theradicalchild: (Laharl Prinny)

Dood, Where's My Netherworld?

Japanese videogame developer Nippon Ichi Software first dove into the roleplaying game genre with the Marl Kingdom titles, the first of which Atlus localized as Rhapsody: A Musical Adventure. Given the rather polarized reception for that title, N1 would not reemerge in North American markets until the English release of Makai Senki Disgaea, known initially outside Japan as Disgaea: Hour of Darkness, which would receive several ports to systems such as the PlayStation Portable and Nintendo Switch, the latest of which came to the Nintendo Switch, PlayStation 4, and iOS devices as Disgaea 1 Complete, perhaps the definitive version of the game.

From the start, one can play as Laharl, Prince of the Netherworld, or one of his servants, Etna. The former wakes from a years-long slumber to discover that his father, King Krichevskoy, has died, and the Netherworld has plunged into chaos. Etna has tried for a long time to wake the prince, and he seeks to secure his throne from other contenders. In Etna Mode, she accidentally kills Laharl while trying to wake him, after which she seeks to affirm her succession as Queen of the Netherworld. Both stories are generally enjoyable, humorous, and well-developed, with multiple endings and the potential for variant events. However, clichés such as amnesia abound, and a few characters get no more scenes after they join your party. Regardless, the narrative is a high point.

Lamentably, the localization effort feels rushed, given things such as misspelled words during and after the ending credits, vocal tracks with English versions regressing to their Japanese iterations, and so forth. However, most of the dialogue is good and ably translated, aside from lines indicative of Japanese origin like Flonne’s “Nin, nin, nin!” Still, the story is more than coherent, and the localizers luckily didn’t censor some of the game’s more mature humor. Regardless, the translation team could have put more thought into the English text.

Fortunately, solid gameplay backs the narrative experience, with among its many positive aspects being the total absence of random encounters and tactical battles only occurring at the player’s will. Party maintenance occurs in Laharl’s palace, where he can walk around, talk to NPCs, check Etna’s secret room to view her diary entries, shop for consumable items and equipment, and engage in one of many story or side-battles. Various battlegrounds unlock as players advance through the central storyline, with skippable cutscenes usually before and after fights. The same rules apply in Etna Mode.

Battles occur on 3-D grid-based maps, with the player able to withdraw up to ten characters from a base panel and move them. When close to enemies, they can attack with their equipped weapon, which, except in the case of monster-based classes, will cause the character’s proficiency with the armament type to increase and level to unlock SP-consuming skills. Important story characters usually have special skills obtained with experience levels, with the termination of enemies resulting in the highest point gain. However, an improvement over prior versions of the first Disgaea is that magic-based classes now obtain experience using healing and stat-boosting spells.

Also helpful for leveling weaker characters is that the player can have them stand on any of the three open sides of an attacker, with a certain chance the adjacent allies will perform a combo, where they share in experience gain, should the combination succeed. Characters also gain Mana that the player can use at the Netherworld Senate to create new characters (with the ally-creators able to learn abilities from their “pupils” in battle when standing alongside them, and this can be particularly useful for allowing classes such as healers to learn offensive spells from attack-magic-based characters for easier leveling).

Different humanoid classes have base forms and four or five advanced versions with higher stats and proficiency with certain weapons. Leveling low-level classes unlocks higher incarnations, and when the player wants to upgrade, they can “transmigrate” a character to the higher-level vocation. In this case, their experience levels revert to zero, and the player gets a certain number of points depending upon how much Mana they have, which they can distribute among initial stats. Monster classes also exist and have different higher-level reskins, with the player unlocking them through killing the specific monster type in battle, with more than one of a type killed lowering base Mana cost.

