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Showing posts with label Rating: ⭐⭐. Show all posts
Showing posts with label Rating: ⭐⭐. Show all posts

Tuesday, July 28, 2026

Albion

A rare RPG offering from Blue Byte, a German company mostly known for city builder and strategy titles.  Albion is a game clearly inspired by early '90s Ultima with its top-down view, mouse-driven interaction and a heavy focus on NPC dialog (almost to a point).  It even works in a few elements of Ultima Underworld with its towns and dungeons navigated in a first-person perspective.  Unlike Ultima, though, there's no real opportunity to indulge in your evil influences - you just get a scolding if you try to steal anything, and there's no opportunity to kill NPCs except in scripted battles.  The game rewards puzzle solving with experience points, which is a nice contrast to most RPGs of the time that only reward inventing excuses to kill as many things as possible.  Despite predating it by over a decade the storyline bears a strong resemblance to James Cameron's Avatar, right down to the catlike alien race that lives in harmony with nature and the central conflict between the capitalistic aliens (humans) and the natives being remarkably similar.  Or 1992's Ferngully if you prefer, though sadly there's no singing Tim Curry to liven up the stock plot and characters.  Combat is turn based affair set on a grid, utilizing melee weapons, magic and firearms; though ammo for those is remarkably rare and should probably be saved for especially tough enemies.  Progression through the game is also very linear, with little opportunity to explore freely and no real player choice other than being able to choose your party composition for some key events. This can be problematic at times, too - if you're simply too low on resources to overcome a particular combat challenge and have no way to get more, you can be forced to reload a save several hours back, or even restart entirely.

Albion is a pretty forgotten game nowadays, and for good reason - it's not especially memorable other than its unique and bizarre visuals.  Nothing about it is particularly bad, but not a lot really stands out either; it's pretty much the textbook example of an average '90s CRPG.  Maybe worth a look if you're into seeking out amusing obscurities, but I'd readily recommend playing through plenty of other '90s RPGs before this one.

 

Developer: Blue Byte
Publisher: Blue Byte
Released: 1995
Platform: PC

Monday, May 11, 2026

Dragon Ball Z: Super Saiya Densetsu

Super Saiya Densetsu for the Super Famicom is actually a remake of two Famicom games - Dragon Ball Z: Kyōshū! Saiyan and Dragon Ball Z II: Gekishin Freeza, combined into one title with the filler elements from the anime removed. This is also a bit of an odd one for me, as while I played those games back in the early days of emulation quite a bit, I never really considered reviewing them on here for whatever reason.  Super Saiya Densetsu is a considerably better experience, though - while the core gameplay is largely unchanged, the animations for attacks are much shorter (they ran upwards of 15 seconds in the original game) and visually it's a much more appealing game, making good use of the Super Famicom's sharper animation and mode 7 effects to capture the dynamic feel of the anime series.  The combat system is based around cards; you can carry up to five at a time, and each has an attack and a defense rating numbered 1-7 or "Z" (representing 10).  Each card also has a symbol - if you match it to a particular Z fighter's fighting style, they'll attack all enemies in the current battle, or do a charge attack against a single enemy for some extra damage.  Choosing a card with the Ki symbol allows that character to do one of their flashy energy attacks from the show (at the cost of some Ki points), while numerous character cards serve as expendable items and grant various advantages.  Restoring varying amounts of HP or Ki, boosting a card's attack or defense (or both) to Z, changing the symbol on said card, or even tossing out your entire hand for a new one.  The game is also faithful to the show, kind of to a fault - Goku is far and away your most powerful character for about 90% of the game, with the rest of the playable characters usually being average at best and useless at worst unless you spend an enormous amount of time grinding random battles to power them up.  Training centers can also boost a character's maximum Ki, though you only get so many "training points" to spend at any given location.  Progression is also pretty linear - while you do get a bit of a chance to explore and find items, train up and places to rest and recuperate, the only real goal for any given area is to grind out some levels, go to the end and fight the boss.  If you're a big fan of Dragon Ball it's probably a game you'll enjoy in spite of its shortcomings (add a half-star to the rating in that case), otherwise you can probably skip it.

Developer: TOSE
Publisher: Bandai
Released: 1992
Platform: Super Famicom

Monday, December 15, 2025

Romancing SaGa 2: Revenge of the Seven

Another remake of the Super Famicom RPG, which in turn had a mobile port/remake several years back, Romancing SaGa 2 gives it a major visual upgrade with 3D-rendered characters, animations and voiceover for all major characters in the story.  Per SaGa standards, it also plays with RPG mechanics in some clever ways; the series' trademark LP system returns once again, though unlike previous games, there is no way to recover it - once a character's LP drops to 0, they're gone for good.  In the case of the protagonist, this also ties in to the Succession mechanic - once they die or retire after a set period of time (and events completed), they choose a successor to inherit all of the skills and levels they have earned over their lifetime, which in turn get passed down to another character later on, gradually allowing the player to overcome progressively stronger challenges they wouldn't have been able to in earlier generations.  Skill levels replace the earlier entries' pure randomness, allowing the player greater chance to unlock ("glimmer") new skills as their level increases.  HP and BP likewise have levels and grant guaranteed gains once they fight in enough battles.  RS2 also incorporates some elements of a grand strategy game like Civ or Heroes of Might and Magic; conquering territory (by defeating enemies and completing quests) affects your revenue after each battle; and yes, it can fall into the negatives.  Revenue of course is spent to upgrade your characters' equipment, but can also be used to upgrade your castle town, adding new amenities like a smithy to buy newer gear or an Incantations lab to shuffle learned spells or synthesize new ones; these are not completed right away as soon as you invest in them, but require a certain amount of time to pass before they become available.  Per series standards it's a very open-ended experience; exploring every nook and cranny to find useful gear, money and potential leads for more quests is a key part of the experience.  The end result is a game with a lot of small-scale battles and dungeon crawling, with an emphasis on steadily upgrading your team over a long period of time to overcome difficult bosses and conquer more territory; essentially an odd combination of Japanese RPG gameplay and grand strategy design tropes with the curious absence of any large-scale war battles.  I'm not convinced its a fully successful experiment, but that's just the nature of SaGa - culling elements from western RPGs to make something that, for good or ill, is quite unique.  I can't even really give it a hard recommendation for that reason - if what I've described sounds interesting to you, give it a try.  If not, well, there's plenty of other SaGa games to try out, which all have their own unique blend of odd, disparate elements that may or may not come together in the end.

Developer: Square Enix, Xeen
Publisher: Square Enix
Released: 2024
Platforms: PC, Switch, PlayStation 4, Playstation 5

Saturday, September 20, 2025

Mordor: The Depths of Dejenol

I think most people of a certain age (or who at least peruse shareware discs for any period of time) are familiar with the Windows 3.1 title Castle of the Winds, but not too many know about Mordor: the Depths of Dejenol.  In some ways it reminds me of Castle of the Winds, utilizing a similar layout of tiled windows for its interface and crudely-drawn but charming graphics.  In most other ways, it reminds me of the countless Wizardry clones that came out throughout the '80s and early '90s - first person dungeon crawling action with high difficulty, much grinding for money, and absolutely no manual saving - only autosaves.  That means that if you die, you're dead; you either have to create another character and send them in to retrieve your body (grinding them up to whatever level is required to reach the area you died in), or just start from scratch.  A pretty unattractive prospect considering the wildly uneven prices for items in the games.  Weapons and most pieces of kit aren't too unreasonable - you start with 1500 gold pieces, a sword costs around 300, and some boots, glove and a cloak run about 150 apiece - but even some basic armor can easily run into five digits.  Recruitiable allies come in the form of monsters, which reminds me a bit of Wizardry IV, but they're also incredibly expensive, with five or even six-digit price tags attached.  Leveling up also requires you to return to town and spend money at a trainer, and the price only increases as your level goes up, so basically, this game is all about the grind.  Money, experience, and vanquishing thousands of thousands of monsters while hoping your luck holds out.  If you're the oldest of old-school dungeon crawler devotees and you've already mastered all the Wizardrys and Might and Magics and just about every other clone of them under the sun, this is another you might want to pick up.  Especially since, as of this writing, you can can still buy a brand new boxed copy on the author's website.

