Showing posts with label PSP. Show all posts
Showing posts with label PSP. Show all posts
Tuesday, October 22, 2013
Halloween Sales Are Here
In today's Store Update, there's, among a lot of other things, a rather large sale based around the Halloween season, putting a grip of Horror-themed games on sale for scary low prices. (Yes, I fucking went there, no, I didn't have to) From Resident Evil in a few different iterations, to Dead Island to The Walking Dead and even including The Last Of Us (which is a very specific sub-set of horror, I'm sure), there seems to be a little something for everyone no matter your tastes and all of them seem like good picks to get into the holiday season, as it were. There are two games in the sale, however, that stand out a little more than the others to me, and it's because of some very specific reasons.
Corpse Party and Corpse Party: Book of Shadows for the PSP (Vita-compatible) are both on sale for half-off the normal price ($10 instead of $20) and are both definitely something you should look into. Brought over to American shores by the always-wonderful XSEED Games, Corpse Party seems to invoke little else but disinterest when one looks at the basic sprites and presentation, but looks are quite deceiving. Encapsulated in Corpse Party is one of the tensest, most fucking frightening experiences I've ever had in a video game and it's due in no small part to the minimalistic presentation (aside from the Visual Novel-esque full art static screens) and the Voice Acting. To keep costs down, as well as hold true the actual mood of the game, the Voice Acting in the game is all the original Japanese and it...well...Nobody can do Horror like the Japanese.
I'm going to be honest with everyone here - I bought Corpse Party on a Halloween Sale last year and I was determined that I was going to enjoy the experience as everyone suggests. Played on the Vita (for the crisper visuals, if just slightly), in the dark (to set the mood) and with headphones (to truly enjoy and experience the voice-work and the directional sound design) is supposed to be the key environment for some Corpse Partying. I was doing that. Here's a little useful tip:
Don't do that.
Well, actually -do- that, just don't be surprised when you find yourself in fear for your fucking life. I played the first chapter of Corpse Party and got all three endings for it. That was all I could do. The chapter was not very long, but I still required three different sessions of gameplay to complete it because I got so tense and out of sorts that I just literally could not function. It doesn't help that one particular scene is burned into my brain so that I can perfectly recall it at any given time, mostly thanks to the VA because nobody screams like Japanese women. I should state that I do not regret my purchase at all - in fact, I encourage yours and I know I'm going to drop $10 on Book of Shadows as well. However, I do so with full knowledge that I will likely never play it because it is fucking terrifying.
So basically my point is that Corpse Party and Book of Shadows are perfect for this time of year because the whole point is to get scared shitless. There are few things that are $20 or less that will offer quite as many scares.
seriously, hearing that screamed line is never a good thing and it happens all the time and goddamnit brain -stop doing that-
Labels:
Book of Shadows,
Corpse Party,
Games,
Halloween,
Hmm,
PSP,
Sales,
Vita
Friday, September 6, 2013
Trails in the Sky Second Chapter is Coming, GET FUCKING HYPE
Friends, this is the fucking year to be a gamer. Well, this year and next year, it seems, but this year for the announcements if nothing else. I have been constantly surprised (in a good way) by announcements for things this year, and that....that's not stopping, it seems. Another one of the things that I had mostly given up on long ago has been announced today and I could not be happier unless there were more overwhelmingly positive things that happened today, but this is good too. Another one of those things that I have said probably isn't ever happening has decided to happen to prove me wrong and that's fine. That's amazing, even. I will take that any day of the week.
The long and short of it is that The Legend of Heroes: Trails in the Sky Second Chapter is coming to PSP and PC. As in the sequel to the game on the PSP that I absolutely adored last year when I played it. As in the game that continued the wonderful story from First Chapter that got so amazingly good at the end and made me froth at the mouth for a chance to get to play and experience it. Basically the sequel to one of the RPGs that has nestled in my heart in that little spot reserved for "Favorite" games. So I'm sure you can see that I am absurdly fucking happy for this. Like, deliriously "if-things-were-better-I-would-proclaim-that-everything-is-amazing-and-life-is-wonderful" happy. It's not quite there because of stuff and things going on elsewhere, but this is still pretty damn uplifting.
I suppose I should make a little notation here: what I wasn't expecting was that the game would actually end up on PSP. The way everything was going on and being talked about, it felt more like if -anything-, the series would be hitting PC through Steam only, meaning my clear data from First Chapter would be completely and utterly useless. Meaning I would have to get a gaming computer (which I -intend- to), buy First Chapter on Steam (Which I will do -when- I get said gaming computer anyway, because FC is going up on Steam in Winter) so that I can beat it and buy and play Second Chapter (which, again, I will be doing -anyway- eventually) instead of just...you know, buying Second Chapter on my Vita so I could play it there with the data I already have. So basically just prolonging that which has already taken a hell of a lot longer than I would've preferred, and more or less invalidating my PSP purchase of the game. That's what I was worried about. That's what most of us were worried about, and justifiably so, I should think. Even though at least one or two of the XSEED folks just bought Sweet Fuse last week and were going on about that, proving that PSP games aren't dead yet, even if it's not going to sell ten million copies or some other absurd number.
It's happening, though. Second Chapter is going to be published by XSEED sometime in 2014 featuring a translation done by Carpe Fulgur, who you probably know from Recettear: An Item Shop's Tale. I don't know if they're starting over from scratch, or if they're going to supplement the XSEED translation that was already underway, but regardless, 2014 is a large enough window to cover either case I should think. As you might expect, it's only going to release digitally, which as stated in posts previous, I have made a stink about before, but not for this. In fact, I will go so far as to say that if you don't buy The Legend of Heroes: Trails in the Sky Second Chapter -purely- because it's Digital-Only (No Physical, No Buy is the mantra there), then you are literally a shit and I hate you. If I'm willing to throw $30-40 at my Vita until I can start the download for Second Chapter that will likely take somewhere in the neighborhood of 6-10 hours because I have the shittiest internet known to God and Man, then you can suck it up. It's going to be worth it, if that's a more compelling argument.
Since this is happening, I very strongly recommend that you pick up Trails in the Sky (Store Link) at some point between now and when it's set to release so you'll be caught up and have some Clear Data to carry over into Second Chapter. It's $20 which is not at all unreasonable for one of the best RPG releases in recent years. Which is not something I say lightly. And while I'm not going to compare TitS to something like, say, Persona 4 Golden, since they're both JRPGs, I am pointing out that I did bring up P4G in the same mention of calling Trails in the Sky one of the best RPG releases in recent years and let you come to terms with something on your own. Since to directly compare them would be like comparing one delicious, decadent food item with another - they're both wonderful, they're both to be savored, and they're both to be appraised for what they are. Nothing more, nothing less. I have no doubts that Second Chapter will be equally delicious.
yes, I know, terrible metaphor but goddamnit, I am just so happy I don't even care
Labels:
Announcement,
Carpe Fulgur,
Games,
Legend of Heroes,
PC,
PSP,
Second Chapter,
Squeee,
Steam,
Trails in the Sky,
Where are my pants,
XSEED
Monday, May 27, 2013
Is Final Fantasy Type-0 Still a Possibility?
Probably not. Still, hope springs eternal and all that.
If' you're unaware of what Final Fantasy Type-0 is, then you're likely part of the overwhelming majority which likely includes at least half of Squeenix itself. So, for the uninitiated, Final Fantasy Type-0 is the renamed Final Fantasy Agito XIII, which was one of the three games announced back when Final Fantasy XIII proper and Versus were also announced, all as arms of the Fabula Nova Crystallis branding. In 2006. And, as we all, know, that has gone so swimmingly with one and a half of those three titles having actually seen release. I say half, of course, because one of Final Fantasy Type-0's many changes, aside from the transition from a Cell Phone game to a full-fledged PSP title, was its name to Type-0 for its Japanese-only release. In 2011.
Being that it's been so long since its Japanese release on a platform that didn't particularly do well in the West, most everyone has just assumed it will never see a Stateside release. Or rather, if you still believe that it will see a release in the West, you're one of the outliers, since there's almost no reason, no incentive to do it. Except making fans happy and selling a product, but who the fuck cares about that. Certainly not Squeenix unless it's Eidos-developed, sells more than any iteration in the entire franchise it's a part of, yet is still 'underwhelming' which I am not bitter about at all, no sir. None of this is helping, however, and is only tangentially related to the game, so let's shift gears.
