaths elements from the Legend of Zelda franchise, Rayton able to obtain “essences” to increase stats such as his maximum health, three necessary to add to his gauges. At the base town, he can further shop for items such as skeleton keys necessary to open locked chests throughout the large interconnected world, return plant seeds that serve the same purpose as tiny medals from the Dragon Quest games and can reward him with more essences and/or money, and eat noodles at a restaurant for an extra bar of health (or up to three in my experience), among other things. Checkpoints are also plentiful throughout the world where most of the time Rayton can unlock more attacks and recover his health and other consumable stat bars.

Combat is generally enjoyable, accommodating to different playstyles, given the three different mechanical weapons Rayton comes to acquire, with a choice of Easy or Hard difficulties when starting a new game sure to pacify players with different skill levels, and even on the former there are occasional tough moments, though mercifully the game is fair in that regard. Healing units are available whenever health restoration is necessary (though this is unavailable underwater and the player needs to get well-enough away from foes to recover out of water, both adding to the battle system’s effectiveness). The Metroidvania elements also work in sync with combat, which is in the end near-note perfect.

As in many entries of the Metroidvania subgenre, there exists one large contiguous area to explore, with abilities gained throughout Rayton’s quest to enhance exploration such as double-jumping, with the rabbit ultimately being able to dash in any direction, and receiving the eventual capability to open sealed doors through one of his three primary mechanical tools of offense. Fast travel luckily becomes available to revisit the various levels to obtain extra goodies, some of which can really come in handy in the final battles. There are a few minor glitches such as a few mechanical doors taking forever to open and the rare crash, though the frequent autosaving luckily minimizes wasted playtime.

F.I.S.T. features music that syncs well with its setting and atmosphere, such as many techno and mechanical-sounding pieces that are never out of place, along with superb instrumentation making use of the saxophone, mixed percussion, and the like. Voice acting also exists, available in both English and Chinese, each very well fitting the various characters, and the sound effects, as in any contemporary videogame, are definitely believable. Some points rely a bit on ambience, but otherwise, the game is a very good aural experience.

Visually, F.I.S.T. also does well, with a realistic style that contains an excellent attention to detail, particularly regarding the fur of the various species, and well-designed environments that do a nice job conveying the dark, dystopian atmosphere of the game. There are occasional visual glitches such as pop-up regarding NPCs and sometimes environments, but they luckily by no means break the game, and the graphics are definitely eye candy, potentially appearing better on a PlayStation 5.

Finally, F.I.S.T. is one of the longer Metroidvanias, taking at least twelve hours to complete, although things such as exploring every corner of the interconnected world and achieving every Trophy can boost playtime well beyond that range, accounting for plentiful lasting appeal.

All things considered, F.I.S.T.: Forged in Shadow Torch is inarguably one of the greatest accomplishments ever to emerge from Red China. It contains excellent Metroidvania gameplay, with the combat and exploration complementing one another very well. The narrative is also superb and well-paced given player potential to breeze through it, with plenty of background, and never feels forced down the player’s throat. The sound and visuals also complement the game’s setting well, almost never feeling out of place. There are some minor technical hiccups, although these scarcely detract from the experience, and not only is the game a great way for China’s youth to spend their government-restricted free time, it also very well scratches those Metroidvania and furry videogame itches comfortably.

This review is based on a playthrough of a digital copy downloaded to the reviewer’s PlayStation 4 to the standard ending, with 45% of Trophies acquired and 90% progress made on Easy mode.

The Good:
+Superb Metroidvania gameplay and exploration.
+Excellent narrative and atmosphere.
+Great soundtrack and voicework.
+Visuals fit the game’s setting well.
+Plentiful lasting appeal.

The Bad:
-Some minor technical issues.

The Bottom Line:
“Required reading” for anyone with a passing interest in Metroidvanias and/or furry videogames.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 10/10
Controls: 9.0/10
Story: 10/10
Localization: 9.5/10
Music/Sound: 9.5/10
Graphics: 9.0/10
Lasting Appeal: 10/10
Difficulty: Adjustable
Playing Time: 12-48 Hours

Overall: 10/10
theradicalchild: (Kneeling Dust)


Dustylvania: Sword of the Amnesiac

Masterpieces tend to come from unexpected places, with many winners of the Academy Awards for Best Picture sometimes being obscure, even low-budget films. One could say the same of videogames, with designer Dean Dodrill not exactly being a household name regarding gaming, to the point where he lacks a Wikipedia article. He was in the process of creating an animated film, Elysian Tail, although a decision ultimately came about to convert it into a videogame, Dust: An Elysian Tail, which took three and a half years to complete, and initially saw release on Microsoft platforms, although it spread to others such as the PlayStation 4. Was the conversion from film to game a wise choice?

The eponymous protagonist, Dust, awakes in a forest meadow, approached by the sentient sword, the Blade of Ahrah, and its respective guardian, a Nimbat (sort of a flying feline species) named Fidget, with no memory of his past, thus embarking on a quest throughout a world populated by anthropomorphs to regain his memories. The storyline does have some derivative elements, although I definitely appreciated the anthropomorphic cast, and there are some quirks such as the fact that all NPCs with whom Dust can interact have names and unique designs, and there are notes he retrieves throughout the game that provide supplemental backstory. Overall, the narrative is a definite draw to the game, and contains clear direction and sound pacing.

Fortunately, solid gameplay backs the narrative experience, with Dust battling the various adversaries whom he encounters in real-time combat, with several different gameplay options such as the ability to hold buttons to make the battle system feel significantly less button-mashy with automatic attacks, with moves such as standard sword slashes and twirling his blade. Fidget can also contribute to combat by expelling balls of light or later on, flames or lightning, with which Dust can combine his blade twirling to execute special combination moves to devastate the enemy. An Elysian Tail further contains numerous nods towards the Metroidvania gaming subgenre such as eventual acquisition of moves such as sliding and double jumps.

Dust obtains experience for sporadic leveling and money to purchase consumables and materials from shops (where he can sell materials to make them available for purchase, regular restocks allowing him frequently afford the components of equipment recipes he may also obtain from foes). Treasure chests Dust can also unlock with consumable treasure keys that early on are slightly rare, although late in the game I had no problem keeping a good supply, and cages requiring numerous keys to unlock can also release entities that grant him permanent health increases. Bosses further impede Dust’s progress at points in the storyline, and with things such as selectable difficulty and a fair endgame, combat in An Elysian Tail is near-note perfect.