Developer: David Allen
Publisher: David Allen, Decklin's Domain
Released: 1995
Platform: PC

Sunday, September 14, 2025

Rune Factory: Guardians of Azuma

A spinoff of the Rune Factory franchise, which is in turn an offshoot of the Story of Seasons franchise, Guardians of Azuma blends action-RPG, town building and farming sim elements into a single experience.  But does it prove to be a compelling experience, or does its odd blend of elements just become a mess?

Story of Seasons (formerly known as Harvest Moon) is a series I'm familiar with, though not overly; it began as a late-era release on the SNES, and after finding success there, has since had a long string of sequels and spinoff games, mostly on handheld platforms.  Once Marvelous took over localization for the series in 2014 they rebranded it to Story of Seasons, which is the title it continues to use today.  Rune Factory is a more fantastical offshoot of the franchise that works elements of dungeon crawling into the format, making powering up your character just as large a component of the overall gameplay.

Guardians of Azuma (apparently a spinoff rather than a numbered sequel, though I'm unsure why that's the case) is the first Rune Factory game I've actually played, so I went in with only a vague idea of what to expect.  The general concensus I found was that these kept the farming gameplay of the parent series, just mixing in elements of action-RPGs and dungeon crawling.

That's pretty much what I got with Guardians of Azuma, though it also had quite a bit more going on than I anticipated. In fact the farming element is largely de-emphasized in favor of other pursuits.  Each weapon, subweapon and skill (farming, smithing, cooking et al) has associated skill trees, with each earning exclusive points through use.  Completing tasks during the day also earns you "All-purpose Experience" when you rest that can be spent on anything.

Combat in the game isn't especially deep, but is well-polished and fun.  In addition to your main melee weapon (which can also take the form of shortswords, greatswords, talismans, etc), you also have a bow for ranged attacks, as well as subweapons like your drum (which heals your allies and damages enemies) or a sacred sword that burns away corruption as well as dealing heavy damage.  Perfectly-timed attack dodges give a couple seconds of slowed time a la Bayonetta, and special moves run off of "RP", which slowly regenerates on its own or can be restored by food items.  One can also access special moves that run off "spirit bars" which fill gradually as you inflict damage with weapons or take damage yourself.

Farming does indeed function as it usually does in these sorts of games - plant and water seeds, harvest the crops to sell, get more seeds to plant, et cetera.  However, it also ties into a larger town-building element.  There are many quests to complete in each town, and doing so raises your village level.  As your level increases, more types of buildings and decorations can be placed and more villagers arrive, allowing you to staff buildings to provide services and automate tasks like lumber harvesting, mining and even farming.  Each unique building type placed also increases your character's stats.  Villagers all have a random assortment of traits which make them more suited to certain tasks than others, though this has a pretty minimal effect overall.

Finding crafting recipes is another major trope for games like this, and Guardians of Azuma has no shortage.  Most enemies drop materials, one can chop wood and mine spaces on the map to gain other types, and and hunting down frog statues in the field earns you food recipes (unlocking more as you report back to Croakie in town).

Another trope of these games is building bonds with named NPCs, and indeed, it's no different here.  Giving gifts, spending time and completing requests earns affinity levels that also unlock story scenes; not completely unlike the Persona games.  (It seems every RPG is doing Persona better than Persona these days.)  Of course per series tradition, marriage can follow if you raise affinity high enough with particular characters; and yes, same-sex marriages are allowed.  Most named NPCs can also accompany you as you head into battle, and keeping them in your party (and hearing their interactions) will also raise your affinity level with them.  Their AI also surprisingly good, though they do have their own HP and RP meters to keep track of, so keeping them in good shape with your extra items will go pretty far in helping you build bonds and clear dungeons.

Perhaps most surprising is how engrossed I found myself with Guardians of Azuma's narrative.  It incorporates surprisingly well into the theme of passing seasons and prosperity, and its cutscenes contain quality voice acting, emotive characters and even a surprisingly decent sense of humor, which is something I didn't expect.

So yeah, I was pleasantly surprised with Rune Factory: Guardians of Azuma.  You can still see the Harvest Moon roots, but only just; at its core is a fun title that feels a bit like a blend of Dark Cloud and Ys, with quite a lot of content to see and some substantial replay value if you want to see all the romance options.  It may not be one of the genre's best or even a super deep game in general, but I was just after a fun RPG to play on my Switch 2, and it fits the bill quite nicely.  A fun way to spend a month while I wait on year-end releases like Ghost of Yotei, Dragon Quest 1/2 HD-2D Remake, Metroid Prime 4 and Outer Worlds 2.


Developer: Marvelous
Publisher: Marvelous
Released: 2025
Platform: Switch, Switch 2, Windows
Recommended Version: I have only played the Switch 2 version but it runs flawlessly on there; no slowdown, stuttering or other issues.

Wednesday, August 6, 2025

Shadow Labyrinth

I don't think anyone could have guessed what they'd get with Shadow Labyrinth; I certainly didn't.  It just looked to me like a pretty generic Metroidvania with a vague space age horror vibe.  Well, I was correct, but what surprised me is that it's actually a tie in to Pac-Man; you know, the game where you play as a little round yellow guy and eat up dots while dodging ghosts?  Yeah... here he's reimagined as a small floating robot called Puck who aids the protagonist, a phantom-like being called Swordsman No. 8, in battling all sorts of undead creatures and phantoms called G-HOSTS (tee hee).  There are a few callouts to the old games, like being able to travel along walls as Puck a la Metroid's spider ball, collecting little yellow dots (which serve as currency) and, most bizarrely of all, morphing into a giant mostly-invincible monster form to get an edge over powerful enemies.  Said monster from can also eat said enemies to gain materials for upgrade crafting; in fact you'll have to do this quite a lot throughout the game.  You'll also collect little lore bits strewn about as well as basics like health upgrades and the occasional new ability to aid you in combat or reach new areas.  Shadow Labyrinth is a competently made Metroidvania; it's just not very unique or memorable other than the weird use of the Pac-Man license.


Developer: Bandai Namco Studios
Publisher: Bandai Namco
Released: 2025
Platform: PC, Switch, Switch 2, PlayStation 5, XBox Series

Tuesday, July 1, 2025

The Black Onyx

 It's a bit hard to believe now, but back in the early '80s RPGs were a fairly unknown genre in Japan; Dungeons and Dragons hadn't been brought over and only a handful of people were aware of computer games like Ultima and Wizardry that were making a splash overseas.  Seeing opportunity, one Henk Rogers (who would later have a very prominent role in introducing Tetris to the wider world) would develop and release a D&D-inspired RPG and release it on the PC-8801.  That game was The Black Onyx and it was a huge hit, selling about 150,000 units (with many more likely playing it through pirated copies) and getting numerous ports and expansions in subsequent years.   It was a pretty full-featured game for the time, too - you could choose a wide assortment of heads and bodies to make custom avatars, and equipped gear would even show up on their sprites.  It had full-3D mazes, enemy groups with their own visible avatars, and even the ability to try and talk your way out of battles.  While there is no magic system or ranged weapons, there were shops to upgrade equipment, pubs and stores to interact with NPCs, and even a bank to store money so it wouldn't get stolen by robbers.  So if you're a fan of Final Fantasy or Dragon Quest or basically any other game that can trace its lineage back to D&D, well, here's a link in that chain you may not have even known about until now.