As stated, Agito XIII began its life as a Card-based game for Cell Phones and eventually transformed into a sort of real-time action RPG with online and social elements that eventually was known as Type-0 on the PSP. A game so large that it required two UMDs, and remains one of the few titles that have ever needed this functionality. To say that it grew and evolved into something quite different than it started is an understatement, and that's not only for the game itself. In its humble origins as a Cell Phone game, nobody seemed to really care for it, as it would just be another After Crisis or similar - a game that wasn't very good and we didn't get it anyway - and it was only after it started evolving, became a PSP game and went unreleased long after XIII came out to its polarizing opinions and Versus became considered vaporware that it was turned to, latched onto, even. There had to be one project from this Fabula Nova abomination that wasn't going to cause some sort of rift, the same opinions as XIII or the same nebulous assurance of quality unseen with Versus. Type-0 was all at once something more tangible and more tantalizing than either of the other projects.
With that set of circumstances, it's not hard to see why the game has a sort of cult undercurrent of support and hope behind it. From its pre-release information, the videos that showed it off, it seemed to have the things that are missed from older games, that it had some itch of the Final Fantasy Formula in it. A story that seemed genuinely heartfelt, or at least keyed to play on your emotions. An overworld that you eventually gain an airship to traverse, as well as Chocobos to do the same in a much more limited fashion. It felt like taking those classic games and actually 'evolving' them with the multi-player aspect to it, rather than taking a game and tacking on something to it. Or attempting to attach it to every single mechanic the game offers. Or at least, this is all the impressions I've gathered since I've barely heard a peep about it since it was actually released in Japan.
It's not impossible to consider that Type-0 has become much more than it actually is because of all of this, and that, should it ever actually see a release, it might be taken as "underwhelming". In fact, I would almost bet on it, since we are a fickle bunch like that. Still, we can all be proven wrong on things. If this trademark registration of "Final Fantasy Agito" (dropping the XIII entirely) is, in fact, indicative of a re-release of Type-0, a Western release at that (or even an international release that is actually international), then it will prove enough people wrong there to believe anything. But I personally don't buy it. Perhaps I'm overly negative of Squeenix these days, but this seems to easy. It would be a soft-ball pitch to just do this and have it mean an actual localization of the game. Or even an enhanced Vita version of it that would actually be released to the west. I'm betting on them taking this opportunity and striking out, and in a spectacular fashion.
So really, I'm either betting on a PS3 HD Remaster that will stay Japan-Exclusive, or that this is just for a Cell Phone/Tablet game and will actually be the card game promised all those years ago. Prove me wrong, Squeenix.
no, seriously, prove me wrong and while you're at it, announce a Drakengard 3 localization so that I can love you forever
Sunday, October 28, 2012
Heads-Up Quick Post
Since it seems like the Twitter gadget is good and broken, likely because Twitter is upgrading, I'm using an old Blogger layout or some other nonsense, I really don't think I can rely on it to deliver updates for me when I might not be on to make a post. I mean, maybe I just have to take it off and put it back on or something simple like that, but I'm not going to pretend that it's even close to working currently, and that's really goddamn infuriating. Since I don't want to do that whole "Hey, follow me on Twitter for all sorts of updates!" because honestly it's about 70% me talking about random things (most of it K-Pop) and 30% actually talking about anything of relevance to Kupowered at all. I mean, if you -want- to follow, then hey, that's totally cool, but don't say I didn't forewarn you because I totally did. Just right there. That was me warning you. Also telling you that I warned you is kind of warning you.
Speaking of warning you, as no doubt some of you might have noticed, and this is the main reason why I'm doing this post - Hurricane Sandy, the Frankenstorm or whatever nonsensical title it's been given is heading up the East Coast and then projected to move inland to be a giant sandy bitch. That's a broad area, I realize, and that area contains the area where I live, meaning I may just be affected by it, whatever it ends up being. It could do anywhere between raining a little bit and, like....rampant destruction, so I'm just going to cover my bases appropriately. What that means is, if I'm completely unheard of for a day or so, then that means that the power has gone out or something and it'll likely be....well, a day or so before I can get back into things. I'm not exactly predicting ultimate issues or anything, but losing power for a couple nights is certainly an option because it happens all the goddamn time apparently.
Don't worry though! I have my gaming bases covered at least, in that I'll have a fully charged Vita and DS should the need arise and between those, I've got enough to keep me busy for a while, provided I can maintain a charging program. Which, well, I -can- through the magic of generators if needbe. For reasons that are far, far beyond me, I actually did start Corpse Party and it is....well, it is very, very frightening. I am a sucker when it comes to atmospheric horror, as most noted by my attempts to play Dead Space, and Corpse Party likes to touch all of those buttons over and over again. Of course, being a complete, total and absolute idiot as I am, I have been playing the game with headphones as is recommended. This is, of course, going to go down in history as one of the biggest mistakes anyone has ever made, but I'll just have to rol with it I guess. Gotta get the 'full experience' and all.
With any luck, this is all going to pass. Pass without complications, that is, since regardless, it's going to pass. That's kind of what nature does. I mean, it'd be weird if the storm just started to hover in a single spot for absolutely no reason. But in any case, I like giving warnings whenever something like this is looming mysteriously over the horizon, and since I can't just give a quick tweet and -know- that it's easily accessible on this site, I figured I could go a little in-depth into the thoughts about it and what I might be doing in the meanwhile. So you can possibly know what to look forward to when I come back if I actually have to -come back- at all instead of just...you know. Doing this. Like normal. Because if I get to do this like normal, then nothing's gone wrong! And that would be a good thing.
Labels:
Corpse Party,
Games,
PSP,
Quick Post,
Rambling,
This Blog,
Vita
Saturday, September 29, 2012
Well, This is Certainly a Reversal
In brief moments of pause when I haven't been obsessively playing LittleBigPlanet Vita, finding time to spend on playing the excellent Sleeping Dogs, watching something on YouTube or throwing hours of my life at a time into watching episodes of Burn Notice (which is sooooo good you guys) through Netflix, my free time has been devoted to very very slowly progressing through Hero of Leaf Valley still, as I would like to see at least an entire playthrough through before I call it done. This has been difficult however, which I think is hilarious, since I have reached the point in the game where I have effectively streamlined everything and am set to earn a good few thousand Gs in a single day. I have pretty much bought everything there is to offer, tool upgrades, appliance upgrades, house add-ons, farm add-ons, you name it and I have it, so long as it's available to me. So I basically just have to play through the day dicking about however I wish to get through it so I can then do the next day.
I think that's where the issue is, however, as there's really nothing else to do except follow the routine to a T. Leave the house and pick up the dog, put him down, go to the food bowl, whistle for him, tell him to sit with the ocarina and give him food in the dish. Go to the chicken coop, fill the troughs, pick everybody up and get their eggs. Head to the stables, fill the troughs, talk to the horse and cows, brush the horse and cows, milk the cows. Harvest and rice that has grown, water it all, fill the watering can. Go back in the house, make cheese with the milk (at this point, I get two large milks and three smalls which means three things of cheese), make egg and rice dish if there's any rice, otherwise throw eggs in the fridge. Go to the woodcutter's, talk to Gwen and give her a Very Berry, wait for Woody to go outside and talk to him to see if I can cut lumber. Afterwards, go to the mine and mine the available caves using reference pictures for single-strike mines because I am a dirty cheater. Sell ore at woodcutters. Sell Cheese (and rice dish if any) at Grocery Store.
That list of things to do is the exact routine I end up following to start every Hero of Leaf Valley day. It is formulaic and it only manages to get me to about 1 PM Harvest Moon time which means the rest of my day is playtime, but....there's really nothing else to do besides talk to folks. I've effectively cut out all the fat of the game, you could say, in that I am not wasting time collecting things to sell so I can buy food to restore part of my stress/fatigue bars, nor do I have to do a lot to get to where I -would- need to, aside from when I cut trees. With my tools fully upgraded as well as almost all the Power Berries in the game, I can do...quite a lot before getting fatigued and the house add-on has a Bathroom that allows you to take a bath and get a free boost for both anyway! About the only thing I can do when I'm done with my routine, again outside of just milling about and talking to everybody, is going off to fish which....serves no real purpose unless I want to feed my dog some fish, because I do believe I have all the Fish recipes already and if I don't, well, who cares? Certainly not I.
If anything, I suppose it speaks to some pacing issues that the game might have, and, in truth, perhaps some content issues as well. Most other Harvest Moon games tend to offer a broader range of things over a longer period of time (generally you can buy something to add-on to your house with once a week, and only one thing) which allows them to piecemeal out to you a kitchen and such. Still, it just feels like there should be more by this point, and not what I have done which is basically seen and conquered most everything. Doing some peeking in guides, I've learned that there is another slew of upgrades available in the third year, but that's....well, a year and a season away of nothing in between besides gathering and getting prepared, I suppose. I already have 51 excess lumber, and I think one project maybe requires 100 pieces, but I doubt it. My point being that I will probably have a good bit, if not all of the lumber stocked up for said upgrades well before time. Though I'm not sure what else I could hope for, and I certainly would not have hoped for a sort of arbitrary restriction keeping me from getting what I have before now either. Since that just would have been padding.