The game also interacts well with players, given the aforementioned Metroidvania elements and maps showing the various connected areas of each navigable region, and while some may protest the lack of minimaps within each specific “chamber”, one can argue that such a setup adds to the potential challenge, and one can definitely make it through the standard storyline without referencing the internet, with flags clearly indicating the next plot points. The menus are also easy, and one major quick within the chief interface is that when selecting recipes to formulate new equipment, Dust can instantly purchase materials from the one-stop shop without him needing to visit tents indicating said stores. Aside from the rare crash (although save points are mercifully frequent), interaction excels.

Western RPGs tend not to have very memorable soundtracks, although the positives in An Elysian Tail’s aural aspect very much outweigh the negatives, with plenty of nice music that definitely fits the various areas, is never out of place, and contains great instrumentation. The sound effects are naturally fitting as is expectant of a contemporary videogame, and voice acting is present, Dust and the various voiced luminaries he encounters throughout his quest having appropriate audible speech, with nary a weak performance. There are occasions where the sound largely depends upon ambience, but otherwise, Dust is largely an aural delight.

The game is further a visual delight, as one would expect from a videogame that originated as a fledgling animated film, with superb art direction for Dust and the other named characters, none appearing to be palette swaps of one another. Some, however, might damn the enemy design to consist of reskins, although as enemies of the same base appearance close to one another in each area have the same stats, this actually prevents the adversarial visual direction from becoming excessively repetitive, and they still look amazing. The environments are further bright and colorful, with the effect of the foreground and background shifting at variant speeds adding a semblance of realism, and in the end, An Elysian Tail is visually excellent.

Finally, as is the case with most Metroidvanias, the core game doesn’t last very long, around a minimum of eight hours to get through the main storyline, although things such as acquiring every Trophy and maxing out the map and treasure percentages of each gameplay area can potentially boost playtime to somewhere around thirty-six hours, thus accounting for great lasting appeal.

On the whole, the metamorphosis of Dust: An Elysian Tail from animated film to videogame was indeed a wise decision, as one could consider it a contemporary videogaming masterpiece, given its flawless combat, solid control, well-told narrative, great sound, pretty art direction, and plentiful replayability. Developer Humble Hearts definitely did an excellent job assembling the game, and while the PlayStation 4 version does have some minor technical kinks, it’s very much “required reading” for anyone having a passing interest in the Metroidvania videogame subgenre, and regardless of platform to which players have access, it’s an absolute bucket list title.

This review is based on a playthrough to the end of the main narrative of a copy of the game downloaded to the player’s PlayStation 4, with 30% of Trophies acquired.

The Good:
+Superb combat with different gameplay settings.
+Great control.
+Excellent narrative.
+Solid sound.
+Beautiful visual direction.
+Plenty lasting appeal.

The Bad:
-May crash a time or two.

The Bottom Line:
The change from animated film to videogame was definitely a great decision.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 10/10
Controls: 9.0/10
Story: 9.5/10
Music/Sound: 9.5/10
Graphics: 9.5/10
Lasting Appeal: 10/10
Difficulty: Adjustable
Playing Time: 8-36 Hours

Overall: 10/10
theradicalchild: (White Rabbit)
Longevity is a habitual issue when it comes to videogames, whether they’re good or bad in terms of quality, and as gaming can be an expensive hobby (though somewhat less so even by inflation), one can find it difficult to decide which titles to invest their videogaming buck into, and the various issues with mainstream and independent game reviews and videogame journalism in general definitely don’t help things. However, I firmly believe in the mantra of “quality over quantity,” and think that length is only a major issue if a game isn’t very good, as I have encountered my fair share of gaming turkeys that have wasted my time, and will in this editorial analyze the topic of game length.

In recent time, I have attempted to adopt the “six-hour rule,” similar to one RPGamer writer’s “five-hour rule” (I prefer six since it’s an exact quarter of a day), where one decides after the aforementioned interval whether to continue slogging through a game. Super Mario Sunshine, as part of Super Mario 3D All-Stars on the Nintendo Switch, was one game to which I had successfully applied the rule, given the game’s difficulty even with the assistance of guides. However, there come times when one needs to play a game for more than five or six hours to gauge its potential quality, as had been the case for me when I decided after twenty-three hours of Bravely Default II, that I had enough, given that I had only come as far as two out of seven chapters.

There are many times where a game’s longevity can feel artificial, especially if they involve plentiful repetition as a result of perpetual death, or in the case of roleplaying games, the need to farm for money and items, and/or grind for various types of levels. Other things that can needlessly prolong a game include sluggish text speed like in Xenogears (inexcusable since many games from prior generations such as the original Dragon Quest allowed for it to be adjustable), not to mention poor direction on how to advance a game’s central storyline or attempt to solve dungeon puzzles without assistance from the internet.

Given that time can be far more valuable a resource than money for players such as I that work full-time, I definitely yearn for games to pack a sizeable gameplay punch without taking forever to finish their central storylines, although I do definitely appreciate long games as long as they’re actually good and don’t feel padded at all. However, since money can still be a consideration for many players, games need to accommodate both those who wish to spend a long time with them, preferably through things that can enhance lasting appeal such as multitudes of sidequests and New Game+ modes, and those who wish to get through them in the quickest time possible.

Price, admittedly, can also be a consideration whenever players are seeking their next title to purchase and play, and when a player with limited funds has completely exhausted what they had been playing, whether through completing all achievements, completing all sidequests, viewing all paths of branching narratives, and so on. Games that are fairly short and generally lack replayability, such as the mentioned first installment of the Dragon Quest series, should naturally not require a great monetary investment, whereas games that are lengthy such as Persona 5 and its enhanced rerelease can have average prices for titles of their respective generations yet still be worthwhile purchases. On the other hand, retro games that haven’t had contemporary rereleases can be expensive and generally not worth it.

Ultimately, when it comes to videogames, quality very easily trumps quantity, and I can safely say that most of my top games, such as Muramasa Rebirth and its respective DLC, not to mention Tails of Iron, which I recently finished, aren’t very lengthy games, yet pack major gameplay punches. As I’ve said before, length is only an issue if a game’s quality isn’t very high and it has the potential to waste one’s time needlessly, also money if a player has invested a sizable portion of their money into the game. When given a choice between a six-hour masterpiece or thirty-hour mediocrity, the former definitely wins hands-down.
theradicalchild: (Japanese Self-Defense Forces Flag)
Currently Playing

Dust: An Elysian Tail (PlayStation 4) - I had played the iOS version and wanted to play this hi-def, and as it was one of my top personal favorite games, I wanted to see if my previous opinion was warranted, which it still mostly is.

Slime Forest Adventure - A bit of a slog, albeit educationally, and I'm getting up to the thousand-kanji mark.

In My Backlog

Baldur's Gate & Baldur's Gate II: Enhanced Editions (Nintendo Switch) - I'll probably sell this back and eventually get the PlayStation 4 version, due to the PS4 giving games more lasting appeal in the form of Trophies.

