theradicalchild: (The Fire Emblem)


The Emblem Awakens

I’ll confess that I’m not a huge fan of Nintendo’s flagship franchises, among them the strategy RPG series Fire Emblem, which wouldn’t release outside Japan until the Game Boy Advance came about. I didn’t play the initial translated titles, although I felt that the Nintendo DS remake of the inaugural entry, Shadow Dragon, would be a good diving board into the franchise. How wrong I was; it ended up being one of few RPGs I ended up unable to finish, with the final battle being a wall preventing me from seeing the ending, although I did barely make it through the endgame a few years later with the partial help of the player’s guide (although there were nonetheless many tough moments).

I more or less swore off the series, and when the first title for the Nintendo 3DS, Fire Emblem Awakening, came along, I was apathetic, although when I learned that Intelligent Systems was making optional a hallmark of the franchise, the permanent death in battle of characters, I decided to give it a third chance, and luckily, it was a chance for the better. Upon starting a new game, the player has a number of options affecting the difficulty, the ability to toggle on/off permadeath among them, and creates an avatar to serve as chief deuteragonist and tactician for the player’s party, with the need to pick both a talent and a flaw for the customizable character influencing stat growth.

Awakening occurs roughly two millennia after the events of Shadow Dragon and Gaiden (which would receive the remake Shadows of Valentia), with their respective continents receiving the new names of Ylisse and Valm. The player’s amnesiac avatar, default name Robin, dreams of killing protagonist Chrom, who leads a personal army known as the Shepherds. Following this is an episodic military campaign that culminates with Chrom’s crusade against the ancient dragon Grima, with great potential for variation, many playable characters able to marry and have children, and the fates of all survivors settled during the ending credits similar to the Suikoden series.

While the characters receive decent development throughout the game, even more so with support conversations eventually triggered when units attack enemies whilst adjacent to other party members a certain number of times, the narrative clearly derives elements and twists from the Star Wars franchise, among them being a resistance against an unjust government. There is a lot of good dialogue, although the translators often made little effort to make the speech sound realistic, with the oath “Gods!”, for instance, sounding asinine when “By the gods!” would have sounded better (and is used maybe once), mayhap even “Heavens!” The voice clips accompanying many cutscenes also rarely, if ever, match the actual dialogue, and overall, Awakening is at the low end of Nintendo’s translation quality.

Luckily, given the major tweaks to the series’ signature strategic gameplay, that particular aspect is significantly more bearable than in prior installments, with the setting consisting of an overworld connected by dots indicating locations, most of which have shops where players can purchase equipment, money primarily gained from small, medium, and large gold bullions commonly acquired from slaying certain enemies in combat. Those worried about not being able to grind their characters supplementally can rest assured that additional encounters appear regularly on the overworld in between story battles, and Reeking Boxes buyable from a few merchants can trigger additional engagement opportunities, enemy strength dependent upon where the boxes see use.

As in pretty much any other game of its subgenre, Awakening sees cutscenes preceding battles, mercifully skippable in case of instances where either Chrom or Robin dies in combat, resultant in an unceremonious Game Over and trip back to the title screen, any experience units acquired lost, largely a deterrent against the accessibility of titles of its type. Each character can carry five different items with finite uses including self-healing potions, melee or ranged weapons, offensive magic tomes with close and ranged capability, or staves with supportive effects like healing.

Characters have up to three proficiencies with various weapon types, increasing slowly up to the maximum A grade with a successful, provided an engaged enemy’s counterattack doesn’t kill the initiator of a one-on-one skirmish. Adding strategy to battles in the need to consider the “Weapon Triangle”, where sword bearers beat axe wielders, axe users have advantage over spear-bearing units, and spears beat swords. Other elements to consider include certain weapons like bows and tomes like wind being effective against aerial units and that magic in general can be advantageous versus heavily-armored foes, although spells in general don’t seem to have their own “triangle”.

The acquisition by a unit of a hundred experience points levels them, increasing their stats, and when they reach ten, they can change into an advanced class using Master Seals, sometimes purchased from shops or gained from slain adversaries. However, it’s advisable for a unit until they reach the maximum in their base class of twenty before promotion to ensure they can acquire the highest degree of stats in their upper vocation, which in most cases has a level cap of twenty, although there are some exceptions such as dancers, useful in giving units extra turns and able to level beyond that limit.

The mechanics work well given especially the optionality of permadeath, features like two suspend save slots in the middle of combat, the ability to bring up a “danger zone” indicating if enemies can attack the player’s characters during their turn session, and skippable actions that can really shave superfluous playtime, although many players will require a fair bit of grinding in order to make it through the primary storyline campaign, leveling weaker characters can be tedious, and tasks such as exchanging items between units like keys to open chests and doors (though thief classes can do so without them) can waste the player’s time. Regardless, the gameplay was definitely a major step forward.

However, newcomers to the Fire Emblem franchise won’t exactly find it the most user-friendly strategy RPG, since the interface for the units and their respective inventories takes a lot of getting used to, and seemingly-simple tasks such as exchanging items between characters feel needlessly tedious. However, given the game’s straightforward structure, finding out how to advance the central storyline is nonproblematic, and as mentioned, the skippable attack sequences in combat can shave hours from one’s total playtime. Another nitpick, though, is that players can’t back out of shopping by using the B button alone, with the dialogue to do so needing them to use the directional pad. Overall, Awakening could have definitely interfaced better with players.

On the plus side, the soundtrack is another high point of the first 3DS Fire Emblem alongside the game mechanics, given many spectacular tracks such as the series’ central theme serving as a common motif throughout the player’s experience, the various battle themes preceded by the preparation music, and the great instrumentation and vocals that sometimes become audible, but many players will ultimately tire of hearing the character death music for the millionth time. The sound effects during cutscenes and one-on-one confrontation sequences in combat sound believable, although the voice acting, despite maybe a few strong performances, is largely lackluster, given things such as the constant grunting and dissonance with the written dialogue. Still, the game generally sounds great.

The visuals had a lot of effort put into them as well, with superb character designs that commonly appear during cutscenes, not to mention the cel-shaded anime sequences occurring at pivotal plot moments. The one-on-one skirmishes between player and enemy units look good as well, with decent colors in spite of frequent pixilation and jaggies, although the three-dimensional character models have odd proportions and the odd decision to make them appear as though they have no feet. The game, however, makes superb use of its respective system’s glasses-free 3D, and while they’re not perfect, the graphics have plenty redeeming aspects.

Finally, the game can be a bit of a slog timewise if the player sits through every character and enemy executing their actions, but those who turn them off will mostly blaze through the game in a somewhere under twenty-four hours. The different difficulty settings, potential plot differences, and the ability to carry maybe an element or two from an initial playthrough into a secondary session making for above-average lasting appeal.

On the whole, while Fire Emblem Awakening I don’t exactly consider a masterpiece, since it does have a few issues regarding the general accessibility of the strategy RPG subgenre, it was a huge step forward for the franchise, given especially the optionality of the series’ orthodox tactical mechanics, along with potential variations in the central narrative as well as solid aural and visual presentation. Granted, it does have issues regarding its unwieldly interface not to mention the derivative disposition of the storyline, but those hoping to get their feet wet in the series will most certainly find it a good starting point.

This review is based on a single playthrough of a digital copy downloaded to the player’s Nintendo 3DS.

The Good
+Accommodating to players of different skill levels.
+Great music.
+Good graphics.
+Plenty lasting appeal.

The Bad
-Can be a bit grindy.
-Controls take a lot of getting used to.
-Story immensely derivative.
-Horrid writing.

The Bottom Line:
A good turning point for the franchise.

Score Breakdown:
Platform: Nintendo 3DS
Game Mechanics: 8.0/10
Controls: 6.5/10
Story: 6.5/10
Localization: 2.5/10
Music/Sound: 8.0/10
Graphics: 8.0/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable

Overall Score: 7.0/10
theradicalchild: (Link CDi)


A Link Well-Kept

I am not a Legend of Zelda fan; there, I said it. My experience with Nintendo’s fabled franchise has, since I first experienced The Legend of Zelda: A Link to the Past on the Super NES, been grossly inconsistent, although the first and only sixteen-bit entry of the series was positive for me, to the point where I would happily replay it throughout my early life as a gamer. Regardless of whatever adulation entries in the series would receive, in some cases near-universal, I would encounter serious issues of which I believe mainstream gamers need to be aware before playing. My latest experience with the SNES title subtitled Triforce of the Gods in Japan would be on the Nintendo 3DS’s Virtual Console. Does it still hold up today?

Before starting a new game, players can see the elaborate backstory on the Golden Land, the celestial land where the mystical Triforce lies, although the wizard Aghanim seeks to eliminate the descendants of seven sages sealing the sacred realm, among his last target being Princess Zelda, telepathically calling out to Link, who rescues her yet becomes public enemy number one in Hyrule. The narrative was definitely good for its time and has reasonable pacing given the game’s meager length, with Link himself receiving some background as to his ancestry, the bulk of scenes occurring after boss fights in Dark World dungeons, along with a satisfactory ending. There are some tried tropes such as a damsel in distress and legendary hero, but otherwise, the plot rises well above average.

The translation, however, is one of the game’s weak points, and largely fell victim to Nintendo of America’s draconian censorship guidelines that eliminated any religious references, such as Aghanim in the Japanese version being a priest allegedly with celestial origin. They even edited the Hylian language based on Egyptian hieroglyphs on the grounds it had religious references, despite its symbolism of a religion hardly anyone has practiced for millennia. There’s also a bit of awkwardness, for instance, with reference to the Sanctuary as “Sanctuary” minus “the”, which accounts for lines such as “This path leads to Sanctuary” and “The soldiers are coming to Sanctuary!” The writing was definitely a step above the NES Zeldas, but otherwise unremarkable.

The gameplay, for the most part, backs the experience well. Early on, Link receives his sword from his uncle, able to slash at enemies with it with a decent semicircular range in front of him, as well as to “charge” it and either keep it extended to poke at foes or execute a spinning attack, useful for when adversaries surround him. He also starts with three heart containers indicative of his health that, when depleted, mark his demise, with the biggest penalty of death being the player needing to restart from one of a few fixed points and have Link retrace his steps, with the player’s postmortem playthrough only partially recovering the Link’s life points.

Link also acquires a number of tools that can aid him in his crusade against Aghanim such as a boomerang useful for stunning most enemies from afar and making them more vulnerable to his melee attacks, not to mention collecting random drops such as health/magic point recovery and rupees in case they’re out of range. One particular tool that can actually be the difference between victory and defeat is the bottle, with Link able to acquire a maximum of four throughout the game, and can store things such as fairies that revive him with partial health when he dies, and potions that can fully recover his life points, magic points, or both.

Link does eventually acquire increases to his maximum health, first at the Sanctuary (or just “Sanctuary” as the translation terms it), and then from the various bosses he defeats at the end of dungeons, for a total of ten acquired as part of the main storyline. Twenty hearts is the maximum amount of health he can possibly acquire, with many quarter-heart pieces scattered throughout the Light and Dark equivalents of Hyrule, with the acquisition of any four of these lengthening his life meter by one heart. In contrast, Link has fixed magic points, although he can find a shrine to halve spell costs.

Dungeon bosses tend to involve some sort of trick to defeat them, most of the time through the use of whatever tool Link gains within their respective temples, and generally don’t take a whole lot of time to defeat, the same going for the final battle. While bottling fairies and healing potions can allow some room for error in those regards (though in some cases I actually took more damage from regular enemies and environments than many bosses), finding the bottles themselves may necessitate use of a guide, and inexperienced players in general might find it a tad difficult to go into the game blind with regards especially to the final boss. Regardless, A Link to the Past’s take on the signature series gameplay contains enough refinement to make it more than bearable.

As a Virtual Console game on the Nintendo 3DS, the sole sixteen-bit Zelda has a major enhancement in the form of the ability to create a single-slot save state, which in general nullifies whatever quibbles the player may have with the save system, enemies, and dungeon design, the last in particular being sometimes irritating, and as A Link to the Past doesn’t indicate when chambers have keys in them like Link’s Awakening and its remakes, using a key in the last dungeon on a door between two rooms reachable without one by stairs on the floor above can easily leave players lost. However, the puzzles are generally enjoyable and solvable without referencing the internet, and both the overworld and dungeons have helpful in-game maps. There are other issues such as the lack of fast-travel in the Dark World, but otherwise, the game’s control aspect rises moderately above average.

The franchise’s regular composer Koji Kondo provided the soundtrack, which has many signature themes such as the Light World overworld music, not to mention jingles such as the “discovery” and item acquisition tunes. The pregame backstory music appears in two different varieties, as well, and the Light and Dark World dungeon themes provide good ambience and mystery. “Zelda’s Lullaby” also made its first appearance, and other tracks prove solid such as the main Dark World music and its respective Death Mountain melody. Granted, the near-death alarm native to the franchise returns (which wouldn’t have been too annoying if it stopped after a couple of beeps), and there are other aural oddities such as the “Oof!” from soldiers that notice Link, but otherwise, sound is one of the game’s high points.

The visuals were well above average for an early 16-bit game, with vibrant colors and environments that appear radiant and contain unique twists such as the ringed designs of the trees, and there are some nice effects such as a few character sprites, namely the soldiers of Hyrule and maybe some NPCs, turning their heads, with Link’s sprite showing different moods as well, along with fluid animation for all models. There are some good weather and illumination effects as well, namely in the Lost Woods’ Light and Dark World variations. However, there is some rare slowdown when multiple sprites populate the screen, and some character sprites like Aghanim’s may look odd depending upon how you look at them, but otherwise, A Link to the Past was and still is a nice-looking game.

Finally, despite its scope, the sole sixteen-bit Zelda is fairly short, with skilled players potentially able to finish it in a little over six hours, but those who are new to it may take longer, with absolute completion due to things such as finding every heart piece and all tools possibly necessitating up to twelve hours’ worth of playtime, with little lasting appeal otherwise aside from self-imposed challenges.

When all is said and done, The Legend of Zelda: A Link to the Past, has, for the most part, and pun intended, stood the test of time, given its particular refinement of the signature game mechanics working far better than in its eight-bit predecessors and even many of its sequels on future systems, the effective puzzles which luckily don’t tax the mind, quality-of-life features such as in-game maps, the intricate story and mythos, and solid audiovisual presentation. Granted, it does show its age in a few respects, such as the potential difficulty of going into it blind, the possibility of getting stuck in the final dungeon, the awkward translation, and general absence of lasting appeal, but certainly doesn’t scream “the early 1990s”, and is undoubtedly the definitive top-down Zelda experience.