For characters to transmigrate, the player needs to get them up to three ranks, which involves the characters solo fighting an enemy party. Doing so can also unlock higher-Mana-costing proposals that the player can bring before the Netherworld Senate, with the player, before a vote, able to bribe Senators with items in their battle inventory. After a vote, the Senate either approves or denies a request; in the latter instance, the player can either go back to Laharl’s castle, with the Mana used lost (and the player will likely want to reload a prior save before the vote) or attempt to force the proposal through by fighting the dissident Senators, difficult at lower levels.

Purchasing items from the two castle shops earns players points that sometimes make higher-level consumables and equipment available. Laharl’s castle also has a hospital where the player can pay to fully restore characters dead or damaged from battle, which, in turn, occasionally provides players rewards such as powerful equipment. In combat, the player and the enemy have separate turn sessions, so there’s usually no question of who takes their turns when. Another bright spot, which the game’s sequels would implement, is a turbo mode to significantly reduce attack and ability animations, which can shave hundreds of hours of gameplay for those seeking all PlayStation Trophies.

If a character loses all HP, they disappear from the battlefield, with no chance to revive them except back in Laharl’s castle in between battles; thus, the number of units the player can have on the battleground decreases by one. A Game Over and a trip back to Laharl’s castle happens after losing ten allies, no experience in the battle preserved, an issue prevalent in most Japanese strategy RPGs. Thus, grinding is necessary to keep up with the enemy; luckily, plenty of stages abound that make for decent leveling grounds, namely those with Geo Panel tiles offering multiplied experience points.

On that point, many maps have colored Geo Panels with Geo Crystals providing various effects such as increased experience for enemies killed on the tiles, heightened offensive or defensive power for either the player’s characters and the enemy, or just the latter in some cases, adding a certain degree of strategy at times. The player’s units can also lift allies or enemies and toss them across the battlefield; throwing one enemy onto another creates a new enemy with heightened levels and stats. The player can further destroy Geo Crystals of a color different from that on the tiles they’re sitting upon, which can potentially start a chain reaction with damaging color changes that increase the bonus gauge level, further unlocking post-battle bonuses.

One class can alter the Geo Panel and Crystal makeup on the battlefield once per map; this can help if the player falls short in increasing a bonus level a certain amount and requires an extra boost. Sparking chain reactions is especially useful in acquiring rare items in the Item World, where the player delves into a consumable item or piece of equipment; higher floor numbers mean higher-level enemies and rewards. Players can skip levels entirely via the portal to the next level or kill all enemies to acquire a floor’s prizes. The Item World can aid grinding since the consumable Mr. Gency’s Exit safeguards against wasted playtime there.

Ultimately, the game mechanics serve the game well and are sure to please strategy RPG enthusiasts. However, there abound a few issues aside from the grinding, which include the pickiness of elevation restrictions when executing skills, the lack of a forecast of how effective an attack will be before using it, the all-or-nothing reward mechanics of standard battle maps outside the Item World, and the potential difficulty of getting low-level characters up to speed with more powerful allies (in which case post-battle experience bonuses often don’t help). Regardless, I can say that despite not caring much for tactical RPGs, I found the original Disgaea a joy to experience.

Perhaps the best aspect of the original Disgaea is its aurals, mainly Nippon Ichi composer Tenpei Sato’s soundtrack, with the central series theme recalling John Williams’ score to the Harry Potter film franchise, alongside plenty of other catchy tunes such as the different castle themes for Laharl and Etna Mode. Other tracks that include Captain Gordon’s motif evoke his disposition as a beloved superhero, and various vocal pieces abound throughout the game. The player also has a choice between English and Japanese voices, the former sounding good and fitting the comical nature of the game, although there are occasional weak performances. Regardless, the first game is an aural delight.

Although the developers “touched up” the graphics to be more artistically in line with the game’s successors, the results are mixed. The visual designers replaced most character sprites, and while in Hour and Afternoon of Darkness, the main ones, like Laharl, faced eight directions, in Complete, they only face diagonally. Some inconsistencies include most winged characters not having visible wings on their sprites. Furthermore, many environments have blurry, sometimes pixilated texturing. The game is far from an eyesore, but the touchups could have been better.