Ultima II: The Revenge of the Enchantress - Don't know if I'll ever get to this.

Ultima III: Exodus - Likewise.
theradicalchild: (Pikascout)


A Shining Pearl among Pokéremakes

When I got my Nintendo DS as a Christmas gift back in 2006, one of my aims was to experience Nintendo’s beloved Pokémon series, which before then I had yet to experience, and thus dove into the franchise via the Diamond/Pearl generation. I did somewhat enjoy what time I spent with it, although there were various issues that to me prevented it from truly excellent. As remakes would be a tradition for the series, developer Game Freak would during the Nintendo Switch era produce full rereleases of the two games, Brilliant Diamond and the iteration I experienced, Pokémon Shining Pearl, which features many improvements over its precursors.

As with prior Pokémon titles, the player can name and customize their protagonist, afterward beginning in a small village from which he or she travels to record all wild Pokémon in the Pokédex a professor grants them, dealing with the ambitions of the sinister Team Galactic along the way and ending with the challenge of Pokémon combat’s Elite Four and the Champion that ranks above them. There’s some good backstory, although there are repeated tropes such as the rivalry with the main character’s best friend, and Team Galactic is a bit too similar to Team Rocket, and once you’ve experienced one game’s plot, you’ve experienced them all. The translation is definitely legible and free of spelling and grammar errors, but there is a bit of a Japanese feel such as the titles prefacing the names of NPC opponents, and some stylistic issues such as the use of “OK” instead of “okay.”

That leaves the gameplay to shoulder the burden, and happily, Shining Pearl does a good job in this area and is overall an improvement over the original version’s mechanics. The combat mechanisms function much the same as in other entries of the series, although much akin to the original generation, fights with wild Pokémon are still random in areas such as tall grass and caves, the player able to nullify encounters with lower-level ones with different types of repellant spray. As in RPGs in general, moreover, the random number gods can often be cruel in terms of encounters with specific Pokémon, especially if players fudge their chance to capture certain rare ones.

When beginning a wild encounter, the player has a number of available options such as attacking with the Pokémon leading their party of up to six, or attempting to capture the adversary via one of several different types of Pokéballs, although at the outset doing so with only Quick Balls is advisable since they have the best chance of acquisition when commencing one of said engagements. Normally, weakening the opponent as much as possible guarantees the highest chance of capture when utilizing other types of Pokéballs, although one can find it difficult to do so without accidentally killing the opponent Pokémon. Trying to capture foes once again can invoke the cruelty of the random number gods.

If the player wishes to battle, each Pokémon can have up to four abilities of different types and effects, with a roshambo formula where certain abilities are super-effective against certain enemy types, standardly effective, not very effective, or with no effect against others. This naturally adds a layer of strategy to combat, necessitating that the player forms their party carefully, usually with a mix of different Pokémon types, with many possibly having up to two different elements. One major improvement over the original generation is that if a player has previously killed or captured a certain Pokémon, the game indicates the effect moves will have against the enemy.

Another significant superiority to the initial generation is that offing an enemy Pokémon (in addition to capturing one) nets all of the player’s party not fainted experience for occasional level-ups, in which case their stats increase and they may receive the opportunity to learn a new ability, with the chance to replace a current one if at the max of four. This makes raising even weaker Pokémon easier as they don’t have to actively face the enemy to obtain experience, although those that personally face the enemy obtain the bulk of experience.

To obtain money for purchasing new goods such as healing items, the player must face NPC Pokémon trainers in between towns and in caves, having to pay a monetary penalty if they lose. A certain accessory any Pokémon can equip doubles the amount of cash obtained from these battles, and later in the game, the player gains a Pokétech Watch application that can allow them to reface these NPCs in combat. When these nonplayer trainers are close to one another, the player might have to face up to two at once, in which case the Pokémon leading the player’s roster go into battle, with the protagonist able to swap them out during their turn.

However, swapping a Pokémon consumes the player’s turn and makes it vulnerable to the opponent’s attacks, a step down from the superior systems in other RPGs such as Final Fantasy X, Breath of Fire IV, and Wild Arms 2. The endgame where the player has to face four champion trainers and their leader can also be irksome given the inability to back out and that if they lose against them, that have to reface them from the beginning, although luckily, players keep whatever experience they obtained at the time. The game mechanics generally work well in spite of their flaws, making the gameplay experience of the series significantly more accessible than in prior titles.

Shining Pearl also interacts well with players, with easy menus and an always-convenient save-anywhere (except in the middle of battle) feature, along with a message below the menu options providing clear direction on where to go next to advance the central storyline. The Pokétech Watch the player eventually acquires also allows them later on to revisit previous towns with the Fly Hidden Move, players no longer needing to make their Pokémon learn these skills in order to use them, although one can potentially overlook certain things without the assistance of the internet. Regardless, interaction is well above average.

The soundtrack is one of the game’s highlights, with plenty of catchy music on the routes in between towns and rockin’ battle themes, along with distinct cries for the various Pokémon. The sound effects are good as well, and the near-death alarm when a Pokémon reaches critical health is significantly less annoying than in the original version, dinging only thrice to indicate low HP. Generally, the rerelease is an aural delight.

Shining Pearl looks the part, as well, with the original incarnation’s chibi sprites remade in three dimensions, although battles render the various characters in more anatomically-correct proportions, with endless gorgeous Pokémon designs that don’t have any reskins whatsoever. The environments are pretty as well, with vibrant colors and minimal jaggies and pixilated textures, although there are minor issues with the indirect contact of Pokémon in battle when executing moves against one another. Regardless, the graphics are some of the strongest on the Nintendo Switch.

Finally, the game can last players a while, with half-decent replay value in the form of significant postgame content and catching all Pokémon, although a guide may be necessary to do so, alongside the divergent incarnations of the same game, slight in-game hell, and the various things that seem to add a few unnecessary hours to the game such as unskippable battle text (although turning off Pokémon battle animations can lessen the padding a little).

In summation, Pokémon Shining Pearl is very much what a remake should be, given the drastically-increased accessibility of the core game mechanics, tight control with clear direction on how to advance, the superb soundtrack, and the polished graphics. There are issues, however, that mainstream gamers need to consider before purchase such as the irritating in-game, the ability to overlook certain things without referencing the internet, the generic Pokémon plot, and the lack of refinement regarding the localization. Regardless, I firmly believe that if the remakes indicate the direction in which the series is headed, it very much has a bright future.

This review is based on a playthrough of a copy borrowed by the reviewer to the standard ending.

The Good:
+Easier to raise Pokémon than in original generation.
+Good control with decent direction.
+Great soundtrack.
+Polished graphics.