This review is based on a playthrough of a digital copy downloaded to the player’s Nintendo 3DS.

The Good:
+Refined Zelda gameplay.
+Great mythos.
+Excellent soundtrack.
+Good visuals.

The Bad:
-Might be hard to go into blind.
-Some occasional tricky dungeon design.
-Lackluster translation.
-Little reason to replay.

The Bottom Line:
The definitive top-down Zelda experience.

Score Breakdown:
Platform: Nintendo 3DS Virtual Console
Game Mechanics: 8.5/10
Controls: 7.0/10
Story: 9.0/10
Localization: 5.5/10
Music/Sound: 9.0/10
Graphics: 7.5/10
Lasting Appeal: 6.0/10
Difficulty: Moderate
Playing Time: 6-12 Hours

Overall: 7.5/10

Pokémon Y

Aug. 18th, 2022 06:57 pm
theradicalchild: (Pikascout)


The Y Pokéromosone

Though the Game Freak-developed and Nintendo-published Pokémon franchise, known in Japan as Pocket Monsters, has existed since the Big N’s original monochrome Game Boy portable system, it wasn’t until series entries began appearing on the DS that I actually got into the games, and while I found the titles to have many positive aspects, I felt their actual gameplay were somewhat unrefined. Regardless, I continued to give future series entries a chance, though surprisingly, I completely missed out on the 3DS installments of the franchise, until I recently downloaded a ton of games to my system’s SD card due to the eShop closing in 2023, among them being Pokémon Y, coupled with sibling title X, which provides an experience largely on par with other entries.

When starting a new game, the player customizes their protagonist, who lives with a single mother and goes on a quest to become the greatest Pokémon champion in X and Y’s respective region of the world, whilst dealing with the sinister Team Flare. There is some decent backstory, although to say that the generation’s narrative is “formulaic” would be an understatement, along with the typical series goal of “catching ‘em all”. The translation is definitely more than legible, although it’s fairly bland, peppered with plentiful unnatural dialogue and some stylistic choices such as using “OK” instead “okay” when in just about any kind of writing the latter has more aesthetic pleasance.

Happily, the series’ signature gameplay largely compensates for whatever narrative shortcomings the X and Y generation has, mostly remaining unchanged from generations before it aside from the ability to grant temporary “mega evolutions” to specific ‘mons, not to mention the ability to toggle on/off experience sharing among monsters in the player’s active party of up to six of the franchise’s eponymous entities. The same positive and negative aspects return, in the former case the ability to exploit Pokémon strengths and weaknesses to triumph in battle, and in the latter instance that switching active monsters wastes the player’s turn. It’s a fun system overall, and a step above the gameplay of the DS entries of the series.

Another aspect with more or less the same positives and negatives is the X and Y entries’ control, with the returning ability to record progress anywhere, adjustable text speed, and eventual ability to use the Fly Hidden Move for rapid conveyance among visited cities. However, some of the same issues return such as the clunkiness of the game menus and confirmations when it comes to things such as overwriting the current abilities of a Pokémon’s move set with different skills, accounting in the end for above-average, but certainly not perfect, interaction with players.

The soundtrack remains a high point of the X and Y games, with plenty of upbeat, energetic tracks (particularly during combat) and pleasant themes for towns and anywhere in between. The sound effects are good as well, and the near-death alarm for Pokémon is less annoying in that it only dings a few times before stopping once a ‘mon reaches low health, although the digitized cries for different Pokémon still sound primitive at times.

The visuals look pleasant as well, with pretty colors, environments, unique designs for every Pokémon, good human character art, nice cel-shading, vivid illumination effects, savvy use of the 3DS’s three-dimensional capabilities especially in battle, and so forth, but there is some degree of pixilation in addition to jaggies and some slowdown most noticeable in combat.

Finally, playtime for the main storyline runs in the upper end of the twenty-four-to-forty-eight-hour range, with plentiful lasting appeal in the form of catching all Pokémon in addition to other postgame content, multiplayer battles via online capability, a starting choice of which element of ‘mon to use, and so forth, although absolute completion of the Pokédex would probably necessitate use of a guide.

Overall, Pokémon Y is another addition to the series that only takes it a few steps forward in terms of gameplay, which is nonetheless enjoyable, whilst having general great audiovisual presentation and plentiful lasting appeal. However, it bequeaths many flaws from its precursors such as the clunk interface, garden-variety narrative, average localization, and that achieving total completion necessitates the use of the internet, be it for referencing a guide or trading with other players. Regardless, long-term fans of the franchise will likely get the most out of it, and those new to the series might find it a little more accessible than its predecessors.

This review is based on a playthrough of a digital copy downloaded to the reviewer’s Nintendo 3DS and completed through the main storyline.

The Good:
+Good Pokémon gameplay.
+Excellent soundtrack.
+Nice visuals.
+Plenty lasting appeal.

The Bad:
-Menus and confirmations can be cumbersome.
-Typical Pokémon plot.
-Lackluster translation.
-Getting 100% completion can require a guide.

The Bottom Line:
Another run-of-the-mill, but still enjoyable, series entry.

Score Breakdown:
Platform: Nintendo 3DS
Game Mechanics: 8.0/10
Controls: 7.0/10
Story: 3.0/10
Localization: 5.0/10
Music/Sound: 9.5/10
Graphics: 8.0/10
Lasting Appeal: 8.5/10
Difficulty: Varies
Playing Time: 24-48 Hours

Overall: 7.0/10
theradicalchild: (Japanese Self-Defense Forces Flag)


A Knight to Remember

When I played the original Etrian Odyssey, the series known in its native Japan as Sekaiju no MeiQ (“MeiQ” a stylized form of “meikyuu”, Japanese for “labyrinth”, the full translation being “Labyrinth of the World Tree”), on the Nintendo DS, I didn’t have any expectations other than a chance to experience an old-school Japanese RPG. While it did have its flaws, I enjoyed it enough to the point where I played its sequels, not to mention remakes of the first two games on the 3DS, Etrian Odyssey Untold and Etrian Odyssey 2 Untold: The Fafnir Knight, the rereleases giving players the option of an experience akin to the originals or one with fleshed-out characters.

The second Etrian Odyssey’s remake focuses on the eponymous Fafnir Knight whom the player names, dispatched from the Midgard Library to High Lagaard to help the Duke of Caledonia’s daughter, Arianna, in her quest to complete a ritual in ancient ruins known as Ginnungagap, whilst exploring a labyrinth along with four deuteragonists. The game generally weaves its narrative well, with the five main characters, including the Fafnir Knight, getting good development, with supplemental cutscenes triggered occasionally when sleeping at the inn, and some interesting substories, one involving a hedgehog who appears in the various Stratums of the labyrinth. There are some derivative elements such as a girl who needs to perform a ritual, but otherwise, the plot helps far more than hurts.

The translation is legible and doesn’t mar the narrative, but while there aren’t any noticeable spelling or grammar errors, and the Norse-mythological naming is a nice touch, there are many questionable choices regarding dialogue, particularly that accompanied by voices. During cutscenes, for one, the deuteragonists get a lot of voice clips, and while many aren’t bad, there are some odd ones such as Arianna’s frequent “My!”, and for a few of the optional quests, the localization team mistranslated some of the goals. Battles get the worst dialogue, with most sounding horribly unnatural and occasionally mismatched, although there are a few vocal indicators of enemy weaknesses and hidden elements during dungeon navigation. Regardless, Atlus has certainly done better in the localization department.

Luckily, the game mechanics largely compensate for whatever translational shortcomings the second Etrian Odyssey Untold game has. Whilst navigating the multilayered labyrinth, a circular indicator gradually turns from blue to red depending upon how close the player is to encountering enemies, with battles naturally triggered afterward. The player’s party, organizable into three front-row and two back-row characters or vice versa, faces off against a number of enemies in similar organizations, each character having a number of means by which they can face off against their foes, including attacking with their equipped weapon, using a TP-consuming ability, defending to reduce damage, using an item, changing their current position, or attempting to escape.

After the player has inputted their characters’ commands, they and the enemy exchange blows in a turn order dependent upon agility, akin to classic Japanese turn-based RPGs. Despite this structure, turn order isn’t actually terribly critical to victory or defeat, with one of the playable characters, Chloe the War Magus, having healing spells that activate once for an individual, line, or all characters at the start of a turn, and again at the end of a round, which really spares frustration. The elimination of all adversaries nets all surviving characters experience for occasional level-ups and most of the time materials that the player can sell at the local shop both for money and to unlock new equipment and consumables for purchase.

Leveling also nets the Fafnir Knight and his party points they can invest into the respective skill trees of their current classes, with the investment of a certain number of points in lower-level skills necessary to unlock advanced active and passive abilities. Should the player yearn to experiment with different classes, they can have characters drop five experience levels in exchange for the ability to invest refunded points into the new class’s skill tree. Luckily, the game is perfectly beatable even without experimenting in different classes, and starting a new game gives players various difficulty selections that dictate how the remake handles death, thus accommodating gamers of divergent skill levels.

Another aspect is the ability of characters, when they fill respective gauges, to go into “Force Mode” with enhanced capability and the chance to execute powerful “Break” skills that necessitate the player stay at the town inn to become usable again. Enemies further drop food byproducts that players can use as cooking ingredients at the local restaurant, giving the party bonuses in the labyrinth until they return to town. In battle, furthermore, characters simply acting may spawn Grimoire Stones they can equip at the restaurant for bonuses to whatever skill tree abilities they’ve unlocked, and a few monsters may be “shining” and give experience bonuses when killed, provided they don’t run away during an encounter.

FOEs from other entries of the Etrian franchise return, visible in each floor of the labyrinth, attempting to charge the player’s party whenever noticed. Typically, fighting them isn’t a good recommendation (although they are certainly beatable, at least on the Picnic difficulty), and there’s usually a pattern to avoiding them. However, later on in the game, there’s very little room for error when it comes to evading FOEs, which is probably the biggest issue with the game mechanics, which otherwise work incredibly well, given especially the adjustable speed of combat that can make even daunting battles against enemies such as bosses go by quickly.

The intricate mapping system from other games in the series returns, with a choice in customization options of whether to map walls and tiles automatically, although players would still need to fill out things such as doors, secret passages (with voiced characters luckily indicating these when they’re adjacent), and other details. The menus themselves are generally straightforward, along with other features such as a suspend save outside combat, skippable text, clear direction for the central storyline, the ability to sell multiple items at once (very helpful regarding the materials players gain from battles), and so on. However, Atlus has been really bad about making in-game playtime viewable only after saving, and players can’t see how armaments they wish to sell affect character stats before actually selling them, but otherwise, the second Etrian Odyssey Untold interfaces well with users.

Yuzo Koshiro, as in the game’s originally incarnation, composed and remixes the soundtrack, which is as before one of the highlights, given its diverse style ranging from the peaceful labyrinth stratum themes that at times resemble easy-listening music to the energetic battle tracks, players able to choose between orchestrated and digitized versions of the sundry melodies. However, while the voicework is, as mentioned, sometimes helpful in finding labyrinth shortcuts and time to time reminds players of enemy weaknesses in battle, the frequent abridged voice clips during story scenes, along with the voicework in battle that often sounds asinine and unnatural, it can often grate on players.

The visual style serves the remake well, with superb character designs that are most noticeable during cutscenes, the portraits showing different emotions and having nice effects such as blinking eyes. The labyrinth environments are nice and colorful as well, with good lighting and darkness effects depending upon the in-game time of the day, and the FOEs appear without combat just as they do within instead of as the purple orbs in the original versions of the first two and the third mainline Etrian Odysseys. However, battles are still in first-person, but the enemies, some of which but not all are reskins, contain nice animations, with the effects of the player’s party nice as well. Generally, a great-looking game.

Finally, the main quest of the second remake is fairly short, this reviewer able to complete it in around twenty hours or so, albeit with plentiful lasting appeal in the form of the sundry sidequests (though quite a few may necessitate use of a guide, especially completing the in-game compendia), a New Game+, and both the Story and Classical Modes of gameplay.

In summation, Etrian Odyssey 2 Untold is, for the most part, what a videogame remake should be, given the intricate fine-tuning of the agile game mechanics, the engrossing mapping system, tight control, endearing narrative, excellent soundtrack with a choice between classic and modern styles, and pretty graphics. Granted, it does have a few hiccups regarding its derivative narrative, the unrefined translation that’s at its worst in combat, and a few irritating voice performances, but those that can look past these will be in for a great old-school-style roleplaying game experience, and one of the crown jewels of the Etrian franchise that has since concluded on the 3DS with Nexus.

The Good:
+Quick, tight battle mechanics.
+Intricate mapping system.
+Well-developed storyline.
+Superb soundtrack.
+Good visual style.
+Plentiful lasting appeal.

The Bad:
-Story somewhat derivative.
-Localization feels unrefined.
-Some annoying voices.

The Bottom Line:
A great remake like its predecessor.

Score Breakdown:
Platform: Nintendo 3DS
Game Mechanics: 9.5/10
Controls: 9.5/10
Story: 8.5/10
Localization: 8.0/10
Music/Sound: 9.0/10
Graphics: 9.0/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: Less than 24 Hours

Overall: 9.0/10
theradicalchild: (Fencing Fox)


The Rainbough Connection

The original Dragon Quest for the NES, at the time in North America known as Dragon Warrior for legal reasons, was my very first Japanese RPG, and despite my fond memories of it, I didn’t play any of its sequels on the system until generations later, and the franchise would ultimately blossom in popularity outside the Land of the Rising Sun. The eleventh entry initially saw release on the PlayStation 4 and the Nintendo 3DS, although North Americans only got the former version, which would, akin to many other Square-Enix RPGs, see an updated rerelease, Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition, on the Nintendo Switch, with this particular incarnation’s extra content ultimately carried over to other platforms.

In the world of Erdrea, an army of monsters invades and destroys the kingdom of Dundrasil, with the protagonist whom the player names, an infant during the attack, spirited away in a basket down a river and raised in a village, the truth about his disposition as the Luminary eventually revealed, although many believe he is an evil entity. The Luminary embarks on a quest to clear his name and defeat the forces of darkness, meeting several companions on his way such as the thief Erik, a magically-de-aged sorceress and her standard-aged twin sister, the flamboyant Sylvando, and others. The characters are very much endearing, although there are many narrative tropes that are spoilerific, but the postgame definitely does have some good twists.

