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Showing posts with label NIS. Show all posts
Showing posts with label NIS. Show all posts

Monday, 6 November 2023

Disgaea 7: Vows of the Virtuless Review (Switch)

 

Somewhere out there will be someone who has completed all the Disgaea games, and not just the seven mainline titles but the spinoffs and probably Phantom Brave and a host of the others NIS titles. We are happy to be honest and say that isn’t us and we also didn’t make it all the way to the end of this Disgaea entry. But unless we wanted our review to come out next year we had to stop playing at some point. And just in case you think we are tapping out early, the developers claim a 400-hour run time on this one so just go with us here.

We found Disgaea 6 solid, but it struggled to keep our interest in the long run, especially compared to other games in the series. The new look in particular didn’t settle well with us, but we are glad to say that