The Bad:
-Somewhat irksome endgame.
-A few things easy to overlook without a guide.
-Typical Pokémon plot.
-Localization lacks polish.

The Bottom Line:
More accessible than the original version.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 8.0/10
Controls: 8.0/10
Story: 6.5/10
Localization: 6.5/10
Music/Sound: 9.5/10
Graphics: 9.5/10
Lasting Appeal: 6.5/10
Difficulty: Variable
Playing Time: 30-60 Hours

Overall: 8.0/10
theradicalchild: (Redwall Cast)


Ratsylvania: War of the Vermin

Three students from the Norwich University of the Arts in Britain founded the Manchester, United Kingdom-based game development studio Odd Bug Studio, with its first title being the 2017-released PlayStation VR game The Lost Bear. Two years later, the developer, under the publishing moniker United Label, began development of the multiplatform RPG Tails of Iron, which would see its release in 2021. As has been a habit with most major videogame releases, United Label would unleash an upgraded version of the game with additional content, Tails of Iron: Crimson Knight Edition, and afterward release a patch with a more casual difficulty, certainly a decider in my decision to purchase and play the game, but was it worth it?

Animals with some semblance of intelligence form the cast of Tails of Iron, with the plot’s primary focus being on Redgi, heir to the Rat Throne, who must restore his shattered Kingdom by vanquishing the Frog Clan and their despotic leader, Greenwart, meeting many colorful characters during his quest. The game interestingly tells its story, with the animal characters not having actual dialogue, but rather pictographic speech bubbles that narrate various actions, locales, luminaries, and the like, with the common translation by the narrator, which is why I said the characters have “some semblance” of intellect. The narrative style works well for the most part, although there are occasional oddities such as alternate reference to one of Redgi’s brothers as “the Chef” or “Chef,” the latter bringing to mind the South Park character.

Fortunately, the gameplay serves Tails of Iron well, with plentiful inspiration from the Soulsborne subgenre of roleplaying games, although mercifully, especially on the easiest Fairy Tail difficulty, it doesn’t bequeath the negative elements of its brethren. That the action occurs in two rather than three dimensions certainly helps, with Redgi outfittable with a singlehanded weapon, a shield, armor, a two-handed weapon usable in combat and clearing away thick debris in environments, and different types of ranged weapons helpful to off aerial foes. Redgi executes his single-handed weapon attack with the R1 button, and can block with L2, with enemies luckily and most of the time giving indicators as to what kind of attacks they’re about to execute so that the rodent prince can react in kind.

Redgi also carries a bottle of bug juice that can restore his health, with plentiful dispensers of the beverage present throughout the various areas. He can also lace his equipped weapon with poison for heightened damage against enemies, with more venom initially available to purchase in shops, although later on there come vials where he can replenish his supply. At his castle, moreover, players can use ingredients to cook recipes that increase his maximum health or give the blacksmith blueprints for new weapons and armor, with the opportunity to equip what results or send it to storage, weight and resistance to certain adversarial types warranting consideration before outfitting Redgi with new gear.

The game mechanics work surprisingly well, with minimal wasted playtime given the frequent presence of benches where Redgi can sit to record the player’s progress, with the selectable difficulty levels certainly accommodating towards players of different skill levels, from more casual gamers to those looking for a challenge on par with those of the Soulsborne subgenre. Even the endgame of Tails of Iron is fair, with the final boss of the main storyline potentially being a quick affair, and genuinely cheap adversaries are minimal at best. There really isn’t much of which to complain in terms of the gameplay, which in the end is certain to please even the most unpleasable player.

Control serves the game just as well, one of the most useful features being the in-game maps of Tails of Iron that show where the player currently is and where they need to travel next to advance the primary storyline and even a few sidequests, some of which are necessary to continue the central plot. When finding new equipment, moreover, the player has the chance to equip it or send it to storage, with boxes containing excess gear luckily and magically connected and players needing not memorize where they sent certain gear and thus take forever to recover it. Given the sidescrolling exploration and combat, the game also has a bit of a Metroidvania flair, which definitely isn’t a bad thing. Pretty much the only major issues regard the in-game clock, which players can only see when loading a save, and which is also somewhat slow, but otherwise, interaction is well above average.

The aurals also have many things going for them, such as good music with strong instrumentation, great sound effects, and a general good ambience, although the reliance on ambience is perhaps and admittedly the weakest link of Tails of Iron. However, the character “voices” in the form of flat-tone flute sounds one can consider slightly adorable, and the coherent English narration definitely help the sound aspect, so things could have definitely been worse.

The visuals, however, are another high point in the game, with a gorgeous two-dimensional hand-drawn style consisting of pretty environments and beautiful character and enemy sprites, all with vibrant hues. There are some nice touches as well such as enemy sprites becoming more bloodied when close to death, and aside from some loading for the graphics, Tails of Iron is visual candy, very smooth even on a PlayStation 4.

Finally, the game isn’t a lengthy experience, with playtime ranging from four to eight hours depending upon whether the player wants to acquire every achievement or partake in post-game content.

Ultimately, coming from someone who doesn’t care much for games of the Soulsborne subgenre of RPGs, Tails of Iron was definitely a welcome surprise, given the accommodation of different gamer skill levels with its two-dimensional gameplay, the tight control, well-told storyline, nice ambience, superb graphics, and significant degree of lasting appeal. There are only a few negligible issues regarding the general lack of memorable music and nitpicks with the game clock, but the game is very easily one of the strongest releases of 2021, and is worth a purchase and/or download regardless of what platform the player desires.

This review is based on a playthrough of a copy purchased by the reviewer to the standard ending, with 72% of Trophies obtained.

The Good:
+Great sidescrolling combat with different difficulty settings.
+Clear direction on how to advance main plot and sidequests.
+Great story interestingly told.
+Superb two-dimensional visuals.
+Short and sweet with plenty lasting appeal.

The Bad:
-Game clock somewhat slow.
-Sound a bit reliant on ambience.

The Bottom Line:
One of the best releases of 2021.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 10/10
Controls: 9.5/10
Story: 9.5/10
Music/Sound: 9.0/10
Graphics: 9.5/10
Lasting Appeal: 10/10
Difficulty: Adjustable
Playing Time: 4-8 Hours

Overall: 10/10
theradicalchild: (Pikascout)
Currently Playing

Pokémon Shining Pearl - I've gotten the Surf Hidden Move and am now at the port town where I have to face the protagonist's rival again, and I have to grind a little, but luckily doing so isn't too hard. I may explore the underground again since I've been neglecting it.

Slime Forest Adventure - Still sharpening my skills with kanji on'yomi readings, before I tackle the countless destroyed villages on the spiral island again.