The translation very much does the eleventh entry justice, adopting the style of other contemporary Dragon Quest localizations, with the various peoples across the world, for one, having regional speech patterns characteristic of Earth’s own diverse inhabitants. For instance, the population of the village that adopts the Luminary have Cockney dialects, those of the Japanese-themed Hotto speak in haikus, and the academy to which he can give mini medals found throughout Erdrea has a French disposition. Furthermore, most characters from the world’s distant path have Renaissance-era speech similar to the Erdrick Dragon Quests. Pretty much the only major issue with the dialogue is the tendency of characters to shout the names of their abilities in battle, which sounds good in any language but English.

The Dragon Quest series has remained traditional in regards to the gameplay of its many entries, but there are key differences in Echoes compared to past titles. As Sentinels of the Starry Skies and the 3DS versions of the seventh and eighth entries had done, visible monsters on the overworld (or in XI’s case the various environments connecting towns and dungeons, similar to Final Fantasy X) and in dungeons replace random encounters, the Luminary able to approach them and slash them with his weapon to deal damage prior to the following battle. A cue adopted from EarthBound is that if the Luminary’s party’s levels are high enough, foes will run away upon noticing his approach.

One minor issue that mercifully doesn’t break the game is that even if the Luminary strikes the monster to deal preemptive damage, the enemy party may still get the first strike against the player’s characters, but luckily ample opportunities abound where the encountered adversaries don’t notice the human heroes or are “too stunned to move” as the eleventh entry, akin to its predecessors, relates. Typically, Dragon Quest games adopted a turn-based structure where the player selects commands for their party and allows them and the enemy to exchange blows in a round, with issues such as the random nature at times of turn order and the potential for foes to kill allies before inputted healing occurs.

However, Echoes of an Elusive Age adopts a turn-based structure similar to the mentioned tenth Final Fantasy (not to mention a few other JRPG franchises such as the Atelier games), where the player’s characters receive independent input from the player of their respective commands (though they can alternatively allow the in-game AI to dictate one, a few, or all characters’ orders), and when players choose one of the many available options for battle, including attacking with an equipped weapon, defending to reduce damage until their next turn, using an MP-consuming spell or ability, consuming an item from their inventory, they immediately execute their action, with the character needing to wait until other allies and foes have taken their turns before their next session.

Unfortunately, one major quality-of-life feature present in the turn-based JRPGs from which Echoes derives its battle structure is a gauge indicating character and enemy turn order. Regardless, there are many other aspects that help the eleventh installment break the mold such as adjustable battle speed that can make even the most daunting encounters go by more quickly, and while the player can move around allies during their turns, this is superficial (except for when players wish to escape skirmishes by moving a character to the edge of the battleground, which I never did), and largely for the purpose of getting screenshots.

Victory nets all surviving characters within and without the active party of up to four characters experience for occasional leveling, money for purchasing new equipment and consumables, and the occasional item. Defeat of the Luminary’s party, on the other hand, gives players a few options such as reviving at the last save point or in the last town saved, with these options requiring half the money the player is carrying at the time, and fully restoring all characters. As in prior entries, however, the player can largely nullify this death penalty by banking their money in thousand-gold increments at banks typically accompanying inns.

Whenever a character levels, most of the time they receive skill points the player can invest into hexagon-tiled grids to unlock active and passive skills of different specialties, such as proficiency with specific weapons and/or special abilities for said armaments. Unlocking one tile unlocks those adjacent except those that questions marks indicate, which necessitate that all tiles contacting it be unlocked. There are occasional secrets such as bonus points for unlocking certain tiles, and there are consumables that increase a character’s skill points by one. At churches, the player can completely undo skill point investment in part of a character’s grid and redistribute them, useful if they want to do things like wield different types of weapons.

Another key part of the game mechanics is the Fun-Sized Forge that the player receives early on, where they can use ingredients in conjunction with recipes found throughout the world to create new weapons, armor, and accessories. Doing so involves a minigame where each area of the piece in production symbolizes an area the Luminary can strike with his hammer, each having a gauge that increases when struck. The hero has a number of focus points that increase with his experience levels, with “Flourishes” costing more alongside regular strikes that do things like strike multiple tiles. The goal is to get each gauge in an area towards their respective ends, with items in the end coming out in poor, standard, or superior quality depending upon how far the gauges are.

Successfully forging an item of standard or superior quality earns the player not only the produced weapon, armor, or accessory, but also Perfection Pearls that the Luminary can use to enhance the quality of currently-owned armaments. While one would perhaps think that making the most of the system would necessitate using a guide, especially when it comes to finding rarer ingredients necessary to forge the best equipment possible, I never needed to, since one major convenience the eleventh entry has is that when you discover a new material, the in-game compendium shows other sources of said material, with some I initially acquired through gambling at one of the two casinos.

Another notable facet of the game mechanics is the mount system, where, after the player exterminates a monster visibly sparkling on the battlefield as well as in battle, the means of transportation whatever “intelligent” being was riding becomes available for the Luminary and his party to ride. These methods of conveyance can allow players to ascend walls via vertical footprints (in the case of skeleton beetles), fly to a higher elevation, and even displace monsters that are weaker than the player’s party, although contact with monsters more powerful than they are triggers standard encounters.

Ultimately, while some would argue that Dragon Quest XI’s gameplay is “generic”, that couldn’t be further from the truth, given its influence by more contemporary (if that term would still apply) Japanese RPGs such as Final Fantasy X, with the refinements to the Yuji Horii franchise’s core game mechanics making a world of difference. The absence of a turn order meter is perhaps the most significant issue with the battle system, especially when changing the active party, and while changing an active ally’s companions during their turn doesn’t waste said member’s turn, replacing them with another character progresses to the next character or enemy’s turn. Regardless, the evolution of the Dragon Quest gameplay in the eleventh entry is definitely for the better.

Control also contains more refinement than in prior series entries. The menus are easily navigable, item and spell effects are present in-game, the player can see how equipment they wish to buy increases or decreases their respective stats, in-game maps for towns, dungeons, and the areas in between exist, and the narrative objective is visible whilst viewing the map of the area where the Luminary and his party are. Interaction contains polish to the point where I finished the game, even the postgame content, without even referencing a guide. There are some issues such as the dialogues and confirmations when shopping, not to mention a bit of loading, but otherwise, Echoes interfaces well with players.

The late Koichi Sugiyama, as usual, did a fantastic job with the soundtrack, given many solid original tracks such as the theme of the overworld areas in between towns and dungeons, not to mention the beautiful town theme and its nighttime equivalent, with many other tracks having twilight variations as well; the standard and boss battle themes also contain excellent bombastic orchestration. There are many tracks filched from prior franchise entries, such as the Medal Academy music that uses the fifth entry’s castle music, and the theme of Hotto using the third game’s oriental track, but otherwise, Sugiyama was a class act that will definitely be difficult to rival for future series entries. The English voicework also helps the game more than hurts, although some such as Veronica’s can be shrill at times.

The eleventh entry utilizes a visual style combining realistic and anime elements, with the characters and monsters, as with prior installments, having designs from Dragon Ball creator Akira Toriyama, who as always did a good job, even if there are a great many reskins among the various adversaries the Luminary and his companions battle. The colors and environments look nice, as do the ability effects in combat and the general animation of everything, although there is a heavy degree of popup with regards to the environmental elements, not to mention jaggies and pixilation that are most noticeable close-up. Regardless, the game is definitely beautiful.

Finally, Echoes can be a fairly lengthy game, especially if the player partakes in the countless sidequests, completion of all compendia, the sizeable postgame content, and the acquisition of all Accolades for accomplishing certain things such as slaying a certain number of monsters, gaining a certain amount of money, and so forth. Restrictions known as Draconian Quests also add difficulty to new playthroughs to enhance lasting appeal, although finding all Accolades may require use of a guide since there’s no in-game indication of how to uncover them.

Overall, Dragon Quest XI paradoxically takes a few small and major steps forward for the franchise, continuing to maintain many series traditions such as its turn-based gameplay, although that in particular features many significant differences over prior entries to give it new life. The eleventh entry is also quite user-friendly, the story is endearing, Koichi Sugiyama’s final composition and the voice acting are mostly solid, and the game graphically shines. There are a few issues with regards to the occasional lack of quality-of-life features such as a turn order meter in combat, not to mention the recycling of music from older Dragon Quests, although Echoes of an Elusive Age is undoubtedly one of the franchise’s crown jewels.

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

The Good:
+Great combat and control.
+Endearing narrative and characters with superb translation.
+Superb audiovisual presentation.
+Plenty lasting appeal.

The Bad:
-Battles lack some key quality-of-life features.
-Story has derivative elements.
-A lot of recycled music from past games.
-Some visual imperfections.

The Bottom Line:
One of the best, if not the best, entries of the Dragon Quest series.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 9.0/10
Controls: 9.5/10
Story: 8.5/10
Localization: 9.5/10
Music/Sound: 9.0/10
Graphics: 9.0/10
Lasting Appeal: 9.5/10
Difficulty: Varies
Playing Time: 96+ Hours

Overall: 9.5/10
theradicalchild: (Demi-fiend)
The Nintendo 3DS cover depicts Nemissa, a young woman with light blue hair and black clothes, with her eyes just out of frame. Behind her is a group of people, rendered with a light blue tint.

The Devil (Summoner) Is in the Details

During the 1990s, Atlus’s Megami Tensei series didn’t really get much exposure outside Japan, save mostly for the first Persona game and one of its sequels (with the other part of the second game not seeing a legal English release until the PlayStation Portable came out), although the third mainline entry of the main Shin Megami Tensei franchise, Nocturne, reigned in popularity among North American gamers to the point where many future MegaTen games would receive official translations. Another game Anglophone gamers initially didn’t receive was Shin Megami Tensei – Devil Summoner: Soul Hackers, originally for Sega Saturn before a port to the Sony PlayStation and over a decade later to the Nintendo 3DS, with North Americans getting that particular release.

Soul Hackers occurs in the fictitious Japanese harbor town Amami City, where Algon Soft has its headquarters, aiming to make it a “city of tomorrow”. The player’s character is a member the hacking group, the Spookies, whose founder holds a grudge against Algon Soft. The game tells its story well, with mature themes and introductory text for characters entering the narrative, but there are some elements filched from past MegaTen titles such as one character becoming host to an ethereal being. The translation doesn’t hurt, but is one of Atlus’s weaker efforts, with lines such as “It is in no state to user the computer!” when foes disable the protagonist, not to mention asinine names such as one of the Spookies named “Lunch” and characters addressing and referring to the group’s head as “Leader” when “our leader” in scenes where he’s not present would have sounded better.

However, the gameplay largely compensates for whatever narrative and translational shortcomings the game has, with the male protagonist and female deuteragonist able to equip different types of melee and ranged weapons, not to mention other pieces of defensive equipment, the hero able to summon up to four different demons to help him and his companion in battle, accounting for six active characters in combat. First, though, the player must converse with enemies to get them to join, and luckily, the conversation system isn’t nearly as convoluted, random, or guide-dang-ity as in the first three Persona games or even in the mainline Shin Megami Tensei titles.

It may, however, take a few tries talking with particular demons to get any reward from them, be it money, an item, magnetite (which is necessary when having demons summoned since completely running out of it causes them to take damage with each step the player takes in first-person dungeons and other areas except the various overworld maps), or, of course, alliance. Which conversational decisions yield rewards and which make enemies run away, angry (in some cases resulting in all encountered enemies attacking the player’s party in one round), or simply do nothing seems set in stone throughout the game, although whatever dialogue they speak does appear random at times.

Encounters themselves are random, the rate being fair and increasable or decreasable through special items or TP-consuming magic, another quirk being that one of many apps the hero can install in his devil-summoning program can indicate the relative strength of enemies in a particular dungeon, which can somewhat be a good indicator of whether the player needs to grind. Another app can allow players to record their progress any time outside battle, which can significantly reduce the amount of time wasted when the protagonist dies in battle, resulting in a Game Over and trip back to the title screen.

One thing that is lamentably necessary to repeat is sometimes-lengthy cutscenes before critical boss battles, with no option to skip them or retry battles in case of defeat. Difficulty is also adjustable any time throughout the game, sure to accommodate players of different skill levels. There are also other quirks in the game mechanics such as opponent demons refusing to ally with the player depending upon which specific demons they have in their party, and the ability to fuse two or three monsters to create more powerful incarnations, the skills they receive, either TP-consuming magic or HP-consuming physical abilities, fixed and not randomized like in a few other early entries of the MegaTen franchise.

All in all, while Soul Hackers does slightly play like a JRPG originally released in 1997, given things like unpredictable turn order after the player selects commands and lets them and the enemy demons exchange orders, the mentioned contemporary enhancements such as selectable difficulty and the app allowing players to record their progress anywhere prevent it from falling completely into the gameplay abyss. There are also things the player must keep in mind such as when either human character levels, and they get the opportunity invest points into stats, intelligence and magic are useless for the protagonist since he doesn’t get any magic. There are also a few other issues such as demons not always doing what the player wants, but otherwise, the gameplay very much helps the game more than hurts.

Control definitely has many things going for it such as the mentioned save-anywhere feature, not to mention a “hack” that allows the players to view complete automaps in dungeons instead of needing to fill them out by exploring untouched parts of the three-dimensional areas, easy shopping, an equip-best feature in the game interface, fast movement speed, and so forth. However, there are occasional issues such as the poor direction at maybe a handful of points (although in some cases the fortuneteller in the Paradigm X virtual app can help guide players to the next plot point), and lack of a soft-reset or in-game load in case things such as losing a demon to fusion occur, but otherwise, Soul Hackers generally interfaces well with players.

Sound is perhaps the game’s strongest aspect, with plenty of good tracks such as the various battle and shopping themes, not to mention the variety of tunes in the Paradigm X application. There’s also voicework during most cutscenes, with its quality inconsistent at times, though given the ability to skip through much voiced text, it doesn’t completely feel forced down the player’s throat.

Conversely, the graphics are another one of the game’s weak points, although it does have many positives such as the superb demon designs that contain absolutely no reskins whatsoever, good combat effects, some CG cutscenes, great human character art, and so forth. However, there are plenty of weaknesses such as the laziness of the battle visuals, given the EarthBound-esque psychedelic backgrounds, limited animation for the monsters, and strict first-person perspective. Occasional pixilation and choppiness round out the graphical weak points, but the game is still far from an eyesore.