Finally, given the turbo mode, playing through both storylines of the rerelease takes significantly shorter, over forty-eight hours, with a surprisingly high amount of lasting appeal due to things such as being able to grind thousands of experience levels, the Item World, side content such as extra maps, in-game compendia with percentage-complete indicators, storyline variations, PlayStation Trophies, and alternate endings, though not all will appreciate the grinding.

Overall, Disgaea 1 Complete is undoubtedly the definitive version, given the touchups to the game mechanics like the turbo mode and different means of acquiring experience for certain character classes, the well-developed storyline, the excellent aurals, and infinite lasting appeal. Granted, it does have issues regarding the potential for its admittedly dense mechanics to off-put some, the rushed translation, and the lackluster graphics. Furthermore, while I most recently played the PlayStation 4 version, interested parties may prefer the iOS or Android versions since they have supplemental features such as Cheat Mode and autobattle. Despite its issues, those who enjoy strategy RPGs will likely appreciate the deep mechanics of the original Disgaea, with Nippon Ichi becoming a prime producer of tactics games.

This review is based on a playthrough of the PlayStation 4 version of Laharl Mode.


Score Breakdown
The Good The Bad
  • Engrossing mechanics.
  • Great lighthearted plot.
  • Superb soundtrack.
  • Endless lasting appeal.
  • A bit grindy.
  • Control has its issues.
  • Translation feels rushed.
  • Visuals could have used more polish.
The Bottom Line
Good on the PlayStation 4, but you'll probably want to get the iOS or Android version instead.
Platform PlayStation 4
Game Mechanics 7.5/10
Control 6.5/10
Story 9.0/10
Localization 5.0/10
Aurals 9.5/10
Visuals 6.0/10
Lasting Appeal 9.0/10
Difficulty Hard
Playtime 48+ Hours
Overall: 7.5/10
theradicalchild: (The Fire Emblem)

Nature, Nurture, or Neither

Some RPG developers have cases of roleplaying games where they create multiple versions of essentially the same games, the Pokémon series among them, given the varying incarnations for each of its generations. Other franchises have done similar things, for instance, later installments of the Mega Man Battle Network franchise and Shin Megami Tensei subseries DemiKids. Among other RPG franchises to adopt this practice is Fire Emblem, which has three distinct versions of the same title, Fire Emblem Fates, its incarnations consisting of Birthright, Conquest, and Revelations.

Upon commencing a new game, the player has two different kinds of difficulty options from which to choose, one determining the strength of enemies and the other the fates of the characters upon death. Classic Mode makes it so that characters who die in battle are gone permanently, Casual resurrects them after campaigns if they die, and the new setting, Phoenix, revives fallen characters on the same square on which they died following the enemy turn session, which consequentially makes it impossible most of the time to get a Game Over unless the player fails to fulfill an objective in combat, should any exist other than winning within a certain number of turns.

A few battles in, the player gets a customizable base where they can perform functions such as buying unit equipment and engaging in support conversations to build relationships between characters that affect how they participate in combat when next to one another on the battlefield. Mechanically, the games are similar to their predecessors, with the Weapon Triangle still existing (although armaments this time are color-coded, red beating green, green beating blue, and blue beating red), and weapons except for healing staves no longer having durability and ultimate expiration. Another feature fortunately inherited from past games includes the ability to skip battle animations and enemy turn sequences, which can shave superfluous playtime.

When characters reach level ten, the player can promote them to higher classes, with occasional variations of jobs. Birthright features additional maps that allow for extra leveling and acquisition of money, Conquest lacks them for an experience paralleling older Fire Emblem titles, and Revelations strikes a balance between the first two. Furthermore, while the auto option can speed up battles, characters will not necessarily fulfill whatever objectives fights may contain, such as having allies escape from the battlefield, and only expert gamers would find the games playable on higher difficulty settings. Even so, the adjustable challenge makes the games treats for veterans and newcomers alike.