Tails of Iron: Crimson Knight Edition (PlayStation 4) - I caved into the temptation to buy this game since a recent update included an easier difficulty, which is fortunate since it's essentially a sidescrolling Soulslike, although I've been having a good time thus far, and haven't died any.

In My Backlog

Baldur's Gate & Baldur's Gate II: Enhanced Editions - Will probably be next year I finally play this collection, and will likely only do so once I'm through with Shining Pearl and I'm not loaned another Switch game.

Ultima II: The Revenge of the Enchantress - This will likely be my next PC game.

Ultima III: Exodus - Will of course play after I've finished the second game.
theradicalchild: (Pikascout)
Currently Playing

Pokémon Shining Pearl - Another loaner from my younger brother. The original version ended my Pokémon virginity, and the remake is definitely much-improved, given that all Pokémon in your party gain experience from leveling when you kill an opponent Pokémon, and I'm at Oreburgh City, ready to face the gym.

Slime Forest Adventure - A bit of an odd duck. Another Japanese-learning RPG with 8-bit overworld and dungeon visuals, although the battle graphics are a bit of a step up, and you have to type in the meanings, readings, and whatnot of whatever Japanese characters your mostly-slime opponents speak. Don't particularly care much for the total absence of music, and there is a bit of a learning curve (luckily, in-game tutorials are available), but I'll press on. I just rescued the princess and have gotten to a desert island where I've been grinding and learning on the overworld, since part of the game's challenge is that enemies in dungeons don't show you correct answers.

In My Backlog

Baldur's Gate & Baldur's Gate II: Enhanced Editions - On hold again due to my younger brother having lent me Shining Pearl.

Ultima II: The Revenge of the Enchantress - Low priority right now, and when I do finally pick it up I'll try to seek patches on the internet and apply them so I don't encounter the same issues again with reloading my past save.

Ultima III: Exodus - Will, of course, only play after I beat the second game.
theradicalchild: (T'nique Arcana Werewolf)


Star Trek: The RPG

Once upon a time, I played the original Super Famicom version of developer tri-Ace’s first production, Star Ocean, via a fan translation, and while I did enjoy what time I spent with it, there were a multitude of issues that made it feel like an Obvious Beta, such as many glitches largely involving its item creation system and a secret character hidden in the code. An enhanced remake for the PlayStation Portable, First Departure, would resolve many of the issues affiliated with the Super Famicom iteration, and around two generations later afterward would it receive a remaster for the Nintendo Switch and PlayStation 4 consoles (the latter version this review covers) entitled Star Ocean: First Departure R, which has some new content, but is generally the same improved experience as it was on Sony’s first portable system.

In a nice break from most science-fiction stories, R tells its largely initially through the perspective of its intelligent alien creatures, in its case a few Fellpool teenagers on the planet Roak, basically humanoid with pointed elven ears and monkey-like tails, a little, but not exactly like, the Genomes (protagonist Zidane’s race) in Final Fantasy IX. Hero Roddick Farrence, with his cohorts Millie Kliette and Dorne Murtough, go on patrol in their hometown, after which they receive notice that a nearby community is suffering a plague that petrifies, but doesn’t kill, those it infects. Visiting a nearby mountain, they encounter two humans, the starship Captain Ronyx J. Kenny and his first mate Ilia Silvestri (parents of one of the sequel’s main heroes, Claude C. Kenny), with all characters determined to find a cure for the ailment that ultimately plagues and turns Dorne to stone.

Unfortunately, the host of the disease, Asmodeus, exists several centuries in the past, prompting the healthy humans and Fellpools to visit the planet Styx, where a time gate exists that sends, but separates them, to Roak in the past during Asmodeus’s time, where they seek to reunite and encounter an excellent character cast that includes a winged warlock and his sorcerous sister, a lycanthrope martial artist, and so forth, four mandatory characters and only four of the optional characters recruitable, with different story scenes depending upon whom the player recruits, and dozens of variations on several different endings satisfactorily concluding the narrative.

The story, however, certainly isn’t shy of its Star Trek influences, R’s Underdeveloped Planet Preservation Pact (UP3) very much mirroring Trek’s Prime Directive, and time travel isn’t exactly a novel concept, being ever prevalent in previous games such as Chrono Trigger and Tales of Phantasia (with some of that particular title’s staff having founded developer tri-Ace), and several other non-gaming media such as movies and television. Furthermore, there isn’t too much time spent in the franchise’s eponymous Star Ocean, most playtime spent on developing worlds, although the good in the plot very much outweighs the bad, and the narrative in the end is very much a nice diversion from the typical fantastical Japanese roleplaying game norm.

The localization is definitely more than adequate, given legible dialogue, virtually no spelling or grammatical errors, and a good naming convention for the various characters belonging to different races, although there are a few issues such as there being no fathomable reason, except alcohol, why anyone would think it natural for people to shout the names of their special skills in combat (it may sound really cool in Japanese, but just doesn’t work in English), some redundant combat dialogue, inconsistent naming in the closing credits, and a censored cross (its horizontal portion missing) appearing whenever a magician casts the Cure-All skill in battle.

Fortunately, solid gameplay backs the narrative experience, with randomly-encountered real-time battles where the player controls one character (preferably Roddick), while the AI controls the other three participants, although luckily, the player can switch control among the maximum four battlers. If controlling a melee character such as Roddick, the player outside combat can assign two MP-consuming skills to the L1 and R1 buttons for easy execution, or have them attack with standard physical assaults, with an option of automatic or semiauto targeting, in the latter case where the player can press the square button to change targets among antagonists, helpful in instances such as the encounter of spellcasting enemies that can easily decimate the player’s active party.

Eradicating all adversaries nets all participants the currency Fol and experience for occasional leveling, with the acquisition of higher levels earning characters skill points they can invest into personal skills outside combat (with new ones acquired from special facilities in towns), although players will likely want to hold off on doing so until they acquire the Determination skill, which reduces the costs of these active and innate abilities that can dictate things such as how much experience is necessary to obtain the next level, stats such as attack power, casting time for magic spells, effectiveness of how attempts at item creation fare, and so forth.

Much akin to the Super Famicom and PlayStation Portable versions, R has a deep item creation system that the latter iteration refined with plenty ideas from its sequel’s similar mechanics, with characters having the potential to acquire new talents, which dictate how effective they are at certain kinds of synthesis (especially if the player uses the Orchestra Super Specialty), and so forth. In fact, becoming effective with the item creation system is almost necessary to having an easier time with the game, given the potential to acquire some powerful weapons and equipment, the latter even granting the possibility to receive healing instead of damage from the potentially tough-as-nails final boss’s abilities.