Finally, the game is one of the shorter entries of the Megami Tensei franchise, around twenty-four hours for a straightforward playthrough, although there is some postgame content, a few occasional sidequests, different difficulties, and things such as filling in the demon compendium. However, a guide may be necessary to play the game to one hundred-percent completion, and given the annoyance of a few dungeons, not all will want to go through it again.

In summation, Devil Summoner: Soul Hackers is definitely one of the older entries of the Megami Tensei series, with solid gameplay accommodating different player skill levels, along with handy features such as the ability to record one’s progress anywhere, not to mention a solid soundtrack and enough lasting appeal for players to invest more time into the game. It does have issues regarding the unpolished translation, absence of a scene-skip feature, and the lack of refinement at many points for the visuals, although the game proves to be a worthwhile port, and given my experience, I definitely look forward to playing the forthcoming sequel.

This review is based on a playthrough of a digital copy downloaded to the player’s Nintendo 3DS.

The Good:
+Great game mechanics.
+Save-anywhere feature.
+Good story.
+Solid soundtrack.
+Decent lasting appeal.

The Bad:
-Still often plays like a JRPG originally released back in 1997.
-Some control quibbles.
-A little weak narrative direction.
-Average translation.
-Graphics could have been better.

The Bottom Line:
One of the better older Megami Tensei games.

Score Breakdown:
Platform: Nintendo 3DS
Game Mechanics: 8.0/10
Controls: 7.5/10
Story: 7.5/10
Localization: 5.0/10
Music/Sound: 9.5/10
Graphics: 6.0/10
Lasting Appeal: 7.5/10
Difficulty: Adjustable
Playing Time: ~24 Hours

Overall: 7.5/10

Biomutant

Jul. 19th, 2022 09:58 pm
theradicalchild: (Ranger Rick)
Biomutant cover art.jpg

After Earth, But Good

Depending upon how players define the term, open-world videogames can possibly date back to the 1970s, given the existence of titles with limited boundaries, nonlinear gameplay, and no concrete goals, although developers wouldn’t elaborate on the concept until games became more complex in the ‘80s, with early RPGs such as the first Ultima trilogy being possible examples. The turn of the millennium would see the idea expand even more, with non-RPG cases such as the commercially-successful Grand Theft Auto III. Games such as The Legend of Zelda: Breath of the Wild many critics deemed “revolutionary” for open-world games, and other companies would attempt to rival it, among them being Biomutant.

The game begins in a post-eco-disaster world inhabited by anthro mutant characters, the player customizing a protagonist when starting a new game. Regardless of whatever form they take, they have excellent backstory largely revealed in the initial hours of the game, and the Green Aesop narrative never feels ham-fisted. The storytelling style is also interesting, with the characters speaking in squeaks and grunts, the player’s Automaton translating the gibberish dialogue, although given the wait times between the babbling and the translations, the plot slightly feels forced down the player’s throat. There are also some grammatical errors in the dialogue, but generally, the plot helps the game far more than hurts.

Luckily, solid gameplay backs the narrative, with the player’s character able to battle enemies with melee, ranged weapons, or a combination of both. Players receive different kinds of skill points when leveling that can unlock “magical” abilities or physical skills that necessitate a combination of different button presses. New weapons the player can craft from various base materials, with equipment upgradeable as well, and there are plenty of goodies obtainable from the sidequests, which generally have good direction and are trackable in-game. Different difficulty settings accommodate players of different skill levels, and aside from a few annoying enemies, including one of the four “World Eaters” they must defeat to advance the plot, and long loading times if the player’s character dies, the gameplay is far from tortuous.

Control, however, is the weakest aspect of Biomutant. While akin to most Western RPGs the game is fairly liberal about when and where the player can record their progress (aside from during missions involving the seizure of rival tribes’ outposts), and the direction on how to advance sidequests and the main plot is largely clear (except for maybe one or two instances), the aforementioned long loading times abound, along with the lack of a minimap and occasional irritating level design. Regardless, this area could have definitely been far worse, and has plenty redeeming aspects.

Western RPGs in my experience tend not to have memorable soundtracks like their Japanese counterparts, and Biomutant is no exception, largely reliant upon ambience, although there is occasional music that sounds decent, the sound effects are good, the gibberish is mildly-adorable, and the constant narration from the Automaton is perhaps the aural high point.

The visuals two have many things going for them such as the customizable appearance for the player’s character, the vibrant colors, the good environments, diversity in character models, and the main character’s appearance changing with different equipment. However, there is a great deal of environment popup, dithering, and blurry/pixilated texturing when viewed up close, although the game is definitely far from an eyesore.

Finally, a straightforward playthrough can take anywhere from twenty-four to forty-eight hours, although there are plenty things to extend playtime such as the myriad of sidequests, a New Game+, and PlayStation Trophies, but the annoyance of one particular boss fight may mildly deter supplemental temporal investment.

Overall, Biomutant is definitely a more-than-serviceable open-world RPG with solid gameplay, the always-welcome ability to record one’s progress most anywhere, a decent environmental-themed narrative, good voice acting coherent and gibberish, nice graphical presentation. It does, however, have issues with regards to its long loading times, unmemorable music, and visual hiccups, although the game is another instance where I vastly disagree with mainstream videogame critics, and I actually preferred playing it to the ballyhooed Breath of the Wild, and in my humble opinion, Biomutant is sure to scratch both those open-world game and anthropomorph-centric RPG itches.

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

The Good:
+Great open-world gameplay.
+Save (mostly) anywhere feature.
+Good audiovisual presentation.
+Plenty lasting appeal.

The Bad:
-Long loading times.
-Story a bit derivative.
-Soundtrack unmemorable.
-Some visual imperfections.

The Bottom Line:
A great open-world Western RPG.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 9.0/10
Controls: 7.0/10
Story: 8.5/10
Music/Sound: 8.0/10
Graphics: 7.5/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 24-48 Hours

Overall: 8.5/10
theradicalchild: (Suikoden V Cover Art)
Sayh-Ferid

I did this as birthday art for a fur I've known since my early days in my involvement in the furry fandom.

It's an incredibly-belated companion piece to this I did for his wife, also a furry, eight years ago:

swandog-as-queen-arshtat-falenas-by-gremyarts-d81raog

I had outfitted them like the Queen and her consort from the game Suikoden V:

Ferid-Egan Queen-Arshtat

Given that I've had some unpleasant experiences with doing gift art for furs in the past, I somewhat fear how they'd react to my work, although in the case of the art for Swandog, she had liked it when I originally did and posted it to FurAffinity.
theradicalchild: (White Rabbit)


A Champion Among SaGa

Ever since its monochrome beginnings on Nintendo’s Game Boy system, Square-Enix, at the time Squaresoft’s, SaGa series has been the odd duck among the company’s franchises, given its nonstandard traditions, with its later entries exemplifying its unorthodox disposition. However, the third installment of the franchise, given the misnomer Final Fantasy Legend III during its initial release, was far more traditional in terms of its mechanics, given SaGa creator Akitoshi Kawazu’s decision to devote effort to the first Romancing SaGa on the Super Famicom, although the Japan-only Nintendo DS remake, SaGa 3: Jikuu no Hasha - Shadow or Light (the subtitle meaning “Champions of Time and Space”), brought the gameplay more in line with the rest of the oddball series.

Shadow or Light features an encounter system similar to the DS SaGa 2 remake, where enemies wander fields and dungeons, and always charge the player regardless of strength. Contacting one aware model indicating an enemy party when another or more are close causes them to “chain”, although unlike in the second SaGa’s remake, the player doesn’t face all adversaries at once, with combat having a far-lesser scale. Rather, the encountered antagonists “queue up”, with an indicator in the lower-right of the DS’s screen indicating the foes of various volumes sitting in line to face the player’s four main characters and one guest ally, and enter battle whenever sufficient space opens up.

Like most Japanese turn-based RPGs released in the original game’s time, SaGa 3 features a traditional setup where the player inputs commands for their party, with their characters and the enemy exchanging commands dependent upon agility. However, in a rarity for an RPG of its kind, the top screen shows who, either among the player’s party or the enemy, will execute their command when, which is incredibly handy, especially when considering things such as healing characters low on health. Commands include doing nothing, attempting to escape, or, which will be the player’s preference most of the time, using one of equipped items or skills, which consume a certain number of action points, restorable at special facilities, health at inns.

Each weapon and spellbook has up to four abilities, one initially available, with the others randomly “sparked” in the middle of battle when using those then accessible, with a character’s base stats occasionally increasing during combat after they execute their commands, as well. During the execution of commands, the player’s characters and the enemy may execute combination attacks with bonus damage, the last participant in a combo occasionally performing a “transcendence” ability native to the weapon whose skill they use in the attack chain. Weapon skills can affect individual enemies, groups of the same enemy type, or in the rare case all adversaries at the forefront of the antagonistic queue

Battles end either when the enemy kills all of the player’s characters, in which case the player can restart or accept a Game Over, or the player wings, after which they acquire money (not a problem so long as players fight frequently), and the opponents may leave behind meat or mechanical parts an ally (except for the current guest member) can consume, which can change their current race (or recover all their health if they don’t). Races include humans, beastmen, espers, cyborgs, mechas, or different types of monsters, each which their own strengths, weaknesses, and affinity for certain types of weapons (and in the case of espers magic), players able to see how racial metamorphosis affect stats before consumption (unless changing to an undiscovered monster form that a red question mark indicates).

Gameplay in the SaGa 3 remake definitely has enough positive moments to make it more than passable, although most bosses, particularly the various phases of the final battle, can have a lot of health, and standard encounters can feel a bit drawn-out (even with attack animations disabled), although what really saves the game mechanics is the easy mode where the use of weapon and magical abilities is completely free, and as long as the player has unlocked healing and revival magic that affects all characters, they won’t have any problem with making it through most of the game. Standard SaGa difficulty is available for those who prefer the franchise’s traditional experience, although the remake is easily the most accessible entry I’ve ever played.

As is the case with other series installments, the SaGa 3 remake allows players to record their progress mostly anywhere outside of battle (and gives a warning in the rare case when they encounter a point of no return, mercifully rare and not the case with the final dungeon), and there are in-game maps that eventually indicate unopened treasure chests. One step down from the DS remake of its numerical predecessor, however, is that the game only indicates excavation points when players first enter a new map of a dungeon or field, eventually disappearing and never reappearing on the maps, although indicative icons are visible when the player reaches said points during navigation on the top screen.

The remake also has an overworld system where dotted lines connect the various towns, fields, and dungeons, with the player able to enter them and explore. A time-traveling airship also quickly becomes available that has various facilities such as different types of shops, many towns having these facilities as well. The dungeon maps on the bottom screen also conveniently indicates the entrance to the current map whence they entered the area, and items that allow instant exit are available. One irritating design choice however is that SaGa 3 limits the different item types the player can carry in the inventory separate to those each character has, though they can put excess items into storage. Regardless, the rerelease generally interfaces decently with players.

As has largely been the case with most new installments of specific Japanese roleplaying game series, the remake of SaGa 3, much like those of its numerical predecessors, occurs in a completely-separate world from other entries, in its case a world where a giant water jug hovers in the air perpetually pouring its fluid into the oceans to raise sea level gradually, with monsters also emerging from said jar. There are past, present, and future periods that the player traverses to solve the world’s various crises, with a few substories as well, some humor, and generally-decent storytelling, although while the primary plotline has good direction, sidequests largely don’t. The original version of the third game also predated Chrono Trigger with a time-travel element to its narrative, so one certainly cannot accuse the remake of plagiarism in that regard.

The soundtrack is enjoyable with a nice variety of tracks, including the return of the central theme of the original SaGa trilogy that plays on the title screen, in the remake’s case a remixed version different from that of its numerical predecessors. There are different battle themes for standard encounters with one enemy party, skirmishes where adversaries queue up to fill in the space that their defeated brethren formerly occupied, different boss types, and of course the endgame conflicts, all solid in spite of often looping. One of the town tracks also contains comical instrumentation in the form of dog woofing and cat meows, and the sound effects don’t detract either. Generally, a nice-sounding game.

The visuals largely remain unchanged from those of the preceding SaGa remake, with character and enemy models having a cel-shaded style, although while the player’s party members aren’t mere reskins of one another and show distinctions when they’re of different races, reskins occur endlessly with the various antagonists they face in battle. The colors are nice, and the environments can be pretty, although jaggies and pixilation are frequent, and in the end, while the graphics have many things going for them, they could have used more polish.

Finally, playtime ranges from twenty-four to forty-eight hours, with plentiful lasting appeal in the form of a New Game+, different difficulties, and plentiful sidequests with percentage indicators for total completion, although one may need to reference the internet to achieve one-hundred percent.

On the whole, one could consider the Nintendo DS remake of SaGa 3 to be a fluke in the franchise, given that while it does retain many of the franchise’s unorthodox mechanics, particularly in regards to combat, the easy mode makes it accessible even to those who don’t enjoy games of its kind, and it does have other things going for it such as the decent control, good time-travel plot, and enjoyable soundtrack. Granted, being the best doesn’t wholly equal perfection as it has issues such as a slight degree of sluggishness in battle, the odd inventory limit without combat when doing so solely within would have sufficed, the weak sidequest direction, and the spotty graphics. Regardless, Western gamers definitely missed out on this game, although a fan translation exists for Anglophone players to experience the inarguable crown jewel of the SaGa series.

The Good:
+Refined, accessible mechanics.
+Good control.
+Nice time-travel plot.
+Enjoyable soundtrack.

The Bad:
-Many battles can feel drawn-out even with animations turned off.
-Limited inventory.
-Some poor sidequest direction.
-Graphics often lack polish.

The Bottom Line:
The strongest entry of a series whose quality has largely been lackluster.

Score Breakdown:
Platform: Nintendo DS
Game Mechanics: 8.5/10
Controls: 8.0/10
Story: 9.0/10
Music/Sound: 9.0/10
Graphics: 7.5/10
Lasting Appeal: 9.0/10
Difficulty: Adjustable
Playing Time: 24-48 Hours

Overall: 8.5/10
theradicalchild: (Demi-fiend)


To Nahobino Be the Glory

Atlus’s Megami Tensei series has in recent years become one of my favorite Japanese roleplaying game franchises, having successfully broken out of its niche to become more accessible to those who would normally not enjoy games of its kind, given features such as strategic gameplay coupled with occasional features to stave off frustration such as adjustable difficulty settings. Thus, with high expectations I dove into the fifth mainline entry of the primary series, Shin Megami Tensei V on the Nintendo Switch, which continues to bring the franchise forward with old and new features alike, delivering another enjoyable title among the flagship Atlus games.