The tactical gameplay remains strong.

Each game has a linear structure that makes it virtually impossible to get lost and figure out what to do next in the main storyline. Moreover, the player has convenient options to unequip every character and equip the best gear only for those allies they choose to participate in a battle. The only real hangups are that when shopping, the player cannot instantly tell whether a prospective weapon is better than what a character has equipped, and the menus take some getting used to for those unfamiliar with the franchise.

After the initial chapters, the player receives a choice of siding with the birthplace of the protagonist (Birthright), the nation of their upbringing (Conquest), or neither (Revelations). Each narrative path has its strengths, with support conversations adding many dialogues that reveal more about the characters. The stories can also vary depending upon whether allies survive battles in traditional difficulty settings, and each story route ends with indications of what becomes of the surviving characters in the campaign. Unfortunately, the negatives of the divergent narratives counter the positives, with many tried story elements such as the questioning of authority, resistance against unjust government, and many exhausted twists.

The localization fails to help the narrative and its branches. While the dialogue is legible and free from spelling and grammatical errors, most of the game text feels unnatural and out of place in a fantasy game. Furthermore, Nintendo of America, for whatever reason, lazily used the broken English acronym "OK" which doubles as a reference to American political history. The voice clips also rarely match the dialogue, and translators could have easily replaced lines such as "Gods!" with "By the gods!" In the end, the Fates games prove that fantasy RPG translations would benefit from the input of actual professional writers in the literary genre.

As implied, the Fates games feature voice acting, although its quality is almost universally poor, with generic performances that fail to make the fantasy setting seem very authentic and clash with the narrative seriousness, although mercifully, players can mute them all the way. Full marks go to the soundtrack, however, full of many excellent pieces that never seem out of place, many tunes with Gaelic and Asian flairs. The sound effects are also believable, and the aurals are ultimately pleasing.


Dances with Foxes

The three-dimensional visuals of many cutscenes look nice, with plenty of excellent character designs and occasional cel-shaded animated FMVs that appear gorgeous. Even the sprites on battlefields have believable proportions; however, the decision to have full-fledged character portraits during scenes where the 3-D models appear is slightly questionable, alongside the typical imperfection of three-dimensional visuals with occasional pixilated scenery textures.

Finally, with the ability to skip battle animations, finishing each game can take as little as six hours, but keeping everything on standard settings can make individual playthroughs take up to twenty-four hours. Lasting appeal exists as divergent difficulty settings and story variations. However, the games lack achievements, guides would be necessary to uncover everything, and they lack a New Game+ mode.

Overall, the Fire Emblem Fates collection is another feather in the cap of the legendary tactical RPG series, given the continuation of trends from predecessors like Awakening that include the optional nature of permanent character death, alongside new features such as the Phoenix Mode that makes it a draw for newcomers to the series. The strategy gameplay is all-around solid and accommodating to players of different skill levels, the control is tight, and the audiovisual presentation is well above average, the only major issue being the writing. While the games would warrant playthroughs from most gamers into strategy RPGs, the closure of the Nintendo 3DS eShop severely limits options for experiencing them legally.

This review is based on individual playthroughs of all three story branches on Normal difficulty, Casual Mode, and Phoenix Mode.

theradicalchild: (The Fire Emblem)

An Emblem Ring Circus

Nintendo and Intelligent Systems’ Fire Emblem franchise predates most strategy roleplaying game franchises that have released in North America such as Shining Force, although the Big N didn’t release any entry of the franchise overseas until the Game Boy Advance era, and it became popular enough for most future installments to see light outside the Land of the Rising Sun. However, there were many elements that made the series inaccessible to casual gamers such as the above-average difficulty and the permanent death of units, although the franchise would be somewhat more forgiving towards mainstream gamers with the release of Fire Emblem Awakening for the Nintendo 3DS. While future installments would retain this optionality, many would attempt to bring the series in different directions such as Echoes, and Fire Emblem Engage on the Nintendo Switch would continue to deviate from the tactical RPG norm.