The battle system generally flows well, given the potential quick pace in combat, aside from the unskippable magic spell animations (although the flow of combat receives no interruption from melee characters’ physical abilities), although there are a few cheap enemies, namely the magician foes that can easily decimate the player’s characters and lead to easy game overs (with no opportunities to restart the lost battle and needing to reload a previous save), with one particularly-tough boss fight in an optional dungeon occurring without a nearby save point, otherwise rarely with iffy placement. The AI is also occasionally inconsistent in terms of effectiveness, but regardless, the gameplay shines.

R is for the most part a user-friendly game, with plentiful positives such as largely-clear direction on how to advance the central storyline through exiting a town during a Private Action session (though there were occasions where I had to reference the internet to discover things such as the secret entrance to one dungeon and an extra dungeon where I could ditch one character for a certain replacement), the ability to tell whether equipment from a shop increased or decreased character stats, an “equipment wizard” that automatically outfits characters with the best gear the player owns, being able to buy different item types simultaneously, and so forth.

However, while there is easy conveyance among harbor towns on Roak, there unfortunately isn’t a universal fast-travel option, which can really necessitate long treks to inland towns or revisit certain dungeons, in the former case especially if the player wants to perform Private Actions in said settlements so that they can have some influence on which character endings they receive. There are also no maps for the dungeons, a few areas unindicated on the overworld map, some iffy placement of save points at times, unskippable cutscenes (though text speed is adjustable and most voicework players can cut short if they would rather read than listen), and no pausing during the ending, and ultimately, there are a few kinks in interaction the developers could have worked out.

The sound is another one of the game’s strongest points, being an early effort by composer Motoi Sakuraba, with plenty of nice, catchy town tracks, rockin’ battle themes, good cutscene music, fitting sound effects, and a choice of three different voicework tracks: the English version, although its quality is somewhat inconsistent, especially in battle; the original First Departure’s Japanese voices; and new Nipponese voice acting on part of the cast of the original Super Famicom iteration’s performers.

The visuals took a cue from the first Star Ocean sequel, with pretty prerendered environments and two-dimensional character sprites that increase or decrease in size depending upon how “close” or “far” they are to the player in a particular area, battles utilizing the same sprites, with great emotion and animation on part of both the character and enemy sides of combat, plentiful feelings such as laughter expressed outside encounters as well, along with pretty anime cutscenes. There’s even a choice of new character portraits during cutscenes somewhat resemblant of the original Super Famicom version’s artwork, though these don’t change the style of the anime scenes and aren’t fully consistent with the spritework. Moreover, there are issues regarding the many palette-swapped enemies and occasional pixilation of the spritework and overworld environments, and while the graphics are generally good, there are quite a few rough spots.

Finally, R is just right in terms of length, potentially taking one as little as twenty hours to make a straightforward run of the game, although things such as sidequests, playing with item creation, and a postgame dungeon potentially boosting playtime to around thirty hours. However, things such as acquiring all PlayStation Trophies, collecting all voice clips for a main menu selection that becomes available after completing the game at least once, a post-game dungeon, messing around with different recruitable characters during subsequent playthroughs, sidequests, and so forth, can very easily prolong playtime, although there are a few hindrances to going through the game again such as unskippable cutscenes and no New Game+.

In summation, Star Ocean: First Departure R is for the most part a great remaster of a remake that itself had resolved some of the issues associated with the original Super Famicom version such as its various glitches and Dummied Out content. The great game mechanics one can easily “git gud” at, the controls are generally tight, the storyline is engaging with a great cast and potential variations, the soundtrack is pleasant alongside three different voicework versions, the graphics are decent with two alternative forms of anime designs, and there’s plenty to keep players coming back for more. However, those who don’t especially exploit certain aspects of the mechanics may have a hard time, fast-travel is limited at points, there’s not nearly enough time spent in outer space, the localization and graphics have a few rough edges, and there’s no New Game+ alongside the already above-average lasting appeal. Regardless, those new to the series will relish the chance to soar into the slowly-but-surely expanding Star Ocean universe.

This review is based on a singular playthrough to the standard ending of a copy digitally downloaded to the owner’s PlayStation 4, with 34% of all Trophies acquired.

The Good:
+Great game mechanics you can “git gud” at.
+Good control.
+Solid storyline with variable endings.
+Nice soundtrack and three flavors of voicework.
+Decent visuals with different portrait styles.
+Plenty to keep players coming back for more.

The Bad:
-May be a little hard for some.
-Limited fast-travel options.
-Not enough time spent in titular Star Ocean.
-Localization a little rough around the edges.
-Same for the graphics.
-No New Game+.

The Bottom Line:
A great remaster of a remake that largely fixed the Super Famicom version’s issues.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 9.0/10
Controls: 8.0/10
Story: 9.0/10
Localization: 7.0/10
Music/Sound: 9.0/10
Graphics: 7.5/10
Lasting Appeal: 8.0/10
Difficulty: Variable
Playing Time: 20-80 Hours

Overall: 8.5/10
theradicalchild: (T'nique Arcana Werewolf)
Currently Playing

Koudelka - Exploring a little, gaining some levels along the way.

Star Ocean: First Departure R - I just got to the past with Roddick and Ilia.

Backlog

Baldur's Gate: Enhanced Edition & Baldur's Gate II: Enhanced Edition - Likely will start unless my younger brother loans me another Switch game.

Slime Forest Adventure - Will be my next PC game.

Ultima II: The Revenge of the Enchantress - Low priority right now.

Ultima III: Exodus - Likewise.
theradicalchild: (Demi-fiend)


Tatsuya Suou and the Kingdom of the Crystal Skull

The PlayStation title Revelations: Persona was one of the first entries of Atlus’s Megami Tensei series that saw an English localization, albeit through a cut-and-paste effort that often very poorly attempted to cover the game’s Japanese origin and setting. It would ultimately receive a more faithful translation when the game saw a port to the PlayStation Portable, Shin Megami Tensei: Persona. Due to controversial content, the first half of the game’s sequel on the PlayStation, Shin Megami Tensei – Persona 2: Innocent Sin, Atlus’s North American branch passed over for localization, although the second half, Eternal Punishment, they did translate. Luckily, the first half would see a translation after coming to the PlayStation Portable, being an ideal way to experience the classic.

The main “controversial” content is one of the main antagonists being a certain Austrian-born despot and his followers, given sunglasses and titled as “Fuhrer”. The main protagonist is the silent high-schooler Tatsuya Suou, who joins with allies to make pacts with demons across the suburbs of Tokyo, ultimately encountering MacGuffins in the form of elemental crystal skulls. Most of the main characters and notable NPCs do get descriptions when introduced saying who they are, and the plot has very mature themes, but there are issues such as passers-by within the dungeons being unaware of the demons inhabiting their areas, not to mention occasional vagueness in where to go to next in order to advance the main storyline.