I'm not really sure what to think. Certainly, I've been in this position before in Harvest Moon games, where I have everything streamlined, but it was always because there was just something else on the horizon. While that technically holds true for Hero of Leaf Valley, in that all of Year 3's offerings await me (including being able to marry Gwen), it's....not quite enough. I want something a little more immediate or close enough to it. The closest goal I have is winning the Horse Race towards the end of Fall which I am pretty confident that I will be able to do, since I have my horse all the way up to max affection which means he can apparently 'run like the wind'. I believe that has something to do with one of the many endings the game has to offer in which you have done something amazing to save the Valley that wasn't outright buying it, and that's fairly cool enough for me, but there's just the whole getting to that point (since I assume the endings come into play at the end of year 2 or 3) that has become difficult. With any luck, I'll soldier through it, however, as I still do quite like the game, which I'm surprised by.
Labels:
Dernit,
Games,
Harvest Moon,
Hero of Leaf Valley,
Hmm,
Natsume,
PSP,
Vita
Thursday, September 6, 2012
More Postings About Hero of Leaf Valley
So I am beginning to think that I may, in fact, be a giant idiot and/or a poor judge of what I might enjoy as a thing when I play it. People who follow my Twitter (or read it on the sidebar) know that I have tweeted obsessively about Hero of Leaf Valley whilst playing it (which is something that will not get old, thank you Twitter for making a fantastic app) and that is because I really like it. A lot. It has quickly ingrained itself to me as one of my more-liked Harvest Moon titles which blows my mind considering I was really teetering on whether or not I should buy it, even on sale for $7.50, and how close I was to leaning the other way simply because my games backlog is long enough, even though I desire more Harvest Moon in my life. Like, constantly, always more Harvest Moon to sate my need for more Harvest Moon after I have completed the previous taste of Harvest Moon, because they are fairly hard games to just 'do-over' after you've played them and requires at least something of a change-up between one game and the next to keep it fresh.
Hero of Leaf Valley's simplistic approach is reminiscent of the earlier games, something the likes of being between Harvest Moon 64 and Friends of Mineral Town in terms of 'things to do overall' which is a pretty sweet spot to be in, really. Friends of Mineral Town honestly has a surprising amount of depth to it, with the different tool upgrades you can have done (whereas in 64, your tools just upgrade as you use them more) as well as the mines and such beyond that. Hero of Leaf Valley dabbles in things but doesn't fully commit to the degree that those elements have been expanded on in other iterations which is refreshing in itself somewhat. Cooking, mining and tool upgrading are all present and accounted for, but the ways about them are all different than the standard fare, mostly in favor of being slightly more....stream-lined I could say. Missing completely is crafting which is no surprise; unless you have a lot of need for things you could craft (like armor, weapons and such in the Rune Factory titles) there's no real place for it.
Mining is what really saw the biggest change from other titles in that Mining in Hero of Leaf Valley is less "Hit rocks, gain ore" and more "Look at rocks, move yellow ones to establish a chain and try to clear a room with a chain reaction.". That's right, mining is a puzzle game in Hero of Leaf Valley, or at least has an attempt at it since you can, should you desire, completely ignore that aspect and just hit rocks. However, stamina is not cheap and it's always best to exert as little as possible to keep enough open for other tasks that you might desire to do. It's hard to detail this without a picture, and seeing as I am unable to provide one (can't take screencaps of PSP games, IGN has none showing it) I will do my best to invoke a mental picture. When you walk into one of the mining areas (a new one opens at the start of each new season) it switches to an overhead mode that shows off all of the rocks available to be mined ranging in colors from red to blue to green to yellow. Each color aside from yellow has its own shape - red ones are a dash basically, blues are a cross (or an X, depending on the orientation), and green are simple circles - with yellow being able to be any of those sizes as well as what amounts to a tear drop shape.
Whenever you shatter a rock, it launches out bits in the direction of its points (so green shoots all around, blue shoots from its four points and red from its two) and any rock of the same color in the range of those bits gets shattered in the same fashion. Hence, chain reaction. The rub is that the rocks can only destroy their own color....except for yellow rocks that can be moved and shatter anything it hits. Do you see the strategy now? From what I can tell, every room layout (there are only a handful or so for each room, so once you know the answer, it's just a matter of doing it right) is designed in such a way that you can configure it to be cleared with a single smack of the hammer which is really neat in itself. I can't find a correlation between single-hit room-sweeping and getting better things, but I -did- find two Blue Rocks (items used for the initial tool upgrade) in a row on full-sweeps, so considering that you save stamina, maybe there's more than that reason so shoot for them. Also it's pretty satisfying to see it run out the right way.
Upgrading your tools is a matter that is something of an exercise in frustration but the end-result, as always, makes up for it for the most part. The issue at hand, basically is that to get your tools upgraded you have to track down the ore first of course (which is a pain in the ass since first-tier is a Blue Rock and it took me forever to find -one-) and then find a day when the Tool Shop owner, Louis, is actually working. I say this with a little ire because his shop is closed Wednesdays and Sundays and guess which days I've found my Blue Rocks on. Alongside the ore is a required cost which is likely in the lower 1,000 range at first and only grows with each upgrade. 1,000 'gold' is nothing to scoff at in this game, at least not yet, as I only have three chickens, two cows, and a field that contains 16 rice plants and 8 Corn which haven't produced a single harvest yet. Perhaps when I get a greenhouse (which I assume prevents crops from seasonal wilting) I'll be able to go a little crazier with planting things which will bring in more dosh but until then, I've got to play a little more conservatively. A twice-upgraded axe is basically all I need at the moment since it makes my lumber yield that much better since it takes less to use. (As well as digging up a bunch of power berries.)
Cooking, now that I have finally gotten the house add-on (50 lumber seemed insane. Then I harvested like 18 pieces in one go. Love my super axe and big stamina bar.) is fairly bare-bones as it usually is. You have utensils (start out with frying pan and a pot if nothing else) and you throw things in them and if you've done a recipe correctly, you get food. If not, failed dish. The odd thing I've found about Hero of Leaf Valley's implementation, however, is that you have to actually upgrade your kitchen tools. The starter Frying Pan and Pot can only hold one ingredient each which...as you might think, limits just what you can make. The local cook, if you work for her, has appliances that can hold three ingredients which I assume is the top-tier. Upgrading these things is essentially the exact same as upgrading a tool - you get ore, take it to Louis and pay a fee. Thankfully there's no "Okay, I'll get it to you in three days" like in other games, but it's still a bit odd that, of all things, I have to upgrade a frying pan to be able to cook two things in it.
If it's not obvious, I've really gotten into the position where I've hit my stride and started really going with Hero of Leaf Valley and it's -awesome-. Increased Stamina and some better tools means that I can do more in a day instead of picking a single task that I wanted to make sure got done (like picking between mining and chopping lumber) and being able to do more, in the end, means more money for me. My next outing in wood-cutting will likely net me enough lumber to pick out either my chicken coop or barn to upgrade which means I'll be able to get more animals which means more offerings for more money. Eventually, I'll be able to earn in a single day what I was making in a week towards the start of the game, and that's really one of the most satisfying moments any Harvest Moon game can offer because it's real, tangible progress. It's like going back to starting areas in RPGs and kicking the shit out of the enemies that were a challenge to start with. Except you're earning lots of money in Harvest Moon as well as satisfaction versus just a smug sense of superiority and piddling experience. Which....that's good too, but money.
Labels:
Fun,
Games,
Harvest Moon,
Hero of Leaf Valley,
Hmm,
PSP,
Squeee,
Vita
Tuesday, September 4, 2012
Japanese PSN Is Getting The Legend of Heroes: Trails in the Sky Second Chapter
So, The Legend of Heroes: Trails in the Sky (Japanese Eiyū Densetsu VI Sora no Kiseki FC), a trilogy of games released in Japan.....years ago, saw its first State-side release back in March of 2011 as, well....The Legend of Heroes: Trails in the Sky. (Note that there's no FC, indicating First Chapter, thus giving no real indication that it is, in fact, a trilogy) It was not only a game localized by XSEED, but a promise for continued efforts on the PSP in the West. Not only was Trails in the Sky promised, but Second Chapter and The Third as well, which might have been a bit more than they rightly could have promised, considering where we are now. We are more than a year past the anniversary of the first game's release and this, this mention of Second Chapter finally going on the Japan PSN is the first, the only bit of news about the process of getting the other TitS games we've gotten recently.