Engage focuses on a male or female protagonist with the default name Alear, an incarnation of the Divine Dragon in human form, and his allies, who retrieve Emblem Rings letting them use the powers of past Lords from the franchise eventually battle the Fell Dragon Sombron. While the narrative has reasonable flesh, its execution leaves much to desire, given the countless asinine scenes that plague the game alongside the multiverse aspect rarely making for good storytelling (with some exceptions), although as with prior entries, there is an epilogue showing the fates of each character after the player completes the game, and the potential for plot variations.

The translation doesn’t help. While coherent, grammatically sound, and free of spelling errors, the writing is simply abominable, with the translators seeming oblivious to the fact that Engage is supposed to be a fantasy game, and consequentially, many dialogue choices really out of place such as executing “pinkie swears”, “BAM!”, “Go us!”, and Nintendo of America’s apparent favorite acronym, “OK” instead of actually spelling out “okay”. The lip movement also often deviates from the dialogue during story scenes, and whenever the game gives simple voice clips, like when Alear talks to allies on Somniel, they rarely match with the actual dialogue. Overall, the localization is in many instances a new wooden spoon standard for the series.

Alear has a good sense of style and fashion, and is ready to kick some tail.

Those who have played prior entries will acquaint themselves easily to the game mechanics, starting with the choice of difficulty and ability to make permadeath optional, accommodating to newcomers or veterans. Like prior games, Engage adopts a chapter-based structure, with one story-based battle, maybe a second immediately following the first. At the outset of each battle, the player can select and arrange units on the battlefield in fixed positions, which can be somewhat critical particularly if certain portions of the player’s characters are far from one another or in different closed-off corridors.

Players can outfit their characters with different weapons and consumables, the latter of which can further be critical in certain situations, especially late-game. They can also outfit units either with Emblem Rings obtained throughout the storyline or lesser rings derived from them that provide small stat increases, and which they can meld on Somniel. Whenever units execute attacks in battle with Emblem Rings equipped, they gain bondage with them, unlocking passive abilities that they can acquire in the same chamber on the floating island using special points, and characters can utilize the rings' Engage mode for a few turns, providing increased stats, a special weapon, and a limit break-esque attack. There’s also a minor system where any unit can “polish” an overused Emblem Ring to gain some affinity as well.

Signature elements from previous Fire Emblems return such as the Weapon Triangle, where swords beat axes, which beat spears, which beat swords. There are also other Rochambeau exploitations such as arrows beating skyborne units, magic besting heavily armored opponents, close-ranged attacks being effective against bowmen, and new to Engage, fist attacks trumping offensive magicians, and knife wilders. Characters still level up through proportional experience gained from attacking enemies, naturally increasing their stats, and are promotable when they reach Level 10, though waiting until the max level of 20 is a better time to do so to maximize stats, since there are late-game areas that will really tax the player even when maxing base and promoted levels.

Which he certainly can.

Other returning elements include the “danger zone” players can bring up to determine the areas on a battlefield where enemies can move and attack their units, and the combat forecast to determine the outcome of a one-on-one engagement, which even shows who attacks and deals whatever damage when. Most supplemental leveling occurs in skirmish or training battles on the dot-connected overworld, the game luckily showing the recommended level for them and story battles. Players can also “rewind” segments of battles with a time crystal and restart a battle with experience retained if the enemy obliterates all their units, although this doesn’t retain money and items acquired before death.

Speaking of which, money can be very hard to come by throughout the game, which can be taxing considering most things such as weapons and items, donating to various regions of the game world to increase goodies acquired from battles and increase the rate of skirmishes, and refining weapons with ores commonly acquired, tend to be expensive, and an increased rate of monetary rewards would have been welcome. A frequent need to grind exists as well, even on the lowest difficulty settings, and as mentioned, even at maxed levels, endgame battles can be somewhat tedious, and perhaps would be absolute nightmares on advanced settings.