Developer: Bullet-Proof Software
Publisher: Bullet-Proof Software
Released: 1984, 1985, 1987, 1988, 2001
Platforms: PC-8801, MSX, FM-7, SG-1000, Famicom, Game Boy Color

Sunday, May 4, 2025

Clair Obscur: Expedition 33

The debut title of French studio Sandfall Interactive, Expedition 33 got a lot of attention for its visual design and stated goal of bringing big budget turn-based RPGs back to the limelight.  But does this expedition reach its destination, or does it just stop short?


Clair Obscur was hyped up a fair bit before its launch, especially by its developers, who admitted that it drew inspiration from the Final Fantasy and Persona franchises, yet touted several added flourishes like quick-time events during combat.  It certainly made a strong first impression with trailers showing off its flashy presentation and relatively fast-paced design, and it sold like gangbusters on launch, breaking a million copies sold in only three days and having nearly 130,000 concurrent players on Steam at its peak.

Visually it's easy enough to see where E33 takes its inspirations from.  The game utilizes relatively realistic characters in worlds of fantastical monsters and surreal sights a la Final Fantasy, and the zippy movement and combat menus clearly draw inspiration from Persona 5.  It's also apparent in the combat system, with each character wielding a gun that can be fired multiple times per turn as long as they have AP, though unlike P5 you can precisely aim at specific targets on some enemies to deal heavy damage.  Gunshots are relatively weak otherwise, though they can be augmented with special properties to make them a more efficient use of your AP, and they come in handy against flying enemies (which tend to dodge melee attacks); they come into play out of battle too, where they can be used to stun and slip past enemies without a battle or solve the occasional puzzle by shooting at hidden targets.

The overall design of E33 showcases a few minor elements of Soulslikes as well, giving you a limited supply of healing items that can only be replenished at save points or by camping on the world map (though you can find or purchase upgrades to get more uses between rests), and enemies only respawn in an area once you choose to rest.  The game's backstory is largely filled in by finding logs of previous Expeditions that met with disaster, though it has plenty of its own narrative, characters and cutscenes as well so you never feel like you're just vicariously experiencing all the interesting events after the fact.

Combat in E33 is indeed turn-based, with a bar on the side showing each participant in the current battle and some attacks able to delay or cancel turns when they land; slightly reminiscent of games like Final Fantasy X or Grandia.  Also familiar is the ability to time button presses to power up attacks and dodge enemy strikes a la Paper Mario.  Also like Paper Mario, you have two major defensive options in parries and dodges; dodges allow you to avoid damage when successfully timed, while Parries have a tighter window.  However, Parries recover AP when successful, and parrying every attack in an enemy's combo will also give you a free hit on them.  Some especially large attacks must be jumped, and if successful the the entire team can do a followup counterattack for heavy damage.  Getting relatively adept at these quickly becomes key to survival, especially on higher difficulties where one or two good hits will usually take out a character.  Even on lower settings, though, combat in the late game gets downright brutal; enemies get five to eight attacks per turn and every hit has a chance to inflict a status effect that can stop you gaining AP or even render unable you to block or dodge at all, which is basically a death sentence on the next turn.  Basically you end up having to evade upwards of 20 consecutive attacks with no mistakes or you just get spiraled into oblivion, which is a lot more frustrating than fun.

Per JRPG-inspired title standards, there is a pretty big focus on unique character skills and customization present in the game.  Leveling up grants each character spendable stat and skill points, and each has a unique skill board on which to unlock new combat abilities (a bit like FFXII's license boards), up to six of which can be equipped at a time.  Further adding to this are Pictos, which grant stat bonuses and bonus effects (termed "Luminas") while equipped.  Once a Picto is "mastered" by winning battles with it equipped, the Lumina effect becomes freely equippable by all characters using their limited pools of Lumina points; the base amount is equal to the character's level, though you can also raise it by using collectible items.  Weapons likewise have elemental properties and traits that can be unlocked by raising their levels, though unlike Pictos, these can only be utilized while equipped with that particular weapon.  As a result new weapons don't serve as straight upgrades, but are more or less "side-grades" with comparable stats and traits, and one can increase weapon levels via items or (randomly?) by winning battles.

Building on this even further, each character has unique combat mechanics that can be set up to cleverly interplay with one another.  For example, Gustave builds up lightning charges by attacking and avoiding enemy strikes, and once powered up enough he can unleash them all at once in a single attack that deals heavy damage and can potentially Break an enemy, stunning them for a turn.  Lune utilizes elemental abilities that "paints" spaces on her weapon; said Paints can be spent to add bonus effects like extra damage or reduced AP cost for a later attack.  Maelle's mechanics are reminiscent of the Watcher from Slay the Spire, swapping between three different Stances - Offense boosts the damage she deals and receives, Defense reduces damage she takes and allows her to build AP by dodging or parrying, and Virtuouse doubles the damage of her next attack.  Special moves often get added effects when certain conditions are met, which can lead to some very fun synergies - for example, Gustave can Mark an enemy, Lune can follow up with Immolation to deal bonus Burns to a Marked enemy, and Maelle can instantly be put into Virtuouse by striking a Burning enemy, then follow up on subsequent turns with skills that take advantage of Virtuose state, having reduced AP cost or even keeping her in Virtuouse for another turn if they land.  It cleverly encourages the player to experiment with each character's available skills, Pictos and Luminas, and you can build some extremely powerful teams once you get into the swing of it.

Of course a major selling point for any modern RPG is its worldbuilding and storytelling, and Expedition 33 succeeds in fine fashion here too.  The world it depicts is an extremely bleak one, kept under the thumb of a dark witch known as the Paintress, with human survivors largely relegated to a single town, finding joy wherever they can despite their grim prognosis.  Every year a select few embark on the titular Expeditions in hopes of eventually hunting their nemesis down and freeing their world, with the game centering on Expedition 33 - not the 33rd in the series, but adults who will perish once the next Gommage comes and everyone older than that age vanishes.  It tells its tale brilliantly through its imagery and emotion, adequately explaining itself without over-relying on naked exposition.  The acting throughout is fantastic, with dialog feels very human and organic - characters emote naturally throughout, getting into heated back-and-forth arguments at particularly tense moments and facing moments of indecisiveness, doubt, fear and pain, all acted with surprising credibility.  They even manage to find beauty in their unrecognizable ruined world, encountering constant bizarre sights and imaginative creatures, and joke around and make wisecracks to add a little levity and avoid succumbing to despair.  Basically, they think and act like real people, which is not an easy thing to pull off in any medium, but especially in the oft-contrived realm of video games.  Even the story's antagonists have a surprising amount of depth and humanity and aren't just nuanceless straw men for the protagonists to knock down, which is something I've gravely missed in the era of armchair revolutionary rubbish like Persona 5 and Xenoblade 3 and Metaphor.

E33 takes care to keep hold of something so many modern games lack, which is pacing.  It's a fairly brisk game by modern standards, with a main story that runs about 25-30 hours and full completion taking around 50, which keeps surprisingly well in step with many of its inspirations.  One can experience the story again while keeping their powered up characters and weapons via New Game Plus as well, which is always welcome, and of course there's plenty of challenge for die-hard gamers through optional battles, hidden secrets and three difficulty modes, the highest of which requires some very on-point parrying and dodging if you want any hope of survival.  Personally I found one playthrough to be enough; it told its story very effectively and I didn't feel any real desire to punish myself with even more difficult and harrowing battles when the normal fights were getting into the realm of one missed parry being an automatic death.