The narrative opens with a Japanese high schooler whom the player names experiencing doomsday, saved from death by a godly being known as the Aogami and fusing with him to become the Nahobino. The plot is generally enjoyable, with plenty of mature themes, religious overtones, nice backstory, and occasional philosophical choices that customize the ending, although there are plenty similarities to the plots of previous Shin Megami Tensei titles, such as the clash between law and chaos and the general apocalyptic focus. The translation mercifully doesn’t mar the story, with Atlus doing things such as not keeping Japanese honorifics untranslated, but there are occasional stylistic oddities with regards to demon negotiation dialogue and the off-lip movement during cutscenes.

Luckily, enjoyable mechanics back up the fifth entry, with many elements returning from prior titles such as demon negotiation requiring money, various consumables, and sometimes the Nahobino’s health and magic points, and enemies rarely, if ever, flake out on negotiation aside from “incorrect” answers during the initial phases of intercession. The Press-Turn Icon system from Nocturne onward returns as well, with the exploitation of enemy weaknesses (which the game luckily records during subsequent encounters with the same demons) only consuming half of one of up to four of the player’s Icons, whereas foes nullifying attacks consumes two, and using abilities that heal enemies or reflect back at the player instantly ends their turn session (the same rules applying to opponents).

A major new feature in Shin Megami Tensei V is the use of Essences gained from demons or gold treasure orbs to adjust the strengths and weaknesses of the Nahobino or one of his demons, or customize their skill setups, with a potential maximum of eight abilities. Increasing ability slots from the default of four for both the Nahobino and his demons requires the acquisition of Miracles (replacing Apps from the fourth mainline game and its direct sequel) through Glory gained from finding Miman, where acquiring a certain number grants him bonuses at the shop accessible from any save fount, or from special silver orbs, which are a more significant source.

The player unlocks new Miracles by defeating reddish weblike entities that obscure their view of the in-game maps for the various overworlds, which in turn remove said visual obstruction. There are four types of Miracles, some which can enhance demon negotiation, for instance, giving the player a free pass if they in any way screw up said intercession. Others can expand the player’s maximum demon stock (though as I constantly fused whichever demons I obtained, I didn’t have much use for an increased number of maximum allies), or grant bonuses to the use of different ability types such as the various magical elements, stat increasing/decreasing skills, or physical attacks/abilities.

Demon fusing does indeed return, with players able to perform standard fusions of two demons to create a new one, which I regularly accomplished to discover new demons, or perform special fusions for want of defeated bosses in their party that in many cases require more than two demons. As demons gain levels and acquire increased stats and new skills, the player can register them in the returning Demon Compendium for latter resummoning at the price of Macca gained from completing quests, gold treasure orbs, or from combat in the form of winning the battle or occasionally conversing with a demon that’s in their party at the time.

One handy feature new to the fifth game is “reverse fusion” where players can see fusable demons from those in their party and/or those from which they’ve registered in the Compendium, which will satisfy completionists seeking to fill the in-game register. Given this and the gameplay’s myriad of features, including a more-than-casual difficulty as free downloadable content, it very well shines, retaining the strategic gameplay of its predecessors whilst accommodating players of different skill levels. Pretty much the only real hiccup is the possibility to waste money and items trying to recruit demons that are above the Nahobino’s current level, but otherwise, there’s little, if anything, of which to complain.

Control is just as solid, with the aforementioned quality-of-life features during demon fusion being a definite boon, alongside the ability to sort possible fusions by different categories such as cost. The general game interface is easily navigable as well, with shopping being nonproblematic and movement control on the overworld and in dungeons faring smoothly, alongside features such as the ability to teleport instantly back to the last save fount and a shortcut to using healing magic to bring the player’s party back to full health, provided the necessary recovery skills are available. There are a few issues such as the irritating level design at times, the ability to view playtime only when recording progress, and unskippable text during many voiced cutscenes (though these are most of the time both pausable and skippable), but generally, Shin Megami Tensei V interacts well with players.

The aforementioned voicework is mostly solid in spite of some irritating performances mainly among the demons with whom the Nahobino interacts, and while there is some good music mainly in battle, most of the soundtrack is relatively bland and often too ambient.

The graphics look decent, with good character and demon designs minus any reskins, nice colors that very well convey the game’s post-doomsday disposition, vivid effects in combat especially prominent when demons meet their ends, lip movement during voiced scenes, and a dodge animation on part of the Nahobino’s allies that looks significantly less asinine than in other of the franchise’s entries within and without the primary Shin Megami Tensei subseries. There are some technical issues such as jaggies prominent in many games with three-dimensional visuals, some choppiness, plentiful environmental popup, and poor collision detection, but otherwise, the visuals are hardly an eyesore.

Finally, the fifth game is fairly shorter than its predecessors (with my final playtime somewhere around thirty-four hours), although there’s sizeable lasting appeal in the form of sidequests, completing the Demon Compendium, different story decisions, and a New Game+ where players can carry over elements from prior playthroughs, although akin to other Nintendo Switch games, there isn’t any tracking of achievements like Trophies for PlayStation games.

On the whole, Shin Megami Tensei V is another great addition to its franchise, given its solid mechanics appealing to different kinds of players, general user-friendliness, philosophical choices determining the ending, and solid localization expectant from a company like Atlus. It does have flaws preventing it from achieving excellence such as the level design at points, the story’s similarities to those of prior mainline titles, the relative forgetfulness of the soundtrack, and the technical issues with the graphics, although it’s definitely another feather in the cap of a series whose quality has, for the most part, especially during the past decade, been mostly consistent, in other words, well above average.

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

The Good:
+Solid mechanics with adjustable difficulty.
+Tight control with clear direction.
+Different narrative decisions.
+Polished localization.

The Bad:
-Some annoying level designs.
-Story similar to previous series entries.
-Music a bit bland.
-Many technical hiccups with the visuals.

The Bottom Line:
Another enjoyable entry of the franchise.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 9.5/10
Controls: 9.0/10
Story: 7.5/10
Localization: 8.5/10
Music/Sound: 7.5/10
Graphics: 8.0/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 24-48 Hours

Overall: 8.5/10
theradicalchild: (Neku Sakuraba)


Definitely great music in the game's time. I like how composer Kenji Ito remixed the tracks in remake Minstrel Song instead of just rehashing them.
theradicalchild: (Koichi Sugiyama)


Definitely epic music, with the sailing and flying themes being gorgeous, and "Into the Legend" nicely rounding it out.
theradicalchild: (B.O. Skunk Operatic)


I would describe this game's soundtrack, especially with regards to the "vocal" tracks as rock-operatic, and it really entranced me when I played the game itself years back.
theradicalchild: (J. Jonah Jameson)
For nearly a score I’ve written videogame reviews, first as a reader for the roleplaying game-centric RPGamer, after which I went freelance once the website stopped accepting reader reviews. During my career as a game journalist, I’ve dealt with scale changes on the website, beyond which I’ve experimented with different review scales, for some time no scores, and then my current metric. Early in my writing career, a few have sometimes asked the question of why I write reviews in the first place, and in this editorial, I’ll explain the whys and the hows of my journalistic ambitions.

The Whys

I wrote my first review for the PlayStation remake of Dragon Quest IV a few years after the turn of the millennium, but back then, I was fanboyish and did so to draw attention to the game that at first Enix promised an English release, only for them to go back on their word due to issues with the Japanese studio that had developed it. I also didn’t have a very good grasp on review scores, and tended to view the quality of the various aspects of games in black and white terms, with little gray area in between.

Thus, 1’s and 10’s, when RPGamer had its 1-10 videogame review scale, were my most common scores to the sundry aspects of whatever RPGs I reviewed. I would, even in the infancy of my videogame reviewing career, see major faults even in titles that received widespread acclaim among both “professional” game reviewers and even audiences, and to this day, I still see even many titles that are “universally” acclaimed as having huge flaws, although I hadn’t yet discovered the forums of RPGamer full of the site’s readers that tended not to respect my opinion.

One of the early turning points in my career as a videogame reviewer was when I submitted my critical opinion on Xenosaga Episode I: Der Wille zur Macht, where my primary criticisms of the game included the half-hearted turn order meter in combat that only showed unit command sequence for only a few turns before “running out” and “refilling,” not to mention the unpredictable enemy boost system, although as one reader called me out on the forums because my logic had its flaws, I would eventually devise the “re-review,” where I tried to refine my opinion more than I had before.

In most instances when I go through a game again, I start from scratch, scarcely bothering to retain points in my last review. I would write reviews for RPGamer and was the site’s first reader to reach fifty, but the site’s review posting noting my milestones regarding the quantity of my reviews, and most of them shamed me, given my attempts to refine my writing. Were there a Guinness record, I would most likely set the record for “most re-reviews,” and I still believe game journalism is a living, breathing art.

RPGamer would eventually move from an /10 reviewing scale to an /5 metric, given that the “curse” of school-grading continues to plague mainstream videogame reviews that largely use /10 and /100 scales, where 7/10 and 70/100 scores are “average,” and anything below means certain games, with some exceptions, aren’t very good. The RPG-centric site would add .5 scores for the /5 scale, given the sound logic there’s sufficient enough difference in the quality of games to justify more specific scoring, although to this day, the website still uses whole numbers for the attributes of what its staff reviews.

I would eventually go rogue in regards to my videogame reviewing, with the key turning point in that respect being a positive review I posted to the site for the Nintendo DS RPG Nostalgia. One of the official reviewers of the site, who didn’t like the game, attempted to gaslight my review as “weak” instead of intelligently discussing the game with me. Further disagreement with the site’s staff and many forum posters would ultimately lead to my divorce from contributing to the site, and as they didn’t respect my unique perspective, further evidenced by their constant bans on whatever future accounts I created there, I don’t wholly trust its reviewers.

Perhaps the primary reason I review games today is that as an autistic gamer, I have an incredibly-unique perspective that I won’t allow elitist apologists, idolators, or iconoclasts for many games to censor. It’s probably my fault for my early tenure as a reviewer for not embracing the fact that I had and still have high-functioning autism, but it influences most aspects of what I consider to be positives and negatives in videogames. My main motive in reviewing is to help likeminded gamers make better decisions regarding which games towards which to give their attention, and which to avoid.

The Hows

To help mainstream videogamers decide whether to consider me a reliable source in whatever they purchase and play, I definitely should be open about my current reviewing process. Prior to starting a new game, I use a template I’ve created for my reviews where I tally the positive and negative aspects of games, in my case the game mechanics, the control, the story, the localization if English isn’t the game’s native tongue, the aurals, the visuals, and the lasting appeal, and save said matrix with the name of whatever I intend to write a full review for after finishing the game, if possible.

The game mechanics are the general gameplay system of whatever I review, which includes what kind of battles it has, how they work. I tally the positive aspects of the mechanics, whether they have a turn order meter if turn-based, if battles are pausable if there are real-time aspects such as action-based gameplay, special moves that can turn the tide of combat, etc. I also tally negative aspects and whether I consider certain parts to be flaws (which can very much be subjective), such as difficulty spikes, a lousy camera, being able to make sense of the mechanics without reference to the internet, and the like.

The game’s control in my system refers to the gameplay elements not directly, or in some cases not indirectly, with the battle mechanics, such as whether one can pause the game outside battle, view total playtime (and the difficulty of being able to see how long one has played a game), navigate the menus easily, have a clear in-game direction of what to do next to advance the central storyline, whether there are in-game maps one can easily reference and find useful towards navigating the game’s various environments, whether there are mandatory minigames or puzzles one might need to use a guide to get past or are unskippable, the save system, etc.

The story, of course, refers to a game’s narrative and how cohesive it is, mostly sensible without internet reference. In my opinion, being able to make sense of a game’s plot is a sign of good writing, and not so being indicative of poor composition. A few pluses for a title’s story, in my mind, include in-game databanks of various terms and characters, a summary of the game’s plot, and so forth. Another area is whether the game forces its plot down the player’s throat, as most titles with unskippable voiced dialogue tend to feel, and lore-based plots indicated through collectibles tend to accomplish.

Localization, for the most part, tends to have a strong connection with the story, and can include things such as well-written dialogue, such as the Erdrick Dragon Quest games that have a Shakespearean flair, not to mention puns that really make one wonder how the original language’s script handled things in that regard. Bad writing, in my opinion, consists of endless spelling or grammar errors, incoherent dialogue, translation-induced plot holes, and the like. How well the translators adjusted the game menus, such as whether sections have clear naming, is another aspect, not to mention battle dialogue.

The aurals refer to the music, sound effects, and voicework of a game. With regards to the music, I tend to give points for whatever tracks are well-composed, and deduct for whichever tunes I find annoying or areas during the gameplay where music is completely absent. Sound effects should also be realistic, and if they sound like they come from several generations ago, like in the original Wild Arms, I count off points. Voice acting should also sound natural and fit the characters, not be forced down the player’s throat by being unskippable, and of course be of good quality.

The graphics, of course, refer to a game’s visual presentation. One can definitely find it difficult to score this particular aspect of a game, especially when it comes to older generations of videogames, and thus, I try to keep in mind if a particular title looked good for its time, akin to the first Phantasy Star, an eight-bit Sega Master System title that sported features such as anime cutscenes and animate enemies in battle. For more contemporary games, I consider aspects such as pixilation and blurriness with regards to the textures of environments, jaggies, colors, character sprite or model proportions, etc.

Another aspect some may consider subjective is the lasting appeal of the game, where I consider whether a title has a New Game+ mode, sidequests to extend playtime, narrative differences that result from choices the player makes during the game, trophies or achievements, and other things, which I’ll admit can be somewhat difficult to gauge in the case of older videogames, which tended to lack these things. I also consider whether a game is actually enjoyable enough to go through again, although there are some instances where even if a game is fun, there could be no replay value, in other words absolutely no reason to go through again.

One area of RPGs where I found it difficult to score, and which RPGamer still rates, is the “originality” of a game, which I think is somewhat asinine, given that remakes of older games are inherently “unoriginal”, and this area very much depends upon how much experience the player has playing videogames throughout various generations. Even the forefathers of contemporary titles aren’t absolutely one-hundred percent original, such as the very first Dragon Quest, which borrowed some elements from old Western RPGs and featured the “damsel in distress” trope. Originality can also be a bad thing, especially if it makes a game unenjoyable.