In the end, those who swear to the signature series gameplay will likely enjoy it, and plenty options exist to speed up battles significantly, but aspects such as the difficulty spikes and consequential grinding for both money and experience somewhat bring down the experience. Other issues include the strength/weakness system seeming not to make much difference in late-game battles, along with the endless enemy reinforcements that the computer often sends whenever the player advances far enough across a battlefield. Minor issues include the frequent intersection of the danger zone with other range indicators in battle, and overall, while the mechanics do their job, things don’t always fare smoothly.

The combat forecast can be really helpful at times.

Control has its issues as well. While the game’s structure is fairly linear and advancing to the next plot point is scarcely problematic (though I maybe had to look online to find the portal to the final battles), and there are options to outfit all selected units before battle with the best equipment and rings, the sequences in between battles, particularly when exploring post-battle areas and performing various tasks on Somniel, can be fairly tedious, needlessly padding the game in addition to the aforementioned grinding. Auto-dashing during these sequences is also absent, and post-battle, the game doesn’t indicate which characters present hold shards necessary for utilizing the ring system. In the end, the developers could have made some effort to increase Engage’s user-friendliness.

The sound is one of the better aspects of the game, except for the voicework, which is undoubtedly some of the absolute worst Nintendo of America has ever hemorrhaged. It’s painful to listen to, with lots of miscasting such as Etie, who looks like a young girl, sounding like a grown adult, and the voices of the non-heterosexual characters give meaning to the phrase “go woke, go broke”. Thankfully, players can turn the volume of the voices all the way down to avoid subjection to its myriad horrors. The music, luckily, is significantly better, aside from an awful opening English theme song (which has a much better rendition during the ending credits), although players can expect to hear the death music and its respective opening gong tons of times, so aurally, Engage doesn’t totally fall flat on its face.

The visuals largely do their job, with a nice cel-shaded style that shines most during the FMVs, with vibrant colors and pretty environments as well, though the hiccups of most three-dimensional graphics exist such as occasional slowdown and choppiness, popup of character models, jaggies, pixilation of environmental textures, and such.

I don't know; how do you sound like a grown woman?

Finally, the game is fairly long, if needlessly so, with an ending playtime in my experience between forty-eight to seventy-two hours, even with attack animations reduced to their simplest forms and pretty much giving up on most of the plot late-game by skipping most cutscenes, and while there exists some lasting appeal in the form of in-game Achievements, the different difficulties, and the slight potential for narrative variations, odds are many players won’t want to go through the game again, though series veterans would likely relish in doing so.

Ultimately, Fire Emblem Engage is more enjoyable and playable than series of entries of yore prior to Awakening, given the general good game mechanics and solid audiovisual presentation, but largely missteps in terms of its needless padding (which includes a combination of grinding and the gameplay between battles), terrible voice acting, and especially its horrible story and writing, and ends up one of the more average entries of a franchise that has largely been inconsistent in terms of quality, even with its contemporary installments. Though it does have safeguards against frustration for series newcomers such as the ability to retain experience after defeat, Engage ends up fumbling, and there are many other superior strategy RPGs within and without the series.

This review is based on a playthrough on Casual Mode and Normal difficulty on a copy borrowed by the reviewer.


Score Breakdown
The GoodThe Bad
General good gameplay mechanics.Decent music.Nice cel-shaded visuals.Feels needlessly padded..Awful voice acting.Horrid plot and writing.
The Bottom Line
One oef the more average series entries.
PlatformNintendo Switch
Game Mechanics6.0/10
Control5.0/10
Story4.0/10
Localization2.5/10
Aurals7.5/10
Visuals7.0/10
Lasting Appeal6.5/10
DifficultyVariable
Playtime48-72 Hours
Overall: 5.5/10

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