The translation is a bit of an average effort, with some terrible names such as one school having the nickname of “Cuss High”, and Japanese honorifics left in the English text that mainstream gamers wouldn’t understand (and in-game explanation as to their meanings would have been nice for those not versed in the language). There are also occasional misleading ability descriptions, although the text itself is largely coherent, with some occasional mature profanity showing the script’s mature tone. Even so, the localization team could have made a better effort.

The primary game mechanics, however, do have plenty of things going for them, with battles being turn-based and randomly-encountered, an indicator gradually turning red indicating how close Tatsuya and his party are to encountering enemies, largely sparing the tedium associated with random encounters. Fights pit the party of up to five characters against several demons, with several options available for battle or negotiation. Each character can equip one of the game’s eponymous Personas, with standard attacks with equipped weapons available, along with using one of their Persona’s SP-consuming skills, their costs being fixed for all of a spirit’s particular skills.

Using a particular Persona’s skills will gradually cause it to increase in rank, which can allow for new abilities to become usable, with up to eight ranks per Persona. The player’s characters can also parley with the enemies with various conversation skills. An enemy mood square appears during conversation, with eager, happy, sad, or angry quadrants, where getting the eager option three times allows for the collection of tarot cards, and getting them happy allows a pact to be formed where the player can get tarot cards and “free cards” that can take on any arcana in the Velvet Room, or various items should the player get a monster happy again in a future battle.

Players will obviously want to avoid angering an enemy or making it sad, given their potential to break their pact if upset, and the player can only have up to three pacts at any given time. Of course, the player can of course engage in standard combat with them, giving characters commands, a turn order gauge showing who will go when, with each side executing their attacks. Eliminating all enemies naturally wins the battle for the player, and all the player’s characters dying means a Game Over, although luckily, players can record their progress most anywhere outside combat, largely reducing wasted playtime as a result of dying.

Players may occasionally become able to perform fusion spells with multiple Persona abilities that are of course more powerful than standard skills, and outside battle, they can visit the Velvet Room to obtain new Personas with whatever tarot cards they have received from battle. There are some interesting mechanics here such as the ability to “return” Personas with maxed ranks for items, and each character has a certain affinity with various arcana that may dictate skill cost. The battle system mostly works well, players also able to skip ability animations in combat for easier grinding and progress, although conversation with enemies can be difficult without a guide, and adversary personalities dictating how they react to contact options can be odd at times.

Aside from the save-mostly-anywhere feature, some areas of control aren’t exactly at their best, with a noticeable lack of features such as an equip-best option for character equipment, although they can purchase different types of items at once in bulk when shopping, how equipment increases and decreases stats before purchase being visible, and dungeons having automaps that make for mostly-easy progress. However, there are occasional points of no returns and loss of access to many dungeons upon completion, and while players can skip through text, there are some areas where they can’t, with cutscenes themselves not being wholly skippable. The game could have interacted better with players, although things aren’t too bad.

The soundtrack is easily the high point of the game, with plenty of good music such as the battle themes and the Velvet Room music with some classical music played after the main theme of the chamber finishes. There are some occasional tracks that rely a bit too much on ambience, and the quality of the voicework isn’t always consistent, but Innocent Sin mostly sounds good.

The visuals also look mostly decent, with the character sprites containing good anatomy alongside the enemy designs in combat, although there are occasional reskins on their part, and the actual battle scenery is somewhat lazy, akin to Earthbound with psychedelic aspects and minimalist scenery. The Persona ability animations look good as well, and are luckily skippable, and there are some good aspects of the environments outside battle with a few nice three-dimensional effects. All in all, the game largely looks good.

Finally, the game is somewhat lengthy, with a straightforward playthrough taking around forty-eight hours, although playing time can very well extend to seventy-two and beyond, with supplemental playtime largely due to ranking up Personas and accessing a postgame dungeon.

Overall, Innocent Sin is mostly an improved sequel, given the good within its game mechanics, save-mostly-anywhere feature, some decent story beats, a good soundtrack, and some pretty areas of its graphics. Regardless, it does have many issues regarding things such as the difficulty of the contact system without use of a guide, the spotty localization, the loss of access to most dungeons after completion, the poor direction at many times on how to advance the central storyline, the inconsistent voicework quality, and some weak areas of the visuals. It’s also not as nearly accessible as the third numbered entry and beyond, but still has plenty positives and is worth a look, if nothing more.

The Good:
+Some good mechanics.
+Save-mostly-anywhere feature.
+A few good story beats.
+Great soundtrack.
+Some nice parts of the visuals.

The Bad:
-Conversation system can be difficult without a guide.
-Some weak direction on how to advance.
-Inconsistent localization quality.
-Some poor voices.
-A bit long.

The Bottom Line:
Not as accessible as the third numbered entry and beyond, but has some good aspects.

Score Breakdown:
Platform: PlayStation Portable
Game Mechanics: 7.0/10
Controls: 6.0/10
Story: 6.5/10
Localization: 5.0/10
Music/Sound: 8.5/10
Graphics: 7.5/10
Lasting Appeal: 6.0/10
Difficulty: Adjustable
Playing Time: 48-72 Hours

Overall: 7.0/10
theradicalchild: (Koichi Sugiyama)
Dragon Quest I Akira Toriyama Art

Remember Thou Art Mortal

Back when my family owned a Nintendo Entertainment System (NES), we had also gotten a subscription to the Nintendo Power magazine and with it a free copy of the game Dragon Warrior, of whose Japanese origin I was unaware, being a naïve young gamer, although it would definitely remain in my memory my first JRPG that I played to completion, when I was unfamiliar with the roleplaying game genre, and I wouldn’t discover its contemporaries such as the original Final Fantasy until later in my life. Decades later, I purchased the Nintendo Switch version of Dragon Quest, its true Japanese name that got changed in North America for early copyright reasons, for a meager price, and played it to completion again. Does it stand the test of time?

Much like the original Dragon Warrior, its latest version on the Switch follows a descendant of the legendary hero Erdrick, who brought light to the world of Alefgard once upon a time. Sometime before the game begins, the evil Dragonlord has kidnapped Princess Gwaelin of Tantegel, intending for her to become his wife, and the king tasks the protagonist with rescuing her and vanquishing the villain in his lair, which will require him to travel Alefgard to acquire special items necessary to create a bridge to the antagonist’s island, not to mention the sword and armor of the land’s ancient savior.

The narrative isn’t particularly spectacular, following the typical damsel-in-distress trope, although the background is good, and what really redeems it is the absolute care given to the translation, which akin to the 8-bit version uses medieval speech including pronouns such as thou, thee, and thyself, not to mention appropriate conjugations for them like “thou art.” Mercifully, the text virtually never descends into ye-olde-butchered territory and is almost completely grammatically-sound even with its medieval speech, although there is occasional vocabulary many Western gamers not completely versed in English won’t understand such as (simper). Regardless, the localization team did a wonderful job.