I also would like to see a few more quality of life improvements; an option for more precise visual feedback on when to time dodges/parries would be welcome.  The camera does pan in slightly to tell the timing for melee attacks, but for projectiles and some of the flashier moves that have a lot of screen shake it can be difficult to judge at times.  The other is is that the game lacks a minimap for dungeons and towns, which can be annoying during some of the larger and more maze-like areas.  They do go out of their way to make each area feel very distinct, with a lot of distinct landmarks and a compass you can bring up via the quick-menu to help you navigate, but still, even a map screen that gradually fills in as you explore a la Ultima Underworld or Final Fantasy XII would be nice.  

Clair Obscur: Expedition 33 was a surprise to many gamers when it was announced, and though I was skeptical at first, I found myself impressed by it.  Its story and characters are captivating, its gameplay highly polished and efficiently designed (if a bit overdone), and it's easily one of the most visually striking games I've seen in some time, showcasing a world that's bizarre, beautiful and strangely compelling in spite of its often depressing concepts.  Its inspirations are apparent, with many of its mechanics reminiscent of elements from other games, but it blends them together in a way that feels surprisingly fresh and unique as a whole.  The fact that it's a relatively brisk and filler-free ~30 hour experience, tells a surprisingly strong and mature tale without relying on lame straw man villains or spoonfeeding you mountains of naked exposition, and costs only $50 at a time when games and even consoles are jumping in price is nothing short of commendable too.  Companies and fanboys are always eager to equate sheer runtime with a game's value, even when they rarely having enough compelling gameplay or storytelling to fill it, so games that maintains a high level of quality and solid pacing as they do it are becoming increasingly rare.  All told, a solid first effort for Sandfall and a fine homage to the '90s/early '00s era of Final Fantasy.  I just wonder how many of the people fervently worshipping this game now are going to stick with it once the honeymoon period ends and how many are going to start saying they always hated it and go back to harassing Square Enix's social media manager about how Final Fantasy is the only "good" RPG series and it's been total shit since 2003 and the only way to save the genre is to hire them to create an HD-2D remake of Final Fantasy VI that massively expands the story and gameplay and gives the characters more depth but also somehow perfectly recreates the brain buzz they felt playing their first story-based game at age 9...

 

Developer: Sandfall Interactive
Publisher: Kepler Interactive
Released: 2025
Platforms: PC, Playstation 5, XBox Series
Recommended Version: I have only played the PlayStation 5 version but they all seem to be more or less on even footing.

Sunday, February 23, 2025

Jeanne D'Arc

Loosely based on the story of the real Joan of Arc (though with many fantastical liberties), Jeanne D'Arc is Level 5's attempt at making a tactical RPG as well as getting a hit of their own on the PSP.  But does it effectively showcase their talents and provide a worthwhile experience for tactical RPG fans, or is it simply outclassed by its contemporaries?

As a big fan of tactical RPGs and Final Fantasy Tactics in particular, I... oddly missed this one when it launched on the PSP in 2007.  Even more odd considering it was developed by Level-5, a company that ranks among my favorite contemporary RPG developers; I quite enjoyed the Ni no Kuni games and a couple of the Professor Laytons, and Dragon Quest VIII and Dark Cloud 2 still rank among my favorite games of all time.  Odd, I know.

Having played it now, though, I found quite a fun experience.  The game has quite a bit of production value behind it for a PSP game with animated and fully voice-acted cutscenes (pretty well, at that), and Level-5's usual high-quality music and polished design are out in full force.  It makes good use of the PSP's limited control scheme too, utilizing the thumbstick for camera control and the d-pad for menuing and selection, though this does take a little getting used to if you're playing the emulated PS4 port like I am.

In terms of gameplay Jeanne D'Arc most closely resembles Fire Emblem than Final Fantasy Tactics, though Fire Emblem than FFT, though thankfully with FE's more annoying elements filed off - there are no permadeaths or breakable weapons or "Weapon triangle", though elemental affinities follow a similar pattern - Sol (Sun) is strong against Stella (Star), Stella is strong against Luna (Moon), and Luna is strong against Sol.  Some new gameplay elements are added though, like "Burning Aura" - striking an enemy creates one in the space behind them, and another character can then stand in it and attack for greater accuracy and damage.  They can also stack up to three times, allowing you to take down some particularly stubborn enemies with chained attacks.  If allies stay in close proximity (within 2 squares) they also get "Unified Guard" whenever an enemy attacks or counter-attacks, reducing their chance to be hit and taking less damage when they do - a good thing as enemies can generally take down characters in two or three blows.  Jeanne (and a couple other characters) also steadily build up points as turns pass, and once they have enough they can Transform into a substantially powered up form once per battle, gaining some quite powerful abilities - Jeanne herself gets Godspeed, which grants her another turn if she defeats an enemy (and can be chained multiple times in a single round as long as you keep getting kills).  It also surprisingly doesn't feel overpowered, particularly as each battle has a turn limit and some stages also end immediately if particular characters (or even any character) should be defeated, so utilizing any advantage you can quickly becomes key to victory.  As expected for a portable game, fights are fairly brisk - maps are generally fairly small and you can finish them in about 15-20 minutes on average, though they do get a bit more involved as the game progresses.

Equipment upgrades are found in shops (naturally), but you also find plenty in the course of completing story battles, and should your levels ever be lagging, you can take part in "free battle" maps to power up, so you shouldn't ever get stuck.  In addition to the usual complement of weapons, armor and shields, you also find plenty of "Skill Stones" that grant abilities for different types of weapons or simply change a character's elemental affinity, making them stronger against certain enemy types and weaker against others.  Skills are generally linked to using certain types of weapons (can't use a sword skill with a spear or a dagger, for example), but there is a surprising variety therein - one sword skills gives all nearby allies an attack boost, another spear skill grants a 7-space linear attack, while a particular dagger skill allows one to steal items from enemies mid-battle.  There are also generic spells that recover HP or equip elemental damage, and can be used with any type of weapon equipped.

All in all, Jeanne D'Arc is well made, quite enjoyable tactical RPG experience.  Maybe not one of the genre's defining classics, but it manages to hold its own on the PSP - a platform that gave it some stiff competition with games like Tactics Ogre, Valkyria Chronicles and Final Fantasy Tactics.  A worthwhile alternative from a company with a lot of passion and talent, particularly as you can get it for dirt cheap nowadays on the PlayStation 4.

 

Developer: Level-5, Japan Studio
Publisher: Sony Computer Entertainment
Released: 2007
Platforms: Playstation Portable, Playstation 4
Recommended Version:  As of July 2024 the game is available on the PlayStation 4/5 as a downloadable title, though it's simply an emulated port of the PSP version (with rewind and savestate functionality added).

Saturday, January 25, 2025

Bahamut Lagoon

Bahamut Lagoon was one of many late era Super Famicom RPGs by Square that came out just a bit too late to be considered for localization; the Saturn, Nintendo 64 and PlayStation were all out by then and steadily building up their audience, so putting in the time and effort to localize a game in a still-niche genre for a soon-to-be-retired console didn't make much sense from a business standpoint.  Still, the game got attention from fans in subsequent years, getting a fan translation and numerous requests for a remake that have thus far gone unanswered.  Gameplay-wise it feels a bit like a mashup of Fire Emblem and Ogre Battle, with each protagonist leading a squad of up to four units that can engage the enemy from afar with spells, or in turn-based battles in close quarters.  Each squad also commands a dragon; you cannot control it directly, but rather give vague commands to engage, retreat or stay alongside the squad and assist with attacks.  Dragons can also be fed between battles to boost their stats, change their elemental resistances or even alter them into different forms, granting advantages in future battles.  The game is quite impressive visually with its detailed backgrounds, smoothly-animated segmented characters and elaborate spell animations; in fact, it might just be the best looking Square RPG on the Super Famicom, which is no small feat from the company that previously brought us Final Fantasy VI, Chrono Trigger and Super Mario RPG.  It all adds up to a game with Square's usual blend of depth and presentation and a few clever gameplay quirks (like freezing water with ice attacks so land units can cross over it), but the slow pace of it all gets to be a bit annoying - battles can easily take upwards of 30 minutes in the early chapters and only get larger (and longer) from there.  The overall plot is largely formulaic and the characters fall into the usual fantasy tropes, so it's nothing too spectacular there either.  Still, it is at least worth a visit as a mostly-overlooked curio of a legendary company, and I still hope it may one day get a polished-up and rebalanced remake as Live a Live did in 2022.