I find easy giving overall scores, where I average the numbers I give a title’s aspects, but other reviewers, it seems, pull these metrics from an unmentionable area of their body. For instance, I’ve seen reviews where their respective writers give a higher overall score than any of the numbers which they assigned to a game’s sundry attributes, and some where they rated a title lower than any of the metrics they’ve given to its areas of grading. Scores should, as I’ve known, reflect the text, and it makes no sense, in my opinion, to make endless complaints about an area of a game yet still give a high final grade in the end.

A final point I wish to make is that as a game reviewer, I’m a fallible, opinionated human, and appeal mostly to those gamers who are on the autism spectrum and/or have perspectives similar to mine. I’ll further confess that once in a while I make errors in regards to my critiques, and try to correct them when I have the time, another reason I consider game reviewing to be a living, breathing, evolving art. I believe that both the reception of games in their time of release and that years down the road are equally important, similar to movies that receive average or negative reviews when they first come out yet receive better acclaim years or even decades down the road, and vice versa.

Conclusion

Overall, I very much hope this editorial helps readers decide whether or not they can consider me a reliable source when it comes to the quality of videogames, specifically those in the roleplaying game genre. That I’m autistic very much plays a significant role in how I critique games and what I consider strong points and flaws in their design. However, given my distinct view of gaming in general, I have yet to find another game reviewer, whether “professional” or part of mainstream audiences, upon whom I can truly rely when it comes to purchasing and playing new games, but I hope to help those in especially the latter faction with my guidelines.
theradicalchild: (Red Panda Mei)


A Mad Multiverse

Disney and Square-Enix’s Kingdom Hearts series began as a result of a meeting in an elevator between executives from both companies (when the latter corporation was still Squaresoft), and would receive widespread acclaim from critics and audiences with its crossover formula. However, similar to Capcom’s Street Fighter franchise, Kingdom Hearts really experienced stagnation between main numbered entries, and the second game, Chain of Memories on the Gameboy Advance, wasn’t a side-story, but rather an actual continuation of the first game’s plot, among a few other entries. The franchise really had it bad between the second and third main entries, given endless remasters, a prequel, and other side games, with Kingdom Hearts III finally releasing in 2019.

The third numerical entry serves as a conclusion to its respective plot arc of the series, with Mickey Mouse’s mentor, Yen Sid, preparing Keyblade wielders, among them being returning protagonist Sora, for a final conflict with the main antagonist, Master Xehanort, with Sora alongside “half-pints” Donald Duck and Goofy traveling across several Disney-themed worlds so he can regain his “power of waking”, the ability to restore lost hearts. While I personally didn’t have much trouble following the franchise’s overall narrative, those who haven’t played chronologically-prior entries will definitely be lost, and as with before, the humor that makes Disney’s films bearable for older audiences is virtually nonexistent, aside maybe for Hades from Hercules.

While the translation is certainly legible and free of spelling and grammar errors, the overall writing of the game feels incredibly infantile and has endless clichéd dialogue about hearts and darkness, with the localization team obviously not bothering to use a thesaurus to make the text less redundant. As with most Japanese RPGs in general, moreover, combat receives most of the worst dialogue, with occasional calling of commands and Sora shouting lines such as “Light!” and “Together!” There are also lines such as “No Organization!” when something like “Confound the Organization!” would have sounded better, and others such as “More, more!” Generally, the localization has plenty areas where the translators really didn’t seem to care about making the dialogue sound believable.

The general game mechanics somewhat compensate for the third entry’s narrative shortcomings, with the series’ signature Keyblade combat returning, Sora able to hack endlessly at Heartless and other adversaries with whatever key-shaped weapons he receives. As in prior games, the player can navigate the combat menu visible on the lower-left side of the screen, a new addition being the option where, if players open the magic or item sections, the action can significantly slow as they select a spell or consumable. However, players as in the second numerical entry can set shortcuts for magic and items, with the potential for three different shortcut sets.

When Sora attacks enough, the player can execute abilities based on his current Keyblade, use a special ability with Donald and/or Goofy (and world-specific characters now fight alongside instead of replace either “half-pint”), or perform an attack based on a Disney park attraction, such as a carousel ride requiring timed button presses with an expanding ring or spinning around in teacups to assault the enemy. While the battle system definitely has plenty fun moments, there are some issues with the camera as in prior games, and the player constantly has to retarget enemies after defeating one, with a system akin to the Tales games where the action pauses while changing targets definitely preferrable.

Outside battle, the player can visit moogles typically appearing near save points to purchase and/or synthesize items from materials occasionally gained from enemies, although odds are players will spend more time hunting materials than actually using the items or equipment resulting from synthesis. Kingdom Hearts III also seems to adore minigames, with one of the chief ones, requiring edible ingredients, being cooking with the help of “Little Chef” a.k.a. Remy from Disney/Pixar’s Ratatouille, although it proved frustrating even in small doses. Mercifully, mastering the art of cooking is scarcely necessary to make it through the main quest, at least on Beginner difficulty.

Returning from prior numbered entries are abilities each character can equip with capacity points that dictate things such as how long combination attacks can execute, how powerful specific magical elements can be, and so forth; luckily, the third numerical entry is fairly generous in this regard. However, one issue that returns from the inaugural installment of the franchise is that combat doesn’t always mesh well with level design, with the potential for long falls and retracing of steps, although Sora can run up many walls. The endgame also feels fairly drawn out, although the often-lengthy cutscenes are mercifully skippable, minimizing wasted playtime should Sora die.

The convoluted level design is one of the main issues with gameplay outside battle, with occasional frustrating map layouts like in the Frozen world, although the game menus are easily navigable in spite of constant flashing exclamation points indicating changes in the many submenus. Another major issue with control, however, is that voiced cutscene dialogue is unskippable, definitely an unfriendly gesture towards hearing-impaired gamers, and which singlehandedly adds several hours of superfluous playtime to the game. Furthermore, while the game does sport autosaving, hard save opportunities, especially given the length of many cutscenes, can be over half an hour apart. Generally, the developers could have certainly made an effort to make the game more user-friendly.

Perhaps the high point of Kingdom Hearts III is its aural presentation, with just about all its music being solid, within and without cutscenes, and even some musical numbers from the films such Frozen’s “Let It Go” audible in their respective worlds. The voice acting is good, although the cartoony voices of characters such as Mickey Mouse, Goofy, and especially Donald Duck, can really be grating in a game largely devoid of comedy.

The visuals are definitely a step above those in remasters of the previous Kingdom Hearts games, with a semi-realistic style and even more lifelike disposition in the Pirates of the Caribbean world, although the dissonance in the framerate between gameplay and the cutscenes is especially noticeable, with occasional choppiness in animation and environment popup as well.

Finally, despite the padding, the third entry is a little shorter than average for a Japanese RPG, with my final playtime a little over twenty-four hours, and there’s a surprisingly-decent amount of lasting appeal in the form of Trophies and different difficulties, although the occasional frustrations within and without combat would definitely be deterrents to further temporal investment in the game.

All in all, Kingdom Hearts III is for the most part another run-of-the-mill entry of a series whose quality has largely been consistent, in other words, average in spite of some occasional high points. The Keyblade combat can be enjoyable, but doesn’t always mesh well with the level design; and the narrative can, especially for older gamers, be excruciating, with the unskippable, mostly-badly-written cutscene dialogue consequentially forcing it down the player’s throat. There are some agreeable high points, however, such as the solid audiovisual presentation, although the cartoony voices of certain characters definitely create a tonal dissonance within the game. The third installment isn’t exactly a masterpiece, although it could have certainly been worse, and only those who had an excellent time with prior entries will appreciate it.

This review is based on a single playthrough of a physical copy purchased by the reviewer on Beginner difficulty, without experience in the post-game content.

The Good:
+Keyblade combat can be fun.
+Solid audiovisual presentation.
+Decent lasting appeal.

The Bad:
-Battle system doesn’t always mesh well with level design.
-Excruciating narrative and writing forced down the player’s throat.
-Donald Duck really annoying in noncomedic setting.

The Bottom Line:
Another run-of-the-mill Kingdom Hearts game.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 6.5/10
Controls: 3.5/10
Story: 2.5/10
Localization: 2.5/10
Music/Sound: 8.5/10
Graphics: 7.5/10
Lasting Appeal: 7.0/10
Difficulty: Adjustable
Playing Time: 24+ Hours

Overall: 5.5/10
theradicalchild: (Annabelle)


An Apocalypse of Salvation

Many videogame corporations have a habit of really stagnating when it comes to numbered entries of their flagship series, akin to a certain Capcom fighting franchise whose name rhymes with “meat biter” and one from Disney and Square-Enix whose name rhymes with “bring them arts.” However, there is the rare occasion where said games between “official” sequels are actual original games, similar to Final Fantasy X-2, which had vastly-different mechanics from the mainline tenth Final Fantasy. Another instance of this is Atlus’s direct sequel to the fourth mainline Shin Megami Tensei series on the Nintendo 3DS, Shin Megami Tensei IV: Apocalypse.

Apocalypse follows on its predecessor’s neutral route, with silent protagonist Nanashi dies while on a demon hunt, contacted in the afterlife by the entity Dagda, who offers to revive the hero in exchange for becoming his Godslayer. The story is largely enjoyable, although there is perhaps a narrative nod or two to the Star Wars franchise, but the plot direction is far better than in the previous game, with plenty of choices that alter the ending the player ultimately receives. The translation luckily doesn’t detract from the plot, with Atlus not having censored it, although there are some odd stylistic decisions, for instance, regarding things such as when enemy demons request certain types of items.

The sequel largely improves upon its precursor’s mechanics, with visible encounters on the overworld and most places in between that Nanashi can slash with his current weapon so he can get the advantage in battle, in many cases dealing some initial damage to whichever demons he faces. The core gameplay is largely the same, with some exceptions such as no longer needing a special app (which return from the first game) to communicate with certain demons, and the addition of partners that level alongside the hero and his demons, the player able to set one at a time and who uses one of his or her abilities after the player’s turn session.

Other changes include the decreased flakiness of demons during negotiation, where whenever they offer a “final price” for recruitment, they don’t flake out. Fusion is the same, and the player can still register demons in the Demon Compendium for resummoning at a price. One exploit I discovered that solved my financial problems was to keep demons and Nanashi with an ability to stun foes, where, when using the Fundraise ability, I could farm endless money from them. The other means of acquiring money, involving the salvage of relics from special points, returns as well, and aside from the lack of direct control over partners, I had a blast with the battle system.

Control is perhaps the most-improved aspect of Apocalypse over its predecessor, with areas on the bottom screen’s map for the overworld, for example, actually having labels for specific locations, in addition to clear direction as how to advance the central storyline, to the point where I finished the game without referencing the internet at all. The save-anywhere feature from the first game returns, along with the general ease of navigating the primary interface, in-game record of playtime, and easy shopping. The myriad of options in the fusion matrix comes back as well, and aside from some things not always receiving indication on the in-game maps, the game is very user-friendly.

The direct sequel also features new music from its precursor, with pretty much every track being solid, although there are occasional areas that rely upon ambience. The voicework is also solid in spite of a few weak performances.

The visuals largely remain unchanged, with fully three-dimensional travel throughout the various districts, dungeons, and whatnot, perks such as different equipment affecting the protagonist’s appearance carrying over, although combat remains in first-person, but the enemy designs are still solid and devoid of reskins.

Finally, the sequel is about as long as its precursor, taking somewhere from forty-eight to seventy-two hours to complete, with several different New Game Plus options and the choices throughout the game enhancing lasting appeal, although it may be too long for some to go through again.

Ultimately, Shin Megami Tensei IV: Apocalypse is very much what a direct sequel should be, given its solid and in some cases refined game mechanics, vastly-improved control over the first game, an enjoyable narrative with potential variations for different playthroughs, and great audiovisual presentation. There are a few minor issues, however, mostly involving the localization, the recycled graphics from its precursor, and that it may be a little long for some. Regardless, it’s very much a must-play Nintendo 3DS game, but lamentably, as with most Atlus games, used copies go for a lot of money, and the Big N’s eShop is fated to close in March 2023, so interested parties would definitely do themselves well to purchase and download it before then.

This review is based on a single playthrough of a digital copy downloaded to the reviewer’s Nintendo 3DS on Skirmish difficulty.

The Good:
+Well-refined game mechanics.
+Improved control over first game.
+Great story with different choices.
+Excellent soundtrack and voicework.
+Good visual direction.

The Bad:
-Some minor localization issues.
-Graphics largely unchanged from previous game.
-A little long.

The Bottom Line:
A great sequel improving on its predecessor in most aspects.

Score Breakdown:
Platform: Nintendo 3DS
Game Mechanics: 9.5/10
Controls: 9.5/10
Story: 9.5/10
Localization: 8.5/10
Music/Sound: 9.5/10
Graphics: 9.0/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 48-72 Hours

Overall: 9.5/10
theradicalchild: (Fencing Fox)


Three Luminaries Is Company

While Enix’s Dragon Quest, at the time of the original eight-bit entity’s localization known as Dragon Warrior, was my very first Japanese RPG, I oddly didn’t get around to playing any of its translated sequels until a few console generations later, but to me, they definitely emphasized the series’ tradition of security and steady evolution instead of doing things drastically different with each installment like the rival Final Fantasy franchise. Constant remakes would also be one of Dragon Quest’s chief traditions, with the first two entries commonly collected into one package, although their latest rerelease on the Nintendo Switch would be separate but still inexpensive. Does the franchise’s first sequel, Dragon Quest II: Luminaries of the Legendary Line, hold up today?

The second series entry occurs a century after the first, the descendant of the legendary hero Erdrick and his love Princess Gwaelin of Tantegel traveling beyond their continent, their successors founding several kingdoms, among them being Moonbrooke, whose king is talking in the palace gardens with his daughter, one of the subtitular deuteragonists, when the forces of the evil wizard Hargon destroy the castle, a lone survivor traveling to Midenhall to inform its monarch of his homeland’s destruction, with the kingdom’s prince and namesake protagonist setting out in search of his cousins, the other being the remaining titular playable character, the Prince of Cannock, to put a stop to Hargon’s ambitions.