Much akin to the 8-bit version, the Switch iteration features randomly-encountered turn-based combat with incredibly-straightforward mechanics, putting the protagonist in one-on-one fights with a single enemy. The player chooses a command for Erdrick’s descendant, including attacking the enemy with his equipped weapon, using an MP-consuming magic spell, using a medical herb, or attempting to escape the adversary, which naturally doesn’t always work, especially against more powerful antagonists. Battles naturally end when either the hero exterminates the enemy or the foe completely eradicates the warrior’s HP.

Death doesn’t result in a Game Over and a trip back to the title screen as many RPGs tend to accomplish, but the hero reviving at Tantegel Castle with full HP and MP, and half the gold he was carrying lost, but he can store money in the thousands at the bank in Tantegel Town that survives his defeat, later on largely nullifying the death penalty, and the best obtainable weapon and armor in the game don’t cost money, which ultimately becomes irrelevant late into the game, except to purchase the best shield, medical herbs (which can actually somewhat reduce the player’s need to use healing magic, and the best armor gradually restores health as he walks), magic keys to open locked doors, and a torch or two to illuminate dark areas, also reducing the need to use the Glow spell that eventually wears off, torches never going out despite lighting a lower area.

The hero also obtains magic that can instantly allow him to exit dungeons, and chimera wings or the Zoom spells can return him to Tantegel, but unfortunately don’t allow him to teleport to other visited towns. I did occasionally upgrade my weapon and armor when I banked enough money so that I could survive the harder encounters, and there is admittedly early-game hell, with analysis proving the game to be unwinnable, under any normal circumstances, until the hero reaches Level 17, when he obtains the Midheal spell, with late-game foes such as the final form of the last boss dealing more damage at times than the protagonist can heal without the secondary recovery magic.

I was fortunate enough to beat the final battles my first try and had been a level or two after seventeen, although there admittedly some genuine issues with the mechanics such as the developers at times having worshipped the Random Number God, with foes sometimes taking their turns before the hero, and the game at times randomly choosing who goes first, how much damage he deals and receives, and so on. There are things, however, such as items that permanently increase the hero’s stats, a quicksave available outside Tantegel (where the player can perform hard saves) in case the player needs to break from the game, and Dragon Quest in the end is the kind of game one can definitely “git gud” at.

Despite the quicksave, control is one of the game’s weaker aspects, with things such as the absence of an in-game measure of playtime and maps for dungeons (though the player can bring up a map of the overworld), a lot of dialogue when shopping for equipment and items, and limited inventory with items outside medical herbs and magic keys not stacking (although players can store items at the bank in Tantegel Town). There’s also vague direction on how to advance the game, although talking with NPCs can sometimes give hints at what to do next, and one could sort of consider Dragon Quest to be a semi-open-world game. Regardless, there could have been better interaction with the player.

Inarguably one of Dragon Quest’s strongest aspects outside the translation is the late Koichi Sugiyama’s iconic soundtrack, with superb instrumentation that really enhances things such as the title screen theme, the save screen music that’s actually a variation of the main town theme, the regal Tantegel castle tune, the overworld track, and so on that all have extensions compared to the original 8-bit versions, with no bad music at all. Some of the minor music such as the leveling horns, the organ-laced defeat theme, Princess Gwaelin’s love theme, etcetera, also have a significant degree of memorability. There are rare weak points such as the lack of a change in battle music until the final form of the last boss and dated sound effects, but the game overall is very much pleasant to the ears.

However, the visuals, based on those from the 16-bit remake of Dragon Quest III, are one of the game’s more average aspects. Akira Toriyama’s enemy designs in battle are good, but there are many palette swaps, and they have no animation, fights also strictly first-person. The spritework is decent, with nice effects such as the swaying of the protagonist’s ponytail on his helmet, but new equipment doesn’t alter his appearance, and sprites generally don’t show much emotion. Buildings also have wholly gray-brick rooftops, and there is pixilation aplenty. Overall, the graphics never reach brilliance.

Finally, the first game is fairly short, with my ending playtime surpassing a little over five hours, but more unskilled players may make the ten-hour mark, depending upon how they play, with little lasting appeal after that.

Overall, the original Dragon Quest is a competent if generic Japanese RPG, although it’s actually not a bad entry-level introduction to the JRPG genre, given its straightforward but often challenging mechanics, superb soundtrack, nice backstory, and a great translation with medieval flair. It does have plenty weaknesses such as the fact that it’s unwinnable, under any standard circumstances, until the hero reaches Level 17, a total lack of in-game maps for dungeons, weak direction on how to advance the main game, the average graphics, and the general lack of lasting appeal. Regardless, the monetary and temporal investments aren’t too excessive, and it’s definitely a decent entry-level JRPG.

This review is based on a playthrough of the digital version downloaded to the owner’s Switch.

The Good:
+Nice straightforward mechanics you can “git gud” at.
+Excellent soundtrack.
+Good backstory not forced down the player’s throat.
+Excellent medieval dialogue.
+Short.

The Bad:
-Unwinnable until Level 17.
-No dungeon maps.
-Weak direction on what to do next.
-Average visuals.
-Little lasting appeal.

The Bottom Line:
A competent but largely generic JRPG.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 7.0/10
Controls: 4.0/10
Story: 5.0/10
Localization: 9.5/10
Music/Sound: 9.5/10
Graphics: 5.0/10
Lasting Appeal: 2.0/10
Difficulty: Slightly Hard
Playing Time: 5-10 Hours

Overall: 6.0/10
theradicalchild: (Japanese Self-Defense Forces Flag)
Currently Playing:

Dragon Quest (Nintendo Switch) - The latest version of what was my very first Japanese RPG. Time definitely hasn't been kind to this game, but it's tolerable enough that I'll play it to completion.

Shin Megami Tensei - Persona 2: Innocent Sin - I'm at the Caracol dungeon, at the point of no return where I lost (although temporarily, I think), a party member. Been fairly enjoyable grinding, although I'm not fond of needing to use a guide (mostly) for demon negotiation.

In My Backlog:

Baldur's Gate & Baldur's Gate II: Enhanced Editions - Low priority right now, still sealed in shrinkwrap.

Slime Forest Adventure - Will play this eventually since I still want to brush up on my Japanese.

Ultima II: The Revenge of the Enchantress - I found a patch online for the game that one can apply to the GOG.com port, and I'll definitely give it another look in the future.

Ultima III: Exodus - Will, of course, play after finishing the second game.

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