Developer: Squaresoft
Publisher: Squaresoft
Released: 1996
Platforms: Super Famicom

Sunday, September 15, 2024

Castlevania: Circle of the Moon

Following Symphony of the Night's success on the Playstation (despite Sony's attempts to bury it), there was naturally more demand for the "metroidvania" format.  Circle of the Moon was actually a launch title for Nintendo's new Game Boy Advance system, all but ensuring it an audience, and the fact that it sold over 1 million copies naturally ensured the franchise would find a home on portable machines for years to come.  Circle of the Moon follows the same open-ended roaming as the original, with occasional boss fights and earning new items that allow reaching new areas.  Rather than having an extensive equipment and spell system and a shop like SotN, though, Circle of the Moon has something called the "Dual Setup System" (DSS), which allows you to combine two cards together to create a new effect.  Cards depicting the Greek gods form the base effect while monster cards provide a modifier; for example, Mercury adds elemental damage to your weapon; combining it with Salamander causes fire damage, Serpent causes ice, and so forth.  A lot of these effects are very niche and situational while others are almost comically overpowered - for instance, there's little point to using elemental effects  to target specific enemies when you can just attach a flat 25% damage boost to all of your attacks.  Similarly, summoning orbiting fireballs that inflict continuous contact damage lets you quickly destroy many bosses, much faster than would be possible just using your whip and/or subweapon.  Unfortunately most cards are a very low drop chance from various enemies, so you'll have to do a lot of tedious farming to collect them all.  The high difficulty of many boss fights also ensures you'll really want specific card setups to stand much of a chance, unless you really like naked experience grinding too.  Being limited to only one effect at a time is also a bit annoying, particularly as SotN allowed you to freely mix-and-match weapon types, armors, spells and boost effects while here they're all tied to random drops and/or the DSS.  Two of the strongest cards are also tied to rare drops from postgame bosses at the tail end of a long gauntlet of boss fights, so you'll be doing an arduous amount of grinding if you want to get full completion.

Circle of the Moon is far from perfect, but is a passable first attempt at a portable Castlevania.  Despite the obvious downsizing it retains a good semblance of the open-ended roaming and character building that made SotN fun, and it's got plenty of moody atmosphere, story twists and the same rewarding gameplay loop that made the format a hit to begin with.  Worth checking out, especially since you can get it for a pittance with the Castlevania Advance Collection on multiple platforms nowadays.

Developer: Konami Computer Entertainment Kobe
Publisher: Konami
Released: 2001
Platforms: Game Boy Advance. Also part of the Castlevania Advance Collection for PlayStation 4, Switch, PC and XBox One.  The Advance Collection also has a built-in rewind feature which substantially cuts down on the tedium of farming drops.

Thursday, September 5, 2024

Vay

Vay (rhymes with "eye") was released on the Sega CD by Working Designs, which certainly gave it some clout with '90s gamers - having an RPG with animated cutscenes, quality voicework, some touches of graphic violence and Working Designs's erm, colorful dialog embellishments gave those who owned a Sega CD some bragging rights.  Beyond the publisher's name recognition, though, it's a pretty bog-standard RPG in most every respect.  Simple turn-based combat, rather flat graphics and generic music, and quite a bit of slow-paced grinding for equipment.  The titular story element is the Vay Armor, a giant powered armor suit, but sadly all it translates to in terms of gameplay is a powerful piece of armor and weaponry for your main character.  The world design is pretty linear overall - there's pretty much no optional areas, puzzles or deciphering clues to find your next objective, and dungeons are mostly just linear corridors full of monsters to fight.  Vay is competently made in most respects, but not a lot about it stands out even in its time.  Vay also had a very unenviable release window, coming out in North America about two months after Final Fantasy VI and in a release year sandwiched between the release of the two Lunar games on the same platform - all top-of-the-line titles in their genre.  It may have value for a few Sega CD adopters as a nostalgic favorite, but even to them Vay is probably best left as a good memory while other, more worthy RPGs should get the revisit treatment instead.

Developer: Hertz
Publisher: SIMS, Working Designs, SoMoGa
Released: 1994, 2008, 2024
Platforms: Sega CD, iPhone, Android, PC

Saturday, August 24, 2024

Wizardry VI: Bane of the Cosmic Forge and Wizardry VII: Crusaders of the Dark Savant

Wizardry VI marked a significant new turn for the series; not least of which because it was actually the first to use a new engine, departing from the one they'd had for five previous games and over seven years.  With it also came a whole new slew of playable races, from Dracons to Felpurrs to Mooks, as well as numerous new classes like Valkyries, Bards, Psionics and Alchemists.  Magic, rather than being simply divided into priest and mage spells, has been similarly overhauled, now comprising the domains of fire, water, air, earth, mental, and holy spells, restricted by class - only Psionics can use all of the Mental spells, for example, while Alchemists get a small handful from every sphere to simulate them brewing various potions and poisons.  There's a limited skill system in place too, with some being tied to a particular class (such as the Bard's music skill) while most others can be used by several classes or even any class; though obviously things like Legerdemain (pickpocketing) and Skullduggery (lockpicking) are best suited to specialized classes like the Thief.  The core gameplay remains quintessentially Wizardry, though - first person dungeon crawling with 90 degree angles, punishingly difficult battles and a whole lot of grinding - but you can at least do proper saves and reloads now rather than having to roll a whole new party each time you die.  There is also no hub town this time - you start off straight in the dungeon itself and make do with whatever you scavenge from treasure chests or battles, or whatever scattered NPCs you can barter with.  Something else relatively unique for the time is that each of the two games also have multiple endings - depending on how you complete the story, importing your party into the next game will start them in a different place in the next one and with slightly different surrounding story events, though the overall story and sequence of events remains largely unchanged.  Still quintessentially old-school, brutally tough, grindy and "primitive" in design even a decade after the series' origins, Wizardry 6 and 7 are for a very niche audience, but those who enjoy their specific school of design swear by them.

 

Developer: Sir-Tech
Publisher: Sir-Tech, ASCII Corporation, Sony Computer Entertainment, Nightdive Studios
Released: 1992, 1994, 1995, 1996, 2013
Platforms: PC, FM Towns, PC-98, PlayStation, Mac OS

I would also strongly recommend you play the DOS version of Wizardry 7 and not the Windows remake "Wizardry Gold"; Gold breaks several important skills and makes the game much more difficult to complete.

Monday, July 15, 2024

Linda³ (Cube) Again

A cult classic game noted for its off-beat design and relatively unique premise; indeed, I learned of it from a cutscene compilation on Youtube and wondered just what all these sequences of bizarre body horror could possibly amount to when it came to an RPG narrative.  The answer, unfortunately, wasn't as deep as I'd hoped.  The "Cube" of the title refers to the fact that rather than being one contiguous story, Linda³ is actually three separate, non-connected takes on the same basic plot, all taking place within the same world and starring mostly the same cast of characters.  The core premise remains the same in all three - collect a specified number of pairs of animals and launch the Ark before a meteor destroys planet Neo Kenya in 8 years - but each story has its own unique subplots, twists and areas to explore.  That said, though, they mostly take a backseat to the core gameplay of collecting animals by defeating them in combat.  Indeed, you don't even need to wrap up the backing plot proper in most cases; once Ken and Linda have cleared their respective hurdles and you have enough animals to activate the Ark, you can set off at any time and view the ending.  The monster catching itself is far simpler than something like Megami Tensei or Pokemon - you just reduce a monster's HP low enough (or just a bit below zero) and they'll automatically be captured.  However, if you inflict too much damage (well in excess of their max HP in a single blow), they'll simply explode instead and you won't capture them nor gain experience, so some creative equipment swapping or skill use may be required.  Some animals also have specific requirements to get them to approach (carrying rotten meat) while others can simply be found or purchased, and your party can contain up to two dogs to aid you in battle, who mostly act of their own accord.  Other interesting mechanics include being able to butcher any animal for meat, which restores HP but may also have negative side effects, or even crafting them into weapons and armor, some of which can be sold for rather ludicrous sums of money.  The game certainly revels in its strangeness with the aforementioned wild cutscenes and an often dark sense of humor, but the fairly pedestrian/grindy gameplay and short, disconnected narrative(s) don't do it too many favors.