While one could argue Dragon Quest II is light on story, which it often admittedly is, it does still have one, but unlike in contemporary roleplaying games, the developers didn’t exactly force it down the player’s throat, and it serves as a reasonably-serviceable continuation of the saga of the legendary hero Erdrick and his descendants that forms the first three entries of the fabled franchise. Akin to the initial eight-bit incarnation, furthermore, the dialogue adopts a Shakespearean flair that serves the game well, with plentiful puns in regards to the enemy names, although there are occasional odd stylistic choices such as preceding most character names with adjectives, for instance, “foul Hargon.”

Players commence the second Dragon Quest with solely the Prince of Midenhall whom they name, and who is a pure physical fighter lacking any magical capability. Mercifully, however, early-game hell is minimal, with levels rising at a decent pace, and the acquisition of the Prince of Cannock, who is equally capable with offense and magic, somewhat making encounters more bearable for those with limited experience of the series. The third and final playable character, the Princess of Moonbrooke, is a poor physical fighter but an excellent magician, and throughout the game, the player’s party randomly encounters enemies that attempt to hinder their progress.

Dragon Quest II follows the traditional turn-based structure where the player inputs commands for each playable character, the Prince of Midenhall only able to attack with his equipped weapon, defend, use an item, or attempt escape (which of course won’t work all the time), although his cousins can cast MP-consuming magic spells. After the input of orders, the heroes and the enemy exchange actions, with the order of combat sometimes fluctuating yet typically depending upon units’ agility stats, following which, if neither side emerges victorious, another opportunity to give orders, the process repeating until all units on one side or the other are dead.

Should the player’s party vanquish their adversaries, each character still alive acquires experience for occasional leveling that yields increased stats and maybe a new magical spell in the case of the protagonist’s cousins, and as always, money to purchase new equipment and items from shops in towns. However, should the enemies win, the game teleports the player to the last town where they saved their game, with the Prince of Midenhall needing to pay a priest to resurrect his relatives alongside the penalty of half the gold held at the time. Mercifully, there exist within many towns banks where the player can safely deposit their money in thousand-gold increments, not to mention excess items that may lose their importance later on in the game.

Luminaries, furthermore, was one of the earliest Japanese RPGs to feature a minigame, in the sequel’s case tombola that requires special tickets sporadically acquired to play slots where the player must stop the reels and match icons for rewards such as special items that could actually be useful, especially in the case of prayer rings that grant magic-casting characters recovery of MP before ultimately breaking. Matching two reels provides the player another chance to play, with three different matches of icons stopping the game until they find more tickets to participate.

Other notable features include seeds that provide permanent increases in character stats, with their targets largely being obvious, such as those increasing strength on either prince, using MP-boosting ones on the Prince of Cannock or Princess of Moonbrooke, and so forth. The game mechanics generally work well in spite of their relative simplicity, with the pace of battles generally being quick aside from spells affecting multiple units doing so one at a time that somewhat bog things down, as does the frequent randomization of turn order. Offensive magic also frequently does no damage to certain foes, and quality-of-life features such as how much health enemies have left are absent, but otherwise, the sequel’s gameplay successfully abides by the mantra “Keep it simple, stupid.”

On the matter of quality-of-life aspects, Dragon Quest II does have a few things going for it such as the simplicity of the game menus, adjustable text speed, an in-game map of the overworld that displays the locations of both towns and dungeons, teleportation magic both to exit dungeons and travel among visited towns, a suspend save feature, being able to see how equipment increases or decreases stats before purchase, item and spell descriptions, and the like. However, there are issues such as the endless dialogue when shopping and performing hard saves of the game, not to mention NPCs occasionally getting in the way of the player’s party, a lack of in-game town and dungeon maps, and towns not always having all facilities such as banks, and in the end, interaction is middling.

As usual, however, composer Koichi Sugiyama did a superb job with the soundtrack, with plenty of solid tracks such as the Erdrick trilogy overture, the castle and town themes, both overworld tracks, the dungeon theme, and especially the sailing music “Beyond the Saves” that brings to mind Johann Strauss II’s “The Blue Danube,” the ending melody “My Road, My Journey” rounding out the musical presentation. Granted, there isn’t a change in battle music until the absolute final boss, and the franchise’s trademark digitized sound effects won’t resound well with everyone, but the sound as a whole is one of the sequel’s high points.

While certainly not the strongest of the series or Japanese RPGs as a whole, the visuals definitely have plenty going for them, such as the vibrant colors that serve environments and the character sprites well, although the former contain plentiful pixilation. In spite of inanimate enemies, however, the graphics are probably strongest in battle, with their respective environments and Akira Toriyama’s monster designs, despite many reskins, being surprisingly sharp without visible pixels. In the end, the second Dragon Quest is far from an eyesore.

Finally, the sequel is somewhat longer than its predecessor largely due to a larger world to explore, somewhere under twenty-four hours, although there isn’t much lasting appeal due to the absence of things such as sidequests and achievements.

On the whole, Dragon Quest II is very much a competent continuation of its predecessor, an evolution of the first game’s mechanics that never becomes overly-complicated, although admittedly, the relative simplicity of its mechanics will definitely off-put players who prefer convolution in their RPGs, and the second entry retains some of the dated user-unfriendliness of the franchise. Even so, however, it definitely has many positives such as the excellent translation, superb soundtrack, and visual presentation that at times shines. Those who prefer tradition and security in regards to roleplaying games will definitely appreciate the latest version of the series’ first sequel, but gamers who feel otherwise probably won’t.

This review is based on a playthrough to the ending of a copy digitally downloaded to the reviewer’s Nintendo Switch.

The Good:
+Simple but solid gameplay.
+Good continuation of the Erdrick saga.
+Superb localization.
+Excellent soundtrack.
+Akira Toriyama’s monster designs shine as always.

The Bad:
-Some randomization in combat.
-A little user-unfriendly.
-Story isn’t exactly deep.
-Visuals could have used more polish at points.
-Little lasting appeal.

The Bottom Line:
The best version of the game.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 7.5/10
Controls: 5.0/10
Story: 7.5/10
Localization: 9.5/10
Music/Sound: 9.5/10
Graphics: 7.0/10
Lasting Appeal: 3.0/10
Difficulty: Moderate
Playing Time: Less than 24 Hours

Overall: 7.0/10
theradicalchild: (Church Mouse on Organ)
SaltAndSanctuary.jpg

A Salty-Sweet Sidescrolling Soulslike

Let me begin this review by saying that I don’t really care much for FromSoftware’s Soulsborne games despite the adulation they’ve received among mainstream videogame journalists, largely due to what I perceive to be artificial difficulty, and actually liked the developer’s Enchanted Arms far more in spite of its more-critical reception. Thus, after my negative experiences with Demon’s Souls and Dark Souls, I swore off ever giving the games another try, along with other action RPGs they would inspire such as Ska Studios’ Salt and Sanctuary, although given the game’s markedly-different style of gameplay, I figured maybe trying it out wouldn’t hurt, but does it fare any better?

Upon starting a new game, the player can select from a few initial classes, after which their character begins as a stowaway on a ship that eventually leaves him/her on the shores of a mysterious island comprised of dangerous locations from the world’s various continents. At first glance, one might consider the storytelling to be minimalist, although the lore is surprisingly intricate and never forced down the player’s throat, with most items and even the blurbs in the game’s skill tree having surprising depth and a few biblical analogies, and there is a choice of different creeds that affect the narrative. The main issues are the protagonist’s lack of development and the poor narrative direction, but otherwise, the plot is definitely a decent draw to the game.

Unlike the Soulsborne series, Salt and Sanctuary occurs in two dimensions and somewhat mimics the style of the Metroidvania genre, with the protagonist equippable with various pieces of equipment, a weapon, and a shield if able, with encounters against challenging foes frequently occurring, and the hero/heroine able to jump and attack them (doing so in the air will freeze them in the middle of their leap), earning the eponymous Salt, which serves as experience to the next level, upon successfully slaying antagonists. Players can use the aforementioned Salt in the titular Sanctuaries to level their character if they have enough.

Upon leveling, the player’s character receives a point they can use in a skill tree that combines elements from the tenth and twelfth Final Fantasies, with the access of certain nodes, many of which will require more than one point, necessary to equip various weapons, shields, and armor, with the endurance stat dictating their maximum equipment load that, when surpassed, will cause the hero or heroine to move slowly, and may affect their jumping power if they do come close to exceeding the limit. The development system very well accommodates different playstyles, with some quirks such as the eventual ability to one-hand two-handed weapons and still equip a shield without penalty.

As in the Soulsborne games, however, the protagonist’s defeat costs the player all Salt they’ve acquired and sends them back to the last Sanctuary at which they recovered at a slight monetary cost (around a tenth of their money, in my experience), but the chance to regain the lost experience if they defeat the foe that “Obliterated” (to use the game’s death equivalent of the Soulsborne series’ YOU DIED) the player, and if death came as a result of a long fall, a winged entity materializes that the hero or heroine must vanquish. Like the games that inspired Salt and Sanctuary, however, death again will cost players all the Salt that had gained before.

There are other elements of the game mechanics to consider such as prayers and magic that require the activation of specific tree skill nodes to use, along with a dodge roll (which, like regular attacks, necessitates stamina that recovers during inaction) and the eventual ability to dash in midair, which gives the game a Metroidvania feel given its aid in exploration. The gameplay is surprisingly good, with the Soulsborne formula seeming to work better in two rather than three dimensions, although the difficulty will definitely off-put many, given plenty tricky enemies and bosses and the potential to spend a while acquiring Salt and possibly lose it due to frequent death, but while the challenge level is above-average, Salt and Sanctuary certainly isn’t nearly as difficult as many games from generations past such as say, Zelda II: The Adventure of Link.

On the matter of Nintendo’s The Legend of Zelda series, though, Salt and Sanctuary lacks many quality-of-life features such as that particular franchise’s ability to pause the game and eventual in-game maps, which may at many points drive players to reference the internet, and there exist other issues such as the inability to view numerical Salt to the next level, only being able to view in-game playtime from the start menu, and some tricky level design, but the general controls definitely aren’t terrible, and there are positives such as a monster compendium, the controller rumble, and the like that largely prevent a descent into total user-unfriendliness.

One other negative aspect Salt and Sanctuary bequeaths from the Soulsborne series, however, is its largely-minimalist musical presentation, given the overreliance of ambience throughout exploration and the presence of music only in Sanctuaries, maybe one or two areas, and boss battles, but what soundtrack does exist is decent, despite a few tracks such as the rock pieces seeming slightly out-of-place in the game, although the sound effects and instrumentation serve the Soulslike decently.

The visuals serve the game better, with a nice hand-drawn style where monochrome shades and tings largely dominate, the enemy and player/nonplayer character designs looking nice in spite of the oddity of frog-mouthed characters, and the camera being decent and controllable during gameplay, but one issue is that battles against certain foes can occur in transitional points between areas and at times leave players blind.

Finally, a single playthrough will take players between twenty-four to forty-eight hours, with a semblance of lasting appeal in the form of a New Game+, different starting classes, and various creeds to follow, although the above-average difficulty will definitely deter many from devoting additional time to the game.

Overall, coming from someone who doesn’t care much for the Soulsborne games, Salt and Sanctuary was a welcome surprise, given the fairer implementation of that franchise’s formula in two rather than three dimensions, the surprisingly-deep lore, and nice visual presentation. However, it does have significant issues, starting with the fact that its above-average challenge level will definitely off-put many players, the absence of a few quality-of-life issues including pausing and in-game maps, and the minimalist musical presentation. It definitely is a good game, although given that it’s certainly not perfect, I’ll probably hold off on its sequel Salt and Sacrifice until good maps and maybe guides appear on the internet.

This review is based on a single playthrough of a digital copy downloaded to the reviewer’s PlayStation 4, starting as a paladin to the ending with 71% of all Trophies acquired.

The Good:
+Soulsborne formula works better in 2D than 3D.
+Intricate lore.
+Nice visual presentation.

The Bad:
-Difficulty will definitely off-put many.
-Lacks quality-of-life features such as maps and pausing.
-Minimalist musical presentation.

The Bottom Line:
A surprisingly-good Soulslike slightly more accessible than the Soulsborne games.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 7.5/10
Controls: 6.5/10
Story: 7.5/10
Music/Sound: 7.5/10
Graphics: 8.5/10
Lasting Appeal: 7.5/10
Difficulty: Moderate to Hard
Playing Time: 24-48 Hours

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


The Legend of a Relic

Ever since its first three games released on the original Gameboy, given the Final Fantasy misnomer in North America due to that particular series’ greater (but then still niche) popularity in the region, the SaGa series has always been the Final Fantasy franchise’s eccentric cousin, given the offbeat nature of most entries’ gameplay mechanics coupled with above-average difficulty. American gamers would completely miss out on the Romancing trilogy originally for the Super Famicom until generations later, although to date they would out on the remakes of the original SaGa games, that of the very first title for the doomed WonderSwan Color handheld, and the second, SaGa 2: Hihou Densetsu – Goddess of Destiny (the Japanese subtitle meaning “Legend of the Relics”) for the Nintendo DS.

Upon starting a new game, the player can customize a protagonist of different types: human, esper, mecha, or monster, and subsequently select three allies from a combination of the aforementioned races. Afterward, the hero or heroine goes on a search for their missing father, having entrusted them with one of many relics, with the gradual collection of these MacGuffins occurring throughout various worlds connected by the Sky Pillar. The story has some good ideas, as well as some positives such as the protagonist and his allies actually interacting, although the idea of interconnected worlds the first SaGa game had done, and there are tropes such as an absentee parent and an underground rebellion in one world, and the plot’s direction isn’t always clear.

As in other SaGa games in the past, there are plenty of good ideas involving the series’ signature offbeat gameplay, with enemies, unlike in the original SaGa 2, visible on whatever overworlds the player traverses and in dungeons. However, unlike games such as EarthBound, the enemy models indicating encounters always charge the player’s visible character, although in some cases, they have fixed patterns of movement and eventually give up chasing the player after a few seconds. It is also possible, should the encounter sprites be close, to “link” these encounters, accounting for more enemies the player must battle.

When combat begins, the player faces a number of enemy parties, their amounts being greater depending upon how many encounter sprites “linked,” and depending upon the direction the player’s character faced before the encounter, either the enemy may gain the initiative or the player will. Regardless, enemies almost always outnumber the player’s characters, although there are a number of ways by which to deal with them. Outside battle, players can equip humans, espers, and mechas with items, with the first and last character types outfittable with various items, although the esper race by default has half its inventory occupied by skills, resistances, and weaknesses, and the monster type having an unchangeable inventory depending upon its current form.