You see, Second Chapter provided a rather interesting problem for the whole situation - a problem I think that everyone underestimated, which culminated in the cluster of problems we've seen now. Recall that, for the year TitS has spent being released here, it was originally released in Japan in 2006 for the PSP and the other titles followed suit in reasonable time-frames I should say, with Second Chapter officially releasing in 2007 for PSP in UMD format. Dual-UMD format, I should say, which is the real rub here. Yes, Second Chapter is one of the first (if not -the- first) and few games to require two UMDs for the whole thing, and it's even more of a pain than the days of yore (and....current-gen, if you're a 360 gamer, though cases are rare) when you were forced up from your playing position to meander to the console you were playing and switch out disks to progress further. I'm not sure how, but by virtue of being UMDs, it adds a whole other layer of technical gubbins or somesuch which affected the entire way it was coded. And thus made it coded in a way that was conducive to being on two separate things, and not one -thing-, like a digital purchase.
That one thing, and the fact that Second Chapter's script is literally twice as big as the first game's have been the two issues mentioned when asked what the hold-up with the localization has been. Which is not an unreasonable thing, I should say. "We're waiting for Falcom to make the game work" is as good a reason as any to hold off on doing a whole lot with it, though I do hope they've at least been able to get some preparations done. Getting some of the script translated and paced out and such so that when they actually get the game to play around with in a state that means something, they can jump into it and hit the ground running instead of hopping in and starting on everything right that moment. The localization process, admittedly, is a nebulous one to me, as I can likely place some of the things that occur in it, but certainly not all or even most of them, and it's all just based on my own notions which is not mired in anything resembling first-hand experience or even second-hand experience.
As you might remember, I quite enjoyed Trails in the Sky and the fact that it leaves off on a very, very wonderful cliff-hanger is one of the main reasons why I am a man who waits for Second Chapter like a man waits for water in the desert; not well, and is furiously cursing the powers that be when that next dune offers nothing more than the previous one did. Beating TitS and then trying to find out about the localization of Second Chapter was painful as mum is the word, apparently, on progress and ultimately I found out that progress was more or less just a misnomer. Or that's what it seems like at least as finding anything beyond XSEED saying basically "It'll happen when it can happen" has been a fool's errand. Of course, I understand why it was an issue now, what with the whole 'game wasn't in a playable version of the format you're getting' thing and all, but something of a reminder or an official statement about that would have been nice.
Oh, and yes, I should mention that when we get Second Chapter, there's almost no chance that it will be anything but PSN-Exclusive. Perhaps they might roll out an Atlus trick and make a physical version a 'Collector's Edition' which packages it with some stuff to validate a $40-60 pricetag (whereas I would imagine digital-only will be $30 to start) that include the game on its dual-UMDs, but even that, done in limited quantities (perhaps even with the caveat that you have to order it direct through their website or something) is likely not going to happen. I would buy the shit out of it if it did, but it's not, so I'm fairly safe in assuming my money is safe. I know I've been staunch in my stance that digital-only is not 'the future', nor is it even 'the present', but there is simply no way to say this without making myself a hypocrite: I don't care, I'm buying it.
I've sort of alluded that I am completely and totally lenient on digital things for handhelds but it does not match my blanket statement, for which I am kind of....well, embarrassed. I have my own justifications of course, in that handhelds have been molded to more or less -be- digital platforms, whether you're trying to edge out Apple or just copy their success in the field, as well as the fact that it's just all-around safer in a sense. If something were to happen, you could just yank out the memory stick, toss it into another system and, after setting it up with your account (and deactivating the old one) you are right back there, no real progress lost. When my PS3 died, I lost everything on it and this would also be true for a PC platform if your PC shits the bed as they are wont to do. Since you cannot really just yank the HDD out of the computer and put it in a new one with the same ease as a memory stick in a handheld. Aside from all that, being a portable thing, it allows you to go to places that offer the internet, faster internet than you have, and make use of it which cuts down the annoyance of those download times considerably. Just earlier today, I was at a place where a demo that would take me hours to download here would have been done in a mere 24 minutes. It is not perfect, but it is also not hours of time spent waiting.
Justifications and qualifiers or not, Trails in the Sky Second Chapter is a game that I am foaming at the mouth over for a mere chance to be able to download. I want it that much that I've taken the stance I've taken with all of the other games of its ilk (digital-only), and I've thrown it aside because there are no principles to stand on or excuses to hide behind with this game. It is a simple thing - when Second Chapter comes out, I will buy it and I will go wherever the hell I have to go to download it if necessary. I say when because I firmly believe that XSEED is committed to bringing over the entire Trails in the Sky series, and I applaud them for it. Of course, I believe as I do because I suspect the backlash of not doing so would be legendary, since the game inspires as much verve, as much excitement in me as it does and I am certainly not even close to being alone in this.
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Saturday, September 1, 2012
Okay, Hero of Leaf Valley is Pretty Good
I am legitimately surprised by the revelation that I've stumbled across these last couple days when I've been putting some work in on the ol' farm, as it were. Hero of Leaf Valley, despite what it's connected to by virtue of being a remake of (more or less) seems like any other Harvest Moon game in its own right, which is a compliment mind you, and I find it a little hard to put down when I get going with it. Truly the sign that there is a good Harvest Moon game in my hands, you see. Always striving to get just one more day in, to keep the schedule tight, to get one goal done with before I stop playing. I need my chickens to give me medium-sized eggs. I need my cows to start producing milk. I need to make more money so I can buy more things so that I can do more in a day. More more more more more, I need to -play the friggin' game more to get this done-.
....Ahem. I'm sure the general spirit of what I was trying to get across made it through all that. My point is that a mark of a good Harvest Moon is that it has the freedom, the openness that it allows you to simply form your own goals as I clearly have and do whatever to meet them. Granted, there's basically only a few ways to accomplish things unless they are generally vague, ala "make money, get paid", but it still ends up feeling like 'your' way, no matter how it gets done. Whenever I manage to track down a friggin' blue rock to upgrade my hammer with, for instance, it'll be -my- accomplishment, not one the game has guided me towards. When my stupid friggin' dog finally likes me enough that I can tell him to search for Power Berries and I find one - that's all me, that's mine. It's entirely much more excitement to come from a farming simulation game than one would expect to ever occur, but it is there and it is glorious.
Something that I'm not quite sure about the game, that I'm deciding whether or not it's a double-edged sword is the simplicity the game seems to carry. Not only the actual simplicity it carries, like all Harvest Moon games do, but the simplicity that I feel the game carries over the others. You can only farm chickens and cows like previous games, you just have a tiny plot to farm on, and whatever you grow, you sell to villagers instead of shipping it to parts unknown for profit, and there's really only a handful of villagers around. They are mostly utilitarian, as per normal, with there being six different 'store-fronts' with which you can deal your wares with (of course, everyone only buys certain things so you don't have a one-stop-shop) and little extra fluff. Despite there being over twenty characters running around, it feels like considerably less since there is not a day where you are likely going to interact with all of them, and much less a chance of a week going by where you do that either. Unless you are particularly social, there's no real reason to spend your valuable time running around and talking to everybody, so you tend to keep it cut down to who is necessary to speak with and more or less, those people don't really change.
For instance, my normal day (at least, what I'm trying to get into) consists of getting up, feeding the stupid dog who lost a heart for me because I brought him inside when it was raining hard because he's a stupid, stupid mutt and then going off to take care of my three chickens and two cows. I go back to the farm proper and harvest/water the Rice crops I've got going (They apparently stay viable from Spring to Fall and give multiple harvests without mention of wilting. Seems perfect.) and head off towards the woodcutter's. I hand off a berry to Gwen, who my character will probably be marrying and then (depending on the day) wait for 9 where I can work for Woody to cut down trees. Eventually doing this will allow me to actually keep lumber with which I can expand my farm with, something I am desperate to do. Then I hit up Bob and/or Ronald to do side-work for them for quick money and by that time it's time to go to bed. That is four characters only and unless somebody is directly in my path, I don't waste time. The variation on this is when it rains, or if it's a day the Woodcutters is closed, I head off to the mines in hopes of getting Blue Rock so I can get a better, lighter hammer which costs lest energy to use which means I can do more in a day.