I should also note there are three different versions of Linda³ - the original PC Engine CD release, a 1997 PlayStation 1 version that reworks most of the graphics and adds an extra scenario that serves as a one-year time trial (appending the subtitle "Again"), and a third version on the Saturn the following year called "Kanzenban" (Perfect Edition) that adds a bit more content and uncensors some elements of the PlayStation release.  There is a fan translation available for the PS1 version as of 2024.


Developer: Alfa System, Mars Corporation
Publisher: NEC, Sony Computer Entertainment, ASCII Corporation
Released: 1995, 1997, 1998
Platforms: PC Engine CD, PlayStation 1, Sega Saturn

Friday, July 5, 2024

Shin Megami Tensei V: Vengeance

Shin Megami Tensei V was a return to fundamentals for the series, for both good and ill - its relatively minimal plot and character development, the series' general punishing design and a heavy focus on party management were all brought back in fine form, and the surreal art style and heavy, moody music were quite a sight to behold.  However, it was hampered by its shoddy performance.  Being released exclusively for the Switch - a portable platform with considerably lower capabilities than dedicated HD consoles - and pretty poorly optimized besides, it made my system run hot basically all the time and had a terribly choppy framerate throughout.  Hopes for a patch to fix it never really materialized, but Atlus being Atlus, they did work on and eventually release an updated version a few years later.  Quite a substantial one at that - Vengeance features an alternate story mode with many plotline changes and new characters (though the original is still available to play too), several quality-of-life features like Magatsu Rails to expedite repetitive backtracking, new demons, new areas to explore, all the DLC content from the original packed in as well as some new DLC of its own, and extra features like the Demon Haunt that let you interact with your demons on a slightly more personal level.  Basically, it's a major improvement on the core game in every way.  Well, except one - they don't seem to have optimized the Switch version at all.  Performance is still just as choppy and GPU-taxing as ever, and may in fact be worse owing to the extra content they've added.  So, buy Vengeance on another platform if at all possible; I can personally confirm it runs perfectly on the PS5.


Developer: Atlus
Publisher: Sega
Released: 2024
Platforms: PC, PlayStation 4, Playstation 5, XBox One, XBox Series, Switch

Thursday, June 27, 2024

Sand Land

An open-world game based on a somewhat obscure Akira Toriyama manga, Sand Land tells a post-apocalyptic tale set in an expansive desert overrun by dangerous fauna and under an oppressive military rule helmed by a despotic king.  Starring the demon Beelzebub and his companions Thief, Ann and Rao, they seek a mystic spring that could free the world from the military's grasp.  They're a pretty fun crew to hang with and their banter is pretty amusing, although you end up hearing the same handful of conversations a lot if you spend any amount of time wandering in search of treasure.  While there is hand-to-hand combat and dungeon exploration to a degree, the main draw of the gameplay is the vehicles - from two-legged jumper mechs to tanks to cars to motorcycles to battle mecha, you get quite a variety, and all can be customized with different paint jobs, weapon loadouts, armor and "chips" that grant small bonuses like quicker reload times or longer-lasting incendiary damage.  Using these, you follow the main story missions as well as a number of side objectives like bounty hunts, treasure hunting (with only some vehicles able to surmount certain obstacles), repairing radio towers and even racing events, with a larger overarching quest involving recruiting people to rebuild a struggling town and add more amenities to it. Toriyama's quirky sense of humor and imaginative designs once again prove a major highlight of the experience, lending an irreverent charm to the game and its characters, and I'm always impressed by how well his style translates to 3D.  Sand Land isn't a particularly deep game (and doesn't pretend to be either, unlike many pretty-but-shallow modern gaming experiences), but it is a fun one if you just want to spend a few hours driving around, blowing up critters and bandits and customizing your steadily-growing fleet of vehicles, although it hits the point of diminishing returns well before its story ends. Give the DLC (and the Digital Deluxe and physical Collector's Editions) a pass though, as they don't really provide anything substantive for the extra cost.

Developer: ICLA
Publisher: Bandai Namco
Released: 2024
Platforms: PC, PlayStation 4, Playstation 5, XBox Series

Wednesday, June 12, 2024

The Legend of Legacy

While there are plenty of Final Fantasy copycats out there, some of which have become pretty respected franchises in their own right (Shadow Hearts coming to mind), there are very few games that try to copy Square's SaGa franchise.  Maybe not the most surprising thing since it's a far less popular series, but it has been around almost as long as Final Fantasy and continues to have a dedicated fanbase so it was bound to happen eventually.  The Legend of Legacy is one of those rare SaGa clones, and it's a pretty authentic experience considering its development team has several Square Enix alumni in its ranks.  With game design by Kyoji Koizumi (who also designed several of the SaGa games), written by Masato Kato (of Chrono Trigger/Cross and Xenogears fame) and featuring music by Masashi Hamazu, they set out to make a game that felt like a '90s SaGa title and succeeded for the most part.   Set on the island of Avalon, the game features seven smaller stories in a shared setting and a focus on open-ended exploration and strategic combat. Stats and skills level up semi-randomly by participating in combat, and available techniques dependent on each character's type of weapon and their proficiency with it, randomly "Revealing" new techniques or upgrading existing ones (similar to "Sparking" in the SaGa games).  A strategic bent comes in the form of party formations chosen at the start of each turn; for example the Unicorn formation puts one person on point, and if they choose to block using a shield, they will intercept attacks directed at the allies behind them.  HP is also restored to full after each battle, though if a character is KO'd in battle their maximum HP will be reduced until they return to town to rest; further hits taken while downed will further reduce it.  Running from battle also operates differently from most RPGs in that the party will not just escape from their enemies, but retreat all the way back to the entrance of the current map.  Like SaGa, the open-ended design proves to be a double-edged sword; in the course of exploring you can easily stumble across a high-level area, get trapped in a boss fight and wiped out with no prior warning, necessitating a reloaded save and a fair bit of lost progress.  You also do have to pay close attention to clues and story beats and do a fair bit of searching to figure out what do do next, so it's not just a matter of following a marker to hit the next plot beat until you win like most JRPGs.  Still, if you like the unique and off-beat blend of Japanese and western elements that the SaGa series provides, the Legend of Legacy is one you may want to check out too.