Characters that can alter their inventories have a number of options from which they can choose, with players able to occupy slots with defense-increasing equipment and/or weapons and shields that have a fixed number of uses before disappearing, with the latter’s attack power depending upon how high a character’s strength, or in some cases agility, is. Humans and espers, maybe mechas as well, can also equip spell books or staffs that can affect one or all characters, or one group or all enemies. Espers too can receive “natural” abilities that have fixed usages before the player needs to rest at an inn to recover them, as do monsters in many cases.

The remake, akin to the original, follows the traditional turn-based structure where the player inputs commands for their four-character party (with doing nothing and attempting to escape from battle being options as well), and they and the enemy execute commands largely depending upon agility, although there exists the typical gameplay cliché of enemies sometimes being able to beat the player’s characters to healing, which is definitely pivotal in the sometimes-cheap final boss battle with multiple phases. The player has the option to disable attack animations for their characters and the enemy, although in the case of battles that contain dozens of enemies, they can still take a long time.

The defeat of all the player’s characters, during the first part of the game, gives them the chance to restart the lost battle, which can be advantageous if the initial encounter began with the enemy having the initiative, although the option disappears after a certain plot point. Victory, on the other hand, may result in random stat increases for humans and espers depending upon their combat actions (and very, very rarely, a natural increase to their defense stats), one of the defeated adversaries dropping meat for a monster ally to consume, resulting in a new form (and luckily, if a monster has become a specific enemy at one point, the player can view their stats and skills after consumption), and finally, money.

A new system introduced in the DS SaGa 2 is that of Muses the player can rescue and send to a celestial area, players able to provide them gifts that earn them special points they can use at the Castle of Fates to purchase combination link points of different types that allow characters in combat to chain commands, resulting in increased damage to enemies. The Muses themselves, after providing players a thousand of these points (with the “correct” gifts to Muses netting them five hundred each), may randomly help the player’s party in battle with things such as increased resistance to magic, an additional attack against the enemies, or full restoration of all characters.

The heavy degree of luck and randomization is one of the primary flaws in the mechanics, and as implied, the final boss battle is one of the main exhibitions of the issue, with plentiful difficulty in my experience despite maxing several character stats. Furthermore, players can’t visit the Castle of Fates at will to purchase more linkage uses until the final part of the game. A guide is also necessary to find all the Muses and their respective gifts to get them to assist randomly in combat. Generally, much akin to other entries of the SaGa franchise, there are plenty good ideas, but they don’t always work in practice.

Control, however, actually fares moderately better, with one of the main pluses being the ability to record one’s progress anywhere outside battle, and mercifully, the game gives indication of points of no return, in which case players can save in an alternate slot. The menus are also generally easy, with an in-game measure of playtime as well, although when the player acquires map abilities such as being able to excavate hidden treasure or teleport to a past area, they have to go into the menu to change the current field skill. Moreover, the game only indicates objective points when the player is within range on the lower screen, and generally, interaction has its strong points but could have been better.

The remake is strongest with regards to its soundtrack by Kenji Ito and Nobuo Uematsu, with plenty of catchy pieces such as the overworld piece and battle themes, although the quality is somewhat weak at times, and the music in the current area outside combat restarts from the beginning. The visuals have plenty going for them as well, such as the cel-shaded style, although there’s plenty pixilation and many reskinned enemies.

Finally, total playtime ranges from twenty-four to forty-eight hours, with theoretical replayability in the form of a New Game+, although most players likely won’t want to devote additional time to the remake.

On the whole, SaGa 2 for the Nintendo DS is another run-of-the-mill entry of a series that has its share of mostly average-to-bad entries that are largely inaccessible to mainstream gamers. For one, the game mechanics, while the ideas are good, very much falter in execution, the narrative is middling, and the visuals are average. There are some aspects, however, that are genuinely good such as the soundtrack and the always-welcome save-anywhere feature that somewhat balance the remake’s quality. Regardless, it often exemplifies what’s wrong with the Square-Enix series, and while an English fan translation is available for Anglophone players, they definitely shouldn’t prioritize playing it.

This review is based on a single playthrough to the standard ending with a human main character, a female esper, a mecha, and a monster.

The Good:
+Good ideas behind gameplay mechanics.
+You can save your game most anywhere.
+Great soundtrack.
+Has some semblance of lasting appeal.

The Bad:
-Lots of luck and randomization involved.
-Average story.
-Middling visuals.
-Not fun enough to go through again.

The Bottom Line:
Another average entry of the Square-Enix series.

Score Breakdown:
Platform: Nintendo DS
Game Mechanics: 5.0/10
Controls: 7.0/10
Story: 5.0/10
Music/Sound: 8.5/10
Graphics: 5.0/10
Lasting Appeal: 2.5/10
Difficulty: Hard
Playing Time: 24-48 Hours

Overall: 5.5/10
theradicalchild: (Japanese Self-Defense Forces Flag)
Stylized illustration of Flynn and his fellow samurai Walter and Jonathan

The Mikado, Minus Gilbert and Sullivan

On Nintendo’s Famicom system (known as the Nintendo Entertainment System outside Japan), the Megami Tensei series started the monster/demon-collecting roleplaying game craze, influencing games such as Dragon Quest (the second series to feature the mechanic) and Pokémon, although foreign gamers would have their first taste of “catching ‘em all” with the latter franchise, early MegaTen games remaining in Japan due to Nintendo America’s draconian videogame content policies, given that the Atlus (initially Namco with the Digital Devil Story: Megami Tensei games) series was heavy when it came to religious content.

It wasn’t until several console generations later that Megami Tensei would receive exposure outside Japan with entries such as Revelations: Persona, although Atlus’ North American branch at the time was very unrefined with the art of videogame localization. The third mainline Shin Megami Tensei game, subtitled Nocturne on the PlayStation 2 proved a turning point in the franchise’s foreign popularity, and the series would become popular enough to warrant the localization of most future titles. Interestingly, the fourth numbered game in the Shin Megami Tensei series, Shin Megami Tensei IV, released on the Nintendo 3DS, providing an experience largely on par with its precursors.

The game’s story begins in the Eastern Kingdom of Mikado, with the protagonist, default name Flynn, being a fledgling samurai, going on a few missions to prove his worth and having friendship in the form of fellow trainees such as Jonathan and Walter. Several twists abound a few hours into the game, and throughout the player’s experience, so do a number of philosophical choices that account for different narrative events, similar to Nocturne. Aside from weak direction and similarity to prior Shin Megami Tenseis, the story is generally enjoyable, given especially the interesting turns.

The localization helps the narrative, with legible dialogue and that it doesn’t mask the oriental atmosphere, with decent naming conventions that somewhat give said Asian influence a few nonstandard twists, particularly those of Mikado’s residents. Some may find the names of recruitable demons a bit exotic for their tastes, although luckily there are in-game explanations as to the particular origins of said potential allies for Flynn. Aside from a fair bit of awkward battle dialogue (such as “I shall take Life Stone” during the attempted recruitment of many demons), the translation is definitely a positive for the game.

Solid gameplay backs the narrative experience, the fourth mainline Shin Megami Tensei building on its numerical precursor’s Press Turn System. Enemies within dungeons and on the overworld moving bluish pixels represent, and will charge Flynn after spawning and noticing him, although within enemy-infested areas, he can slash them to give his party the first turn in the subsequent battle. On the overworld, however, the ability to slash enemies is unavailable, although one skill, Estoma Sword, can give players the potential for instant victory against lower-leveled enemies, similar to EarthBound’s system.

Mercifully, however, battles themselves largely shine, with Flynn or one of his three active demons starting the player’s turn session, all able to attack normally (although the protagonist can fire his equipped gun to deal “shoot” damage), use MP-consuming skills (with physical skills also costing Magic Points unlike their consumption of HP in prior mainline games), swap places with a demon in the player’s stock, attempt escape (with players luckily able to see the success rate of doing so), pass their turn to the next demon or the hero, or, if they have the Attack Knowhow or Healing Knowhow skill, use an attack or recovery item (Flynn able to use both by default).

As in Nocturne, the player receives a number of turn icons depending upon how many active frontline characters there are (up to four), with the exploitation of enemy weaknesses only consuming half an icon, although using a command the opponent demons nullify takes two, drained and reflected abilities instantly ending the player’s turn, these rules also applying to the antagonists. Flynn’s current equipment dictates which elements he’s strong or weak against, and players need to consider the overall strengths and weaknesses of the hero and his demons before setting up their party, setups such as offsetting monsters weak against specific elements with those strong against the same type ideal.

Apps play a major role in Shin Megami Tensei IV’s gameplay mechanics, with the chief among these being the demon fusion application, where the player can combine two demons to create a more powerful one (or weaker, should they desire, but likely not). Not becoming too attached to a particular party setup and constant fusion of demons for want of higher-leveled allies is definitely ideal to keep up with stronger antagonists throughout the game, and a good strategy I adopted was fusing demons when the app indicated I could discover new ones. However, fusion accidents may rarely occur, although most of the time, luckily, they resulted in undiscovered demons.

When leveling, the player gets points to invest into Flynn’s stats, consumable essences also increasing one of his status numbers by three, and demons may level too from gaining experience for winning battles. Upon leveling, demons may obtain new abilities, active or passive, a default of four skills each for Flynn and his allies, but App Points can increase the maximum each can hold up to eight. Whenever a demon levels, the player sometimes gets the opportunity to teach Flynn some of their abilities, and a strategy I would suggest is not to overfill his slots with multiple status-increasing or decreasing skills since Luster Candy and Debilitate later on can perform these respective roles for all stats.

Which brings me to the actual means of acquiring demons, involving parleying with adversaries and the need to answer philosophical questions and bribe them with money, items, and/or health or magic points. The chief issue with this system is that the “correct” answers to questions aren’t always consistent even with the same demons, and they may bail on the player in the middle of negotiation, making off with whatever resources Flynn provided them. Several apps can really enhance this system, performing functions such as reducing the resources necessary to recruit them, having them bring one other demon into the player’s party, giving the player money for successful negotiation, and so forth.

Before the player decides to fuse their demons, they may wish to register them in the Demon Compendium to preserve their current levels and abilities for later resummoning at a price, with money also necessary to perform special fusions involving more than two demons. Furthermore, unless the player faces a “mob” of human adversaries in battle, or liberally uses the Fundraise app and its enhancements, the only other primary means of acquiring money comes from items that spawn from fixed resource points in dungeons and selling them to shops. Generally, money isn’t too great of an issue throughout the game, and I had little trouble in the endgame portion even without the best equipment.

Another area that’s somewhat crucial to me when it comes to RPGs such as Shin Megami Tensei IV is how they handle death, although it really isn’t too big an issue given the player’s ability to record their progress anywhere outside battle. Death takes players to the River Styx, where they can pay Charon to revive them at their point of death. If players want to unlock a more merciful difficulty setting, they’ll have to pay him once and die again, after which the easier challenge level unlocks. Players can start a tab with Charon if they don’t have enough money, but again, given the liberal save system, this feature is largely pointless, yet far from breaks the experience.

In the end, the game mechanics really shine, with battles being largely enjoyable, given that they build upon the gameplay introduced in Nocturne, alongside the ability to unlock the mentioned easier difficulty setting and adjust it anytime, consequentially making the fourth entry of the Shin Megami Tensei more accessible to those having limited experience with the franchise. There are a few minor issues with the randomization of demon negotiation, given the flakiness of many demons at times, not to mention the potential repetition associated with the constant deliberation with enemies for the regular fusion into more powerful demons, but these flaws far from mar the experience.

Lamentably, Shin Megami Tensei IV is another one of those RPGs whose control aspect is superficially tight, given easy menus, nonproblematic shopping, in-game maps and the ability to switch between floors on the 3DS’s lower screen to see how dungeon chambers connect, and the like. Unfortunately, there are many issues such as the mentioned poor direction of how to advance the storyline, not to mention multiple sidequests, and I found myself constantly referencing the internet to find out where to go next. The ability to instantly exit the demon fusion interface would have been nice as well, given the slight unwieldiness of its menus, and generally, the fourth entry could have certainly interfaced better with players.

However, the game mostly has solid audiovisual presentation, with the music mostly being enjoyable, different standard battle themes preventing the battle audio from becoming too repetitive, along with many voice clips for demons and fully-voiced cutscenes at points, although there are a few points that largely depend on ambience. The graphics are nice as well, with superb character and enemy designs without reskins, good environments with realistic colors, and the rarity of different equipment affecting the protagonist’s appearance, although some may find the combat visuals lazy, given the strict first-person perspective and foes not changing their animations when attacking the player’s party. Regardless, the fourth numerical Shin Megami Tensei is easy on both the ears and eyes.

Finally, the gameplay experience is certainly a lengthy one, somewhere between forty-eight and seventy-two hours necessary for a straightforward playthrough and completion, maybe a little longer (at least in my time with the game), with the different ideological choices that genuinely affect the narrative, a New Game Plus where players can carry over elements from their initial playthrough and access a higher difficulty setting, and the abundance of sidequests, adding plentiful lasting appeal, although the ease of getting stuck would certainly be a deterrent that would possibly prevent certain gamers from going through it again.

On the whole, Shin Megami Tensei IV is undoubtedly an amazing experience, and one of the far-better entries of a storied franchise that has its share of good, bad, and average installments. The game mechanics successfully build upon those established by its numerical predecessor Nocturne, the narrative is enjoyable with the potential for many variations in different playthroughs, the audiovisual aspect shines, and there is plentiful lasting appeal. However, there are issues of which players need to be aware before purchase and play such as the weak storyline and sidequest direction, and some may find the battle graphics lazy. Regardless, the fourth entry very much warrants a playthrough by those that enjoy monster-collectors such as the Pokémon series.

This review is based on a playthrough of a copy digitally downloaded to the reviewer’s Nintendo 3DS.

The Good:
+Refined battle and demon-recruiting mechanics.
+Great story with potential variations.
+Nice audiovisual aspect.

The Bad:
-Some may find the gameplay repetitive.
-Poor story and sidequest direction.
-A few might find the combat graphics lazy.

The Bottom Line:
A must-play game for fans of monster-collectors.

Score Breakdown:
Platform: Nintendo 3DS
Game Mechanics: 9.5/10
Controls: 8.0/10
Story: 8.5/10
Localization: 9.0/10
Music/Sound: 9.5/10
Graphics: 8.0/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 48-72+ Hours

Overall: 9.0/10

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