Moreso than in previous Harvest Moon games, I feel like I am fighting time instead of simply abiding it and that's something I'm really not too happy with. Either my character moves too slowly or time simply passes too quickly and I start feeling like I could get more done, talk to more people, have a little down-time, but there's not a whole lot I can do about it. I'm clearly enjoying the game, even if it's not unequivocal, so that's really all that matters at the end of the day. Everything is sort of a "matter of time" process regardless, so schedules change rapidly based on what happens. I didn't use to devote time to running off to the barns to tend to animals, after all, so that was factored in, and once I'm able to get more steady resources (better quality eggs, some friggin' milk, etc.) I'll get more money and won't have to rely on the side bits. Hell, once I get some Blue Rocks, I'll probably never mine again, unless there's another tier of upgrades after that, which there honestly could be. It's just all a matter of making sure everyday gets you a little closer to getting a little more tomorrow and I've got that balancing act down-pat.
I do wonder if this will be a case of the glow starting to fade eventually, as I'm clearly not -completely- enamored with the game, just....mostly. I can't help but feel like I want more than the game can provide, and worry that it's only really a stop-gap between this and the next HM-related title I can get my hands on, but I'm only rounding the end of the first Spring so I've honestly barely dug into the game at all. It just feels like it since I have really gotten quite a bit of progress out of it in such a short time. Once the events really start presenting themselves, as I get to know the townsfolk more and more, I'm sure I'll start feeling the full breadth of what the game has to offer and start considering things for the 'long term', but that's off in a distance that I simply cannot get to yet. Still, I am excited, which is still a surprise, to see how it goes from here. And certainly, I've gotten my $7.50 out of it by now.
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Sunday, August 26, 2012
I Bought Harvest Moon: Hero of Leaf Valley Today
I still don't know why. I mean, I know why - it's because it's $7.50 in the Playstation Store for Plus Members instead of $30 and goddamned if I don't like a value. Of course, Harvest Moon: Hero of Leaf Valley's value was, before I purchased it, highly suspect, as it seemed to be a port of Save The Homeland, which I didn't care for at all, what with the year time limit the game has in place. While I'm not sure if it's a hard time limit or not, I'll likely never find out as I'm not planning on playing Save The Homeland again anytime soon, and Hero of Leaf Valley is much more loose with it than previously indicated, I suspect. This is for many reasons, but the important bit is that, when presented with the same scenario with slightly different end-goals the game did something that I suspected it was not capable of doing, being what it is: It drew me in and made me want to play it.
I am not absolutely certain, but it seems that the time limit in this game, as opposed to Save the Homeland is two years, rather than one, which is certainly a lot easier to swallow when informed of that upfront. I'm not sure if that's going to be correct, or if there's some sort of subtext that I missed, but the CEO of the place that is coming in to bulldoze the entirety of Leaf Valley told me that I was to have 50,000 G before two years had passed, so I'm just -saying-. Or, rather, she said "I guess if you have that much money before we come to tear this dump down in two years, I'll sell you the deed" or something that amounted to it but semantics. So right off the bat, you have twice the time that you have in Save the Homeland, or at least the game presents as much to you. There is still an end-point and that's still a thing I'm not comfortable with, but I handled it with the Rune Factory games, so I believe I can handle it here.
Beyond that, after checking a few things that point out the differences between Save the Homeland and Hero of Leaf Valley, one of the big differences is that you can get married in Hero of Leaf Valley which is such a goddamn Harvest Moon standard that any game that doesn't include it is pretty permanently on my 'nope' list for this fact. It's only a big deal because it's a goal to strive for, a meta-goal even, in a game that is built on its own meta-goals because, in most cases, it doesn't have a 'goal' itself, which is the inherent strength of the Harvest Moon series. Learning (perhaps re-learning) that Save the Homeland doesn't include the feature while Hero of Leaf Valley does, it only served to push the former further down my list (Below Innocent Life, even because let's face it, Innocent Life at least has a goddamn dune buggy) and the latter higher up in prospective places. Since I barely played it at that point, you see. In all reality, I've -still- barely played it, as I'm only on Spring 8th in my save file, but I'm sure you see the distinction.
Beyond the fact that it was $7.50, I think the other reason that I bought the game is that I always, always crave having another Harvest Moon game, and one that is at least somewhat 'new' as Hero of Leaf Valley is. Despite a quick play of Save The Homeland years ago, the place is basically a clean slate as the inhabitants of Leaf Valley are not featured in any other Harvest Moon game to my knowledge. At least, no other game that I've played. There is a such thing as being over-familiar with characters, you see, so any game in the Harvest Moon line that offers me an opportunity to romance women who are not Ann, Popuri and the other caste from Mineral Town is a game that I will happily attempt, if nothing else. Even though I believe Friends of Mineral Town to be one of the better Harvest Moon games out there. If they could just take about 90% of that game and just fill it with new characters, that would probably be the next best thing, really.
Seeing as I expect my days to be filled with Sleeping Dogs when available, having Hero of Leaf Valley serves as quite a fine counter-point. An indulgence after another indulgence if you will. I get to enjoy the violence, the visceral nature of Sleeping Dogs and then step into something that is wholly counter to that, yet entertaining on its own merits. While jarring, it's a nice jarring, something that I don't think a lot of people get to experience or, if they do, enjoy, which is a little bit of a shame really. Both are equally valuable, however, which is what I want to embed, so people who don't enjoy a good slow down with Harvest Moon or similar games are missing out I say, but not in a way that is detracting from what they're enjoying regardless. Which sounds a little muddled now that I wrote it out, but whatever, it's late and took me like three hours to type this up because I am tired. Off to bed, folks.
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Wednesday, July 18, 2012
Review - Kenka Bancho: Badass Rumble
Sorry, no theme song for this game on Youtube. Who'da thought that one, huh.
I honestly didn't figure I was going to be doing a review for this game, but when I sat down to write up the Impressions post for it, I realized "Well, I ran through it completely twice as well as just randomly playing around with it, so I pretty much know what it has to offer". That is...pretty much the requirement I have on myself for a game that I review: ensuring that I know it pretty well so that I can sufficiently put it on display for what it is. And saying that I believe I can do that with Kenka Bancho is pretty much a statement on the game itself, all things considered, especially when I start to lay it out as to what kind of game it is. Not to be cryptic or anything, I just like to have something of a preface up front to work through for the rest of the post which includes something of a hook, ala the previous statement. Maybe it loses something when I then go on to explain it but whatever, the absurdity matches the mood of the game for better or worse.
I'll say this upfront: Honestly, they could've called the game "Way of the Bancho" and it would have made so much more sense going into it. The game basically revolves around a school trip to Kyouto which is certainly not Kyoto, get that out of your mind right now, okay? The main character, Sakamoto Takashi (Or Takashi Sakamoto, I never know anymore) is the Bancho or head badass (delinquent) of his school and, upon arriving in Kyouto, learns that the school trip plays host to a big unwritten Bancho Tournament every year. He quickly decides to participate in the festivities, which basically means finding the other Banchos and punching them until you win in a fight with them, whereupon they become your 'Peon', signifying that you have 'conquered' that territory. Really, it's almost like a Conquering game, something you all know I want, only it involves punching people a lot, which again you all know I love. So this should be the perfect game for me, right? I should love this game to death by definition.
I don't. I want to love it, so badly, but I just do not. Don't get me wrong, I like the game, I really do, but I can't hold it aloft and claim it to be wonderful, I can't say it does everything I want is amazing for it. Because it simply doesn't. Clearly, I am going to pick the game apart and say what works and doesn't work and it will be glorious I assure you, but I also talk of games sometimes being more than their parts as well. When that happens, it's wonderful and I would've liked that to happen with Kenka Bancho, but it simply didn't. Which is probably the only disappointment I had with the game in that, once I learned of its intentions, I expected to be wowed and was not; which some could rightly argue is simply my own problem. Indeed, if you keep your expectations down, you could walk away from Bancho with a pretty good overall opinion (like I did) without it being hampered by a nagging let-down.
I would like to highlight what makes the game pretty damn badass first, of course, before going in and picking my nits, since what Kenka Bancho does well is entertaining, which in most cases should be top priority. First, let me simply point out that the game has fucking eye lasers.
I don't think anybody would think that I made that up. I don't think I really have to prove the fact that the game does, indeed, include fucking eye lasers. But that image is less 'proof' that the game has them and more simply touting that fact. Because it is awesome despite the fact that they are not lasers in the common sense, despite how it may appear in the above screenshot. You see, the Laser Eyes is actually your 'Menchi Beam" which is basically just a tangible representation of staring someone down which is what is used to initiate fights or, in some instances, cause potential foes to simply soil themselves and run in fear. As only a true badass can make happen. Indeed, if you see someone who appears to be a Shabazo (basically someone who you can fight who is -not- a Bancho, but simply a weaker delinquent) you can use your Menchi Beam to 'challenge' them to a fight. Upon doing so and fighting them, they sometimes drop their Itineraries, which shows where they will be on certain days, thus allowing you to plan where you have to go to take down a Bancho.
Something else about the whole set-up to a fight that is amusing in small doses is that cutting a menchi beam (indeed, this is how the game refers to it) at someone and having that challenge accepted initiates a 'smash talk' sequence. You are given a statement (one of the ones I remember is "It'll rain your blood!") which is then cut up into three pieces and you have to do something of a QTE to assemble it. Going step-by-step, you'll get prompts that correspond to the four face buttons (for stronger encounters, L and R will be included as well) that have parts of your statement on them, as well as three other starting phrases that are sometimes intentionally put there to try and confuse you, given that you have a few seconds to hit each part. So using the example "It'll Rain Your Blood!", the first batch of four could be "Square: It'll stain", "Triangle: It'll Rain", "Circle: I'll pay", "Cross: This Game's" or something to that effect. To match the Smash talk, obviously you hit Triangle, then the next four pop up, etc. etc. Using this method, you can assemble the correct Smash Talk statement which gets you the first shot, and should you mess it up, obviously they get the first shot.
Of course, in true fashion for these types of games, there is a -third- option for the outcome of this sort of thing. Most, if not all, Smash Talk sequences have a 'Hidden Smash' statement that will constitute as a win for you despite not being the right statement. The pieces of a Hidden Smash appears much as the regular and decoy ones, and you just have to go out on a limb and experiment to find them. I don't know if they give you more of an edge than simply the correct smash, but I can imagine there's a title in it for you if you use them enough times. One that I remember, having run into it already is "This Game's Really Awesome!" or something to that effect which is clearly just a wink from Atlus and/or Spike or whomever (wiki lists the developer as 'Bullets'...who don't have a page of course), but other Hidden Smashes have proven to be more along the lines of the general Smash Talk statements. It's a neat layer of depth that may, in fact, be wholly unnecessary, but I have to acknowledge the fact that it's there, if just because it suggests that the game as a whole isn't wholly rigid in every element.
It may seem like I have talked about every element about the fighting except the fighting itself, since I devoted three paragraphs to -starting- a fight and this is indeed a correct statement. That is because the fighting gameplay is....pretty simple. This works for and against it in fairly obvious ways and while it allows you to completely customize every move (by switching it out with others that you learn by leveling up and defeating banchos) it's all held back by a combat system that's just a little bit too slow. Speeding up the animations by like even a second probably would have made a world of difference, because it simply causes a disjoint with me while I'm playing with it. I punch and it doesn't immediately slam a fist into someone's face, but rather takes an instant just -beyond- immediately to do so. It may seem like I'm picking at something really small, but trust me, it shines through when you're actually playing the game. It prevents the combat system from being great, but it is still fairly good for the mentioned reasons, as well as for being fairly simple to master in a way that will get you the best results.
As with
Now, harking back to something I said towards the start of the review, I can finally really clarify just what I meant by calling the game "Way of the Bancho". The reason is fairly obvious; the trip covers seven days which, upon completing, you can restart from the first day in classic New Game+ sense to redo events, try and fight new banchos, etc. So much as in the Way of the Samurai games, the game is meant to be played several times to get the whole scope of the game which flows quite a bit beyond the basic "defeat all of the Banchos!" goal that the game sets as the 'over-arching' goal of the game. Even with my two and so plays, I haven't seen even more than half of all the events that the game has to offer, which certainly inspires replaying as much as the seemingly impossible goal of defeating all the Banchos (47 in all) in a single run-through of the game proper. It's a basic and fairly effective approach to designing a game, if the four Way of the Samurai games are any proof of that and when it's done well, it's quite a bit engaging. To that end, I should say that Kenka Bancho does justify its cost, provided you take what it tasks you with as a challenge that you -want- to complete, and not merely one you feel compelled to do so.
As is probably quite a bit obvious by the above screenshot, a good bit of the events in the game revolve around the three ladies that Sakamoto comes into contact with during the trip. The one on the left-most is Manami, a class-mate of Sakamoto who is a close friend and clearly has a thing for him and he doesn't realize it and blah, blah, you all know this one without me saying so. She doesn't like Sakamoto devoting his life to fighting people and generally being a jerk which isn't entirely unreasonable, but she doesn't do a whole lot to stop you aside from asking. Sometimes. She's....about as compelling as you could assume from her by-the-book backstory and while I haven't quite won her heart over (haven't won any of them just yet, actually) I could imagine just how that would work out. I'm not sure if it'll actually impact the ending or anything like that, but I imagine I'll find out sometime.
Kotone and Aya (middle and right respectively) are two girls that you meet via an unskippable event in which Kotone gets accosted for being a geisha-esque girl and Sakamoto runs to her rescue because it means getting to beat people up. I'm not kidding. After said dudes are beat up, Kotone starts thanking Sakamoto who promptly gets dropkicked out of fucking nowhere, no I am not kidding. This is done by Aya, of course, who is basically the antithesis of Manami, as is required by japanese law or something. (I poke fun, obviously, but come on.) Where Manami is studious and polite, Aya is loud, obnoxious and skips school fairly regularly because why not. (She attends Ikeda High, the school of Kyouto which is totally not a plot point or anything, no spoilers here.) And Aya is clearly no delicate flower if the goddamn dropkick did not tip you off in some fashion. She fills out the requisite trope list quite well enough and, in my experience, does just as you would expect romance-wise on said list as well. I suppose what I am saying is that the story and such isn't anything new, nor is it something that you -have- to experience, but it's capable enough to carry a game about punching dudes.
The story is, of course, completely divorced from the actual writing itself, as the writing is pretty funny when it wants to be, and it wants to be funny often. The more obvious examples in attempts come from the smash talk lines as indicated earlier (I say attempts because "Yo momma" and the like are sometimes interspersed in the attempts) whereas the real executions generally be in the Bancho introductions. The banchos are quite a strange collection of characters, if you hadn't figured, and Sakamoto has no issue with pointing this fact out to them directly. The exchange with the above chicken-esque bancho stands out as one of the particularly humorous ones, but it is by no means the only example, nor the one that really -needs- to be pointed out as the 'staple' example or anything like that. Indeed, I could probably boot up the game and discover a couple other legitimately amusing exchanges, but that's a bit more effort than I need to put in at this moment considering I'm....well, writing this.
I will go ahead and say that between the Bancho events (which is basically the before fight and after fight chatter) and the girl events, there's not a whole lot of other story to the game. At least none that I've found. Usually in the Way of the Samurai type games, you find at least a few stray storylines to entangle yourself in and while you could simply say those are the girlfriend ones in this, it feels like there should be more to it. Or just maybe a story about something else to do in the game besides bancho hunt, if that makes sense. I suspect, however, that this is the part where I just start reaching and hoping for more than the game can sensibly offer, so I won't linger too much on it, simply saying that while novel, it would have been nice for a little -more-. Maybe just a storyline where you constantly bait and escape the main cop going after you or something to that effect. Maybe one where you -join forces- with the cop! Something like that, to which I'm not quite sure (in fact, I would say I doubt) exists in it.
Really, I think I'm not saying anything that you couldn't really glean from a quick look at the game in motion or via review somewhere else. While I may be a touch more in its corner for the mere fact that it allows me to punch things in a portable game, I can't say things about it that aren't true and that I don't really feel for it. Despite how much I would like to, since it would fill a hole that could, but never will be filled by another series in a way that matters. But the game is merely capable at best in most regards, with the highest marks going towards the writing of it. Or at least the localized script, since who knows if it was originally that funny without relying on cheap jokes and the like as is suggested by the smash talk. So all in all, that makes it a 'good' game that you will likely play and enjoy, but immediately forget. I could imagine seeing people letting the whole "need to play it multiple times" slip right over their heads as well, since the game doesn't give you a whole lot of indication about that feature which is....well, a shame, considering it's like a bulk of the game.
The Good
- Allows a lot of replayability by following the "Way of the Samurai" gameplay approach
- The writing is pretty hilarious at times, honestly
- You get to punch dudes...
- ...while 'conquering' Japan, in terms of taking out the Banchos for every province
- Two words. Eye. Lasers.
- The screenshot system (using your camera in the map, and hitting select during cutscenes) is fantastic for this purpose exclusively. I took all the screenshots used here.
- Some of the moves you get are quite rad
- Itineraries are one of the things that carry over between games, so you don't have to re-collect them
- Seriously, Eye Lasers
- The combat system is just short of great which is incredibly frustrating
- The OST is about a notch below "Forgettable"
- Story is pretty 'by-the-numbers' stuff
- Not enough branch-points that I could find
- The Smash Talk thing gets really old eventually, even if Hidden Smashes add a little life to it
- Getting around is a pain until you realize the world map is hidden in the Itinerary menu (Hit triangle)
- After finding the world map in the Itinerary menu, time still goes by too fast
- It honestly just needs a little more polish to be -great-
Kenka Bancho: Badass Rumble is, as I said, not a -great- game, but it is a good one. If you are just frothing at the mouth for a brawler on your portable, your choices are basically this and, uh.....but that doesn't mean it wins by default, of course. It does almost everything at a level that will not offend, but won't get you really pumped either, while giving you a good laugh here and there. For the sale price of $7.50, you get a lot of game if you want to put in multiple plays (which you probably will) and I can't see a reason for you to regret the purchase unless you pride yourself on only acquiring the best of the best. Still, maybe take a look at videos elsewhere in case you're on the fence before pulling the trigger, since I can safely say this is a very "YMMV" game, even moreso than the usual fare that I enjoy.
Tuesday, July 17, 2012
Yggdra Union Impressions
The second game I want to talk about in my big Atlus Splurge is Yggdra Union which was sold to me the minute it mentioned "Cards" in any fashion in the description. It took me a bit to actually get to the part where I bought it and downloaded it, yes, but I'm sure you understand what I mean. Unsurprisingly, if you take a look above, the game is another GBA conversion that I had absolutely no idea about prior to actually buying the game, but I think it shows it a little less than Riviera (which doesn't show it all that much itself) does, and if anything, it's more Gameplay that shows it as such than the actual style of the game or anything else. Still, I should say the biggest thing about Yggdra Union is that I completely didn't know what I was getting myself into by playing it, and I still don't, really. On top of that, I haven't quite decided if that's inherently a bad thing or not just yet.
As you might have also gleaned from the above screenshot, Yggdra Union is a strategy RPG, of which I could best equivocate it to Advance Wars. Which is...fitting, given the original platform for the game, for both games, rather, and Advance Wars, I'm told, is a fun game in its own right. I...don't really remember it too much myself. GBA was quite a long time ago, you realize, and I didn't play a lot on mine beyond Pokemon and Harvest Moon which was completely not a damn-near prediction of my trend with Nintendo devices or anything. No sirree. I mean it's not like I've spent the most time with any game on my DS on Pokemon or Harvest Moo....Well it's not like I'm planning on buying a 3DS exclusively for Pokemon and Harvest Mo....hrm. (Yes, I'm being facetious, but only because it's uncanny and I didn't realize it until just now.) Regardless, the staples you might expect here, grid-based movement, combat that you don't necessarily directly control which is influenced by percentages and Weapon affinities, they're all present and drive the game in a way that I honestly don't mind so much.
Just to get this out of the way, the way cards come into play is pretty much the entirety of the game, despite part of them not taking place in at least the first four or five battles of the game. (the skills. I say this because I haven't gotten to use a one just yet) Cards control how many movements your units can take in your turn (move pool is shared, so 12 move means one unit moves twelve spaces, two units move any combination of moves equalling 12, etc.) and how damaging your attack will be when and if you use one. Notice I said attack, as in singular, because only one unit may attack per turn. This does little beyond force strategic usage and pad the game length as, if you could attack once per unit, then rounds would last a lot less time. And of course, it's not so easy as 'only one attack' as you can use the units placement on the map to extend that out for prolonged battles. Without getting too deep into the specifics, if you have three units and place them just so before attacking, all three of them will launch an attack in succession against that unit unless its own units are in a similar formation, meaning Units just sort of pair off. If it's 3-on-3, then each one has one attack, 3-on-2 then the first two match and the third one attacks the first unit again, and 3-on-1 obviously means that one unit is in three battles, which likely means poor things for that unit.
Battles are a thing, since you really don't get to influence a whole lot of what happens in it, much like Advance War (I believe), which once again perhaps points at the influence. You have your unit numbers (Generally I've seen units of 8 for swordsmen and axe-users, but only 4 for Knights which use spears, though I'm sure there's plenty more variation) and every battle starts with a charge and retaliation. Depending on the weapon affinities, that first hit could just decide a battle. I've seen units get -halved- on that first strike if the weapon is strong against that type, which essentially means that unit is then proper screwed. The basic affinity chain, by the way, is like Rock, Paper, Scissors. Spear beats Sword, Sword beats Axe, Axe beats Spear, no don't ask me how, I have no idea. Following the first strike and retaliation, the units just sort of stick on their side of the screen and swing their weapons until the complex background math decides that somebody has died. The battle ends, obviously, when everybody in a unit has died and after that, Morale is deducted from their overall total. When Morale hits 0, that unit disappears from the map. Some units obviously take more than one loss to get removed, but the upside is that your cards attack power goes up with every victory, be it a Morale-duster or not.
So what can you do while the little people are flailing about with their weapons and doing things that only vaguely make anything resembling sense? You can hold Left or Right, of course! There is a Passive/Aggressive bar that allows you to make your unit fight more....well, Aggressively or Passively. Fighting Passively restores the bar (which will eventually be used in conjunction with skills) where Aggressive stance drains the bar. The options merely increase or decrease your attacks effectiveness which means effective use could win you victory in a battle you should technically lose or absolutely spank foes who you hold superiority over. Aside from that, there's not a whole lot you can do in battle aside from let it play out, which means that the battle is more fought in the way you approach it, rather than the way it plays out. It's a good sentiment, of course, but doesn't make for the most involved gameplay one could hope for. Still, it is a bit rewarding to get those victories and those times when it just works out for you when, again, you -should- lose pretty much legitimize it.
From what I've played so far, it's a pretty interesting game. I can't say that it's wonderful quite yet, but it does have another rather unique set-up that I could see eventually elevating it to something beyond what I've seen. Especially when skills come into play, whenever that is, since that will of course add an entire new layer, not only for the player, but against them as well. The story is nothing if standard at the moment but that's how they're supposed to start, anyway, so I'm not really too fussed about it just yet. Much as with Riviera, I don't immediately regret the decision to buy it, nor do I suspect I will ultimately do so, but I am far more forgiving on games than most, so take my recommendation with a little bit of salt. Take it more like "If you like these games, this is what it kind of has to offer, so make your decision on that" than me simply saying "This is great, buy it". Because trust me, if I tell you something is great and you should buy it, you'll know it. (Still waiting on Second Chapter, XSEED. You have my money when you make it happen.)
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Monday, July 16, 2012
Riviera: The Promised Land Impressions
So as I previously lamented, there is an Atlus sale going on at the moment (Set to go til the end of the month, I believe, so there's still time to jump on it) and suggested that I was going to go on a buying spree. And I did. Oh lord, how I went on a buying spree for games that I don't need with money I don't have, but I don't really regret it at all since I have quite the respectable PSP library (digital-wise) in the makings. Seeing as I don't anticipate PSP support, in digital form at least, is going to drop off the face of the Earth anytime soon, it's an investment into the future clearly, not not something that is incredibly irresponsible whatsoever. I mean, come on, they're Atlus games. Well, Atlus-published, at least, since I'm learning the difference between a game that comes -from- Atlus, as compared to a game that Atlus published rather quickly. The lesson learned, of course, is in quality and while it's not so much that the games are bad, it's just that they're not really on the same level as what I've been exposed to, in terms of Persona and such, which was something I had not quite separated in my mind.
In today's post I'm going to talk about is the above-pictured Riviera: The Promised Land. Developed by Sting initially for the GameBoy Advance, Riviera is...quite a unique little RPG, to say the least. Not quite to the point where it's, ahem, 'too' unique, I would say, but it does skirt that line a little bit. I will say that the game was clearly designed to be a portable game, at the very least, since you cannot go too far before tripping over the next save point which helps, but also does sort of negate any sort of challenge the game might pose. Not that it -does- pose much of a challenge, but I could certainly think of an instance where it -would- which...doesn't help matters. Because it's less "challenge" in my head and more "you done fucked up" thanks to the way the actual game mechanics work. Which is a crazy, zany story to tell to be sure, since there are some mechanics here that you might know already, but probably haven't encountered them like this.
I guess the place to start is the somewhat defining aspect of the game. You see, in Riviera, you don't 'level up' per se, but rather 'Skill up' which confers onto you all the bonuses of leveling up (i.e. stat gains) as well as a skill. You know systems in which you have to equip an item for a while before you learn a skill off of it? Well, think of that, but more that it simply counts how many times you use the item. Some just require two or three uses, some require as many as ten before giving you the skill. Of course, the issue that crops up with that is that items only have a certain amount of uses before they shatter into nothingness, disappearing from your inventory. And I haven't encountered a 'store' or anything of that sort where I can re-acquire any weapons or such that I might have lost in this manner, so it encourages you to use your items wisely which is a nice sentiment of course, but it doesn't really feel like there's any safety net, so to speak. Well, there is -one- weapon you get that has infinite uses but it doesn't really -count-. Because nobody learns a skill off of that except sometimes one of the characters does but I don't know, okay.