Developer: Cattle Call, Grezzo
Publisher: FuRyu, Atlus, NIS America
Released: 2015, 2016, 2024 (HD Remaster)
Platforms: Nintendo 3DS, Switch, Playstation 4, Playstation 5, PC

Saturday, June 1, 2024

Final Fantasy Dimensions

Initially released as an episodic title similar to Final Fantasy IV: The After Years (and sharing many of the same developers), Final Fantasy Dimensions is a 16-bit styled Final Fantasy in just about every respect - familiar monsters, job classes and abilities appear, there are numerous familiar character names and story beats, and the combat system feels remarkably similar to Final Fantasy IV and V with its five-character teams, active time battles and customizable character classes.  The story also plays with an idea only briefly touched upon in Final Fantasy III - there being a parallel team of Warriors of Darkness that serve as a counterbalance to the Warriors of Light, splitting the narrative between two separate parties that eventually coalesce into a larger plot.  There are also (quite frequent) random battles and a lot of dungeons to get through, so while the game does last a good 50 hours, it does get pretty monotonous to play.  The game controls adequately for touch-screen based platforms, although talking to wandering NPCs can be a bit irritating, and if you're on a smaller device it's easy to fat-finger and hit the wrong command at a bad moment.  All in all though, Dimensions is a decent 2D Final Fantasy that obviously draws inspiration and numerous elements from the series' roots, but has enough fresh ideas to become a distinct and memorable title its own right.  If you're one of those fans who has lamented the lack of turn based Final Fantasy games in recent years, Dimensions is one you may want to give a try.


Developer: Matrix Software
Publisher: Square Enix
Released: 2010, 2012
Platforms: i-mode, EZweb, iOS, Android

Friday, March 15, 2024

Final Fantasy VII Rebirth

The second part of the Final Fantasy VII remake trilogy finally gets the party out of Midgar and continues the remixed plot right where the last game's left off, working in many new open world elements, character interactions and minigames along the way.  But does it prove a worthy continuation of Remake, or does Rebirth just give more weight to the criticism that it's an overbloated and unnecessary reimagining of a classic?

There was much buzz about the Final Fantasy VII remake, in no small part because Square had been not-so-subtly teasing it since the Playstation 3 era, remaking the intro from scratch as part of a trailer.  It finally debuted in 2020, and while well-received overall, also attracted a fair amount of criticism for changing up the story in some rather bizarre ways (something upper management insisted upon against director Tetsuya Nomura's wishes), and for feeling more than a bit padded.  I can't personally disagree -  the dungeons did feel overly long at times and the sidequests just weren't too interesting for the most part.  Still, it had enough new twists to hold my interest and it didn't stretch out into a 60+ hour slog just for the sake of it, so I had fun playing it and it didn't wear out its welcome.

Rebirth continues right where the last game picked up, but seems to take some criticisms of the original to heart.  One thing you notice right away is that the game world is much more open; in fact, once the intro (the familiar Nibelheim flashback) plays out it dumps a whole bunch of quests on you all at once, prompting you to venture around the grasslands near Kalm in order to analyze rare enemies, acquire a piece of armor from some thieves, activate broadcast towers and, of course, battle Chadley's simulated critters to unlock summons and other goodies.  Various NPCs also give quests of their own, so within the first few hours you've already got 40 or so side-tasks available.  And there's only more to come once you reach other areas; basically, almost every time you'd hit a stretch of empty world map in the original you're now given a bunch of optional objectives to complete.  While I did enjoy this at first, after the fourth or fifth time of being presented with another 30-35 hours of filler missions and minigames I got so bored that I just started rushing straight to story mission markers to get the game over with already.

Some new mechanics quickly show themselves too.  Right away you're given the Item Transmuter and introduced to the game's crafting system (because every game nowadays needs one of those).  Basically you find various items on the field (or in shops) that are useless on their own, but can be crafted into useful things like Potions, Phoenix Downs and Ethers, as well as more powerful versions of each that affect the entire party.  As you craft new things and complete sidequests you'll gradually upgrade the Transmuter, earning new recipes that can prove quite handy in other ways - creating new accessories that can't be bought in stores or upgrading armlets, with upgraded versions having slightly better stats than the standard ones.

Party Level also crops up right away, and it's tied to each character now having a skill tree, earning more points by - you guessed it - completing sidequests and purchasing skill books.  These do have a number of useful purposes, with a prominent one being that you can now launch elemental attacks without requiring MP; just spending an AP bar.  Others include new synergy moves (more on those in a second) and just straight stat buffs, giving a character more HP, damage or making their unique skills more effective.

Synergy is another new addition, and it comes in two forms - Skills and Abilities.  Skills serve as new attacks and are activated by holding down R1 to block and then pressing one of the four face buttons, which causes your current character and a second character in the active party to perform a flashy team-up move.  They tend to do quite a bit of damage and also quickly build up AP, so they're very handy in the more hectic battles where enemies love to hound you constantly.  Performing them also builds up bars, which can then be spent to activate Synergy Abilities - powerful cinematic attacks that also grant temporary buffs like unlimited MP or extended stagger time.  In both cases, it's a good idea to mix them up - using the same ones repeatedly will also cause them to take longer and longer to recharge. 

Rebirth of course follows the central part of Final Fantasy VII's story where much of the playable cast joins up, so they've added several new playable character and given each their own mechanics.  Yuffie returns from the Intergrade DLC chapter of Remake and plays largely the same as she did there, able to attack from melee range as well as throw out her shuriken and bombard the enemy with ranged attacks while it remains separated from her (doing damage itself as it spins in place and damages nearby enemies).  Red XIII is made fully playable, able to block attacks to fill his Vengeance meter and enter Vengeance Mode once it's at least partly filled, boosting his damage and dodge speed and getting a secondary attack in Siphon Fang, a move which absorbs HP.  Cait Sith is perhaps the strangest character of all, effectively being three characters in one - the Cat can fight solo, but much of his effectiveness stems from his summoned Moogle, which can fight on its own or pair up with the Cat in "Mounted Mode" to greatly expand their collective moveset.  Their special moves (and Limit Breaks) are also dependent on their Luck stat, so bolstering that with some Luck Plus materia will let you get more mileage out of them.  Vincent and Cid appear in the game, but are not playable; presumably they'll follow in Red's footsteps and become full-fledged characters in the third and final entry.

An integral part of Final Fantasy VII's gameplay was of course its minigames, and Rebirth certainly doesn't skimp on bringing that back.  In fact, there's enough minigames here to rival one of the Yakuza games.  From crunches to combat challenges to smashing boxes to herding moogles to a MOBA-like minigame based on Fort Condor (also seen in Intergrade), and that's all before you hit the Gold Saucer, which has plenty more of its own.  3D brawling, shooting targets, and even a Rocket League style minigame with Red playing a high-speed version of Soccer.  For the first time since Final Fantasy IX, we also get a game-spanning substory in the form of Queen's Blood - a collectible card minigame.  It has a similar element of controlling space on the board, but comes down more to strategic placement of your own cards ratings rather than trying to dominate or destroy your opponent's; basically, you place cards down to mark adjacent spaces as your own for future moves, and once both players pass a turn, whoever has the highest score in each of the three lanes gets points for that lane, with whoever has the highest score in total winning the game.  There are a wide variety of different cards and tactics to employ, as well as some rare cards with powerful effects to overcome and use yourself, so there's certainly no shortage of tactics despite being a simple game at a glance; you'll have to get pretty creative if you want to conquer every opponent and collect every card.  Thankfully you don't lose your own cards when you lose a round either, which spare a lot of the tedious reloading saves that came with FFVIII and IX's card games.

One thing I did find a little jarring about Rebirth (and Remake to a degree) is that it plays up the humor element quite a lot compared to the 1997 original.  Nomura isn't in the director's chair this time, but his influence is still felt, with  hammy voiceover, jokey dialog and no shortage of exaggerated silly moments.  One that particularly stands out in my mind is the famous Midgardsormr death scene - a chilling scene we only saw the aftermath of in the original, but here it's an onscreen event - one that's so abupt and over-the-top that it actually made me laugh out loud.  The original FF7 did have its moments of levity, but certainly not to this degree; honestly the Remake series almost feels like a parody of Final Fantasy VII at times rather than an earnest attempt to recapture the original's heavy mood.