So how are you supposed to learn the skills without utterly breaking an object in the process of simply doing so? Well, quite simply, actually. To compensate for this style of stat-increasing, the game does offer you a mode in which you can use weapons and items without expending their charges. It's simply called "Practice" in which you just train against monsters that apparently wander along (of which you can pick, taking the randomness out of it) and for some reason, nothing actually gets 'used', so infinite potions, infinite sword strikes, etc. Using items and weapons in this mode does not preclude you from learning the skills and is, in fact, the suggested method of acquiring them, so you can actually use the weapon/item 'charges' to make good use of the skills they confer. One per item, and not everybody gains a skill from every item. Things are simply tailored to each character. For instance, one of the characters, Lina, seems to get skills off of clothing items, ribbons, cape, etc. whereas nobody else really does. Similarly, she doesn't really get skills off of swords (both broad and rapier), where the main character and another character, Fia, do. I really can't explain it much better than that, so I hope it makes sense.
I find that it unfortunately causes you to either over-value an item or under-value it, however, since I have a weapon in my inventory currently that I literally cannot bring myself to use because it's only good for one hit. Nor can I throw it away because maybe it'll be useful. It -won't- of course, since it isn't as if I could sell it, and you only have a very limited inventory space, so it's not doing me any favors by keeping it. Conversely, I pick up and keep items that I simply have no use for (Clothing mostly, since you don't equip things so much as just get to pick four items before battle to use) since I can learn skills off of them. And you never know when you're going to get a new party member. Personally, I would hate to have tossed that one-use weapon before I got the fourth member of my party because surprise she could learn a skill off of it. Being that skill ups are the only way to raise stats, they are, by that measure, fairly important. So as I might've implied, it sort of breeds a little distrust for the entire system, considering shit breaks and you never know when you'll get another. (So far, I've only found basic weapons in chests. And they're randomized.)
The rest of the gameplay is similarly mixed as a bag, since it incorporates quite a few different themes into one single game. It's fairly Visual Novel-esque, despite the moving sprites and battles, since the 'world' is divided into cells that you move to and from with a mere command, rather than actually moving about and exploring. In said areas, you can also make use of the "Look" function, in which certain things might be pointed out to you that you can investigate for the cost of a Trigger Point which are earned from battles. (Non-practice ones) Most actions in dungeons require a Trigger Point, making it essential for your prowess to be unmatched; God help you if you walk into a room with a chest and don't have a point to spend on opening it. (Despite the very real possibility that it will be trapped.) In the non-dungeon area, you can simply freely walk about and talk to people, which is nice, even if the bulk of them want something, most of which you can only give them if you succeeded a glorified QTE in the previous dungeon with only one try at it.
Something else decidedly visual novel-esque about the game is the fact that it's also partially a dating sim. Yeah. You read that. That is a thing you read. The game is partially a dating sim. But not....really in the obvious sense of it, from the experience I've put into the game. More like sometimes you pick something and one of the girls you're traveling with likes you a little more because of it. Supposedly, the level of love a girl feels for you by the end of the game will influence the ending, as you might expect, and I suppose I'll see when I get there. I just don't know exactly how I'm supposed to influence the stats very much aside from the obvious parts where you can agree with Lina or Fia. Guess which one'll make which one happy! Again, I'm supposing that I'm not entirely too far into the game, so I hope eventually it'll make it a little more apparent on how I can influence the game and, in essence, the ending. Seems kind of a basic thing to have in this type of game, at least.
All in all, Riviera is a pretty decent game thus far. It's definitely an RPG with its quirks and the voice-acting is....not....absolutely horrible. The fairies, as they normally are, are definitely grating and terrible to listen to, but everyone else does a fairly decent job in their roles. Not to mention, there's dual-audio for all of you 'dubs suck' folks. I haven't jumped into it, because I generally leave dubs on when available, but I might switch them on for a session or two (the game asks you when it loads up, which you want, I assume it loads the game differently depending, since you can't switch mid-game) just to see how they compare. Not that I can -tell- beyond "hey, that certainly sounds like japanese", but hey, it's all fun. As for whether or not it's worth the $7.49 that's currently being asked for it? I could certainly think of worse ways to spend the money. But unless you're looking for an RPG that has a lot of quirks, perhaps too many even for most folks, then you might want to hold back. I don't regret it, but then again, I rarely regret my purchasing decisions as is.
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Sunday, July 8, 2012
Goddamnit, Atlus, I Don't Have Money or Time Part Two
Once again, in a situation that is all too familiar from a couple months ago, Atlus USA decided it was the perfect time to dangle the proverbial carrot from a stick before all of us by announcing a July-wide sale on....well, just about everything they've published and/or made on the PSN Store for PSP (and Vita by that measure) and PS3. As you can see above, this is a large sale in both magnitude of the fact that there's fifteen titles half-off at the exact same time, as well as the stated fact that they are half-priced. The games were pretty affordable already, but they've officially entered "I have to buy this for this price" territory for people like me who just cannot look a bargain like this in the mouth. And I know I go on and on about how we should buy games from developers we like when they're full price so we're not cheapening their effort or anything like that, but I can buy Yggdra Union for five dollars, shut up. And I mean, hey, this is kind of the point, Atlus is saying "Hey, buy our games while we're being nice and selling them for peanuts" and such.
As I've previously stated, all the Persona games will eventually be bought and in my care, or however you want to say it, and by eventually I mean as soon as I finish this post I'm just going to put the $70 in PSN Cards I bought in my Playstation Wallet and buy them as well as like everything else. But the Persona games are first, no matter what, even despite the warnings that they haven't aged particularly well, specifically stating this with the original. To be honest, I'm not even sure it's a matter of I want to buy them to actually play them, or just a matter of slapping down the cash so I can say that I have them all to sate the collector inside of me that we all know exists. I mean, I'd like to give them both a shot, but given my apparent deficiencies in regards to Persona 3, I'm not so sure the Persona games are, er, well, my cup of tea. Because my cups of tea don't generally like to punch me in the dick repeatedly like the chief of a little village in a terrible, terrible game.
Next up is Kenka Bancho: Badass Rumble since it is most definitely the closest I'm ever going to get to playing a portable Yakuza game in English with no fuss. It's not the same, of course, and probably isn't as tight of a game as I could hope for (if reviews are to be believed, which, when it concerns brawlers....I'll take them with a cup of salt), but beggars can't be choosers as they say. Besides, the game has eye lasers which you use to stare down folks and/or initiate a fight with them which is just as cool as it sounds, considering you can just kinda walk around with the blazing, I believe. Even if not, you can just sort of stand there and eye laser things for absolutely no reason and look, I just want that. On top of the whole quirky angle that I'm sure the game will have by virtue of being an Atlus-localized game. Also the whole beating people up thing. You know how much I enjoy a game about beating dudes up and if the combat system can prove to be even half as fun as Yakuza's engine, I'll be a happy camper for $7.50.
The other game that's a sure-fire purchase from me is likely Yggrda Union, purely because it's $5 and reading the description of the game on the store has made me curious. I'm not sure how you can mix turn-based strategy and real-time action effectively, but I'm willing to fork over five bones to discover how STING thinks one does that. Also in the description are the words "Build your strongest deck of cards" which, as you know, elicits a very, very strong reaction out of me, since I'm not quite sure if it means something like trading cards or what. But I'm damn sure going to find out and I am doing it fairly blindly which is either a really smart move or a really dumb one. Or....you know, one that will end up mostly good but not great or something. Really, I don't think I can lose out on this one and I probably can be proven wrong on that, but I'm not anticipating it.
Riviera: The Promised Land, Knights in the Nightmare, Hexyz Force and Crimson Gem Saga round out the rest of the potential purchases and by potential, I mean "Look, I have $70 in PSN Cash, I'm buying them". RPGs, the lot of them, I'm told they all have something rather unique or quirky to bring to the table that offers an experience unlike anything else. Except maybe Crimson Gem Saga which is meant to just be a pure, simple RPG that harkens back to the days when RPGs were just fun things and not overcomplicated or anything like that. Which, let's face it, is pretty unique and/or quirky in this day and age of gaming anyway, so there's that. The only other PSP games offered in the sale are Persona 3 Portable, which we know that I have bought and played already, since I've talked about it at considerable length, and Class of Heroes which....I know absolutely nothing about whatsoever. Except it says "Dungeons" and "labyrinths" in the game description, which are not words that invoke good things for me. On the bright side of all of this, I'll have absolutely plenty to keep me busy in the near future! Also things that I might be able to talk about. Imagine that.
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