Rebirth feels like a logical extension of Remake in almost every respect - addressing some prominent shortcomings of its predecessors, adding a much wider world to explore and keeping the core combat intact while adding in numerous new mechanics and playable characters.  The addition of more (and more varied) sidequests, combat mechanics and minigames helps it quite a bit too, staving off the monotony of constant combat and dungeon-crawling that its predecessor frequently fell into.  That said, the fact that they still have to fall back on lame padding quests to fill time in a game that encompasses a much larger part of OG FF7's plot is pretty dopey, and some of the combat challenges and minigames are exercises in sheer frustration more than anything else.  There's confusing decisions made with them at times too - you get a choice for an easy mode if you fail the Moogle minigame more than twice but for the actual near-impossible ones (like the situps minigame) you're on your own?  I also absolutely despise when games lock a single trophy behind completing dozens of side objectives you otherwise wouldn't glance twice at, which - surprise - this one does.  That's bad enough, but making you play the entire game twice (hard mode doesn't unlock until you've finished the game once on a lower difficulty) also just smacks of deliberately wasting your time; so no, it's not a game I ever intend to platinum.  But even with those faults, a lot of dopey humor, more than a bit of padding in the story and some downright obnoxious objectives I enjoyed Rebirth overall.  It's not as tightly designed and written as Final Fantasy XVI and definitely nowhere near as grondbreaking and brilliantly paced as original FF7, but it does justice to its legacy; it's just a shame that for every moment of inspired storytelling and character building there's about 5 hours of tedious filler quests sandwiching it.  I don't regret the time I spent with Rebirth, but I'm not exactly chomping at the bit to play Part 3 if it's just going to be more of this.


Developer: Square Enix
Publisher: Square Enix
Released: 2024
Platforms: PlayStation 5
Recommended Version: N/A

Tuesday, January 30, 2024

Deus Ex: Human Revolution

The third game in the Deus Ex franchise and the first to be released in nearly a decade promised to be a return to form for series fans.  But does Human Revolution live up to the legacy of the legendary first game, or is it another one to be dropped and promptly forgotten like Invisible War? 

Released almost a decade after Invisible War, Human Revolution thankfully doesn't hit the reset button again, instead opting for a prequel to the first Deus Ex focusing on humanity's newfound fascination with mechanical augmentation.  The main character, Adam Jensen, finds himself an unwitting recipient of mechanical implants after the company he works for falls under siege and he is critically wounded (including a rather graphic headshot as a reference to Robocop).  Per series norms, how he copes with his new life is left up to the player, either enjoying the benefits of augmentation or buying into the counternarrative that he's now less than human and wouldn't wish his fate on anyone.

To its credit, Human Revolution does at least feel more like the first Deus Ex than the second - you're not overly limited by a lack of options or cramped by tiny, narrow level design, and the augs you're given access to are rather extensive and have quite a few new flashy effects.  From softening falls to punching through weak walls to hacking hostile robots to reducing weapon recoil to emitting a powerful explosive attack in a short radius around your character to literal x-ray vision, you get some quite useful and powerful effects.  They're not too abusable, though, as the majority of them run off an limited energy meter that only regenerates partway (one bar in the original release, two bars in Director's Cut).  You'll need a fair number of candy bars and batteries to keep your energy topped up if you want to use your augs extensively.  Like many modern shooters Human Revolution features regenerating health, though it occurs slowly enough that you can't abuse it too much - if you go in running and gunning against large groups of enemies you'll still probably die pretty fast.

There's a lot more focus on stealth-based gameplay too, with the player able to flatten themselves against walls or press a button near an unaware enemy for an instant takedown, either lethal or nonlethal depending on how long you hold down the Q key.  Another new mechanic I quite liked is the "battle of words" - at several points in the game you basically get into an argument with another character, and by picking the right choices you can get them to stand down, often ending a confrontation nonlethally or gaining some other benefit afterward; in fact, one of your augmentations plays into this, giving you hints on what to say based on that character's personality traits.  One can also purchase and modify weapons, which once again run on separate ammunition types (hooray!) and for the first time in the series can even sell weapons back for extra cash, which is something I ended up doing quite a lot.  There is an annoying catch, though, in that you can only carry one of any given weapon type at a time - any others you pick up are emptied of their ammo and immediately vanish into the either, so if you want to sell a lot of weapons back you have to drop your current copy and carry them back to the seller one at a time.

A major detriment, at least in the original release of HR, are the boss battles - overlong and generally awful slogs against bullet-sponge bosses that can sustain multiple headshots from high-capacity weapons without flinching, but take you out in only a few hits.  Not to mention this rigid style of design completely disregards the choice-based gameplay everywhere else in the series and even in this game. Apparently the boss fights were actually farmed out to another development studio, and I believe it considering how out-of-step they are with everything else in the game.  Thankfully the Director's Cut does alleviate this to a degree, giving them wider arenas with things like vents to sneak-attack from and automatic turrets to set traps with.  

I don't much like HR trying to rope you into one particular gameplay style, either - getting experience bonuses for nonlethal takedowns (which add up very fast) and a gimmicky hacking minigame that awards more XP and lets you constantly unlock more virtual "viruses" that make future attempts easier means you're basically going to play a stealthy superhacker no matter what, because the alternative is missing out on a huge chunk of valuable points and supplies with no recourse.

Some prominent plot holes and inconsistencies creep in fast as well.  2025 seemingly has much more advanced technology than the 2052 setting of Deus Ex, withs full-body augs and AIs that can easily pass the Turing Test to the naked eye and holograms that don't require bulky projectors.  The ending is somehow even lamer than Invisible War's big dumb faction punch-up, with Adam being taken to an island of essentially mindless aggressors and  literally being led to a room with three buttons and told to pick one to choose an ending.  Pretty weak stuff, especially given how vast, complex and rewarding choosing one of the original game's conclusions was - you were picking a plan of action and carrying it out while outwitting gene-spliced monsters and armed super soldiers, and no matter which path you chose it was pretty epic.  I also felt there was a big missed opportunity by not having any of your prior choices play a role in the final area at all - it just seems that nothing you do before that stage makes any difference going in or affects the outcome whatsoever; also true of the original games, sure, but this was the first Deus Ex of a new generation of consoles and a perfect opportunity to do something new with the format..  Of course, the prequel problem also kicks in, in that you know how things are going to unfold in later games so two of the choices you're given are a purely hypothetical what ifs with no basis in canon, which just kind of makes me wonder why they give you an option at all other than to say "yep, it's Deus Ex and it's all about CHOICE, even if none of it actually matters in the end!".

Human Revolution feels like a "designed by committee" return for Deus Ex - made by people looking to create something that will appeal to fans and turn a profit for their shareholders without quite understanding what made the original work so well.  It hits a lot of the beats and has a few good ideas of its own, but for everything it does right there's something else that feels undercooked or just not implemented very well.  The gameplay gives the illusion of choice but ropes you into a particular playstyle for longterm success, and  everything you do in the plot just feels ancillary, like you're playing out a bit of lore mentioned in passing in some random computer terminal in the original game that ultimately has little bearing on its events.  There are also substantial performance issues even on modern machines, with a lot of stuttering and frame drops at very inconvenient moments.  The end result is a moderately fun experience that doesn't live up to its potential on any front, but does at least recapture some of the immersive design, heavy atmosphere and creative problem solving the original game provided.


Developer: Eidos-Montreal
Publisher: Square Enix Europe
Released: 2011, 2012, 2013 (Director's Cut)
Platforms: PlayStation 3, XBox 360, Mac OS X, Wii U
Recommended Version: All versions play pretty much the same, though the 2013 Director's Cut does feature some substantial improvements to enemy AI, overall gameplay (including much better boss fights) and some core mechanics, as well as improved visuals and including the Missing Link DLC.  The Wii U version also has a few exclusive additions like using the touchpad to display a minimap, input keycodes, interact with computers and activate some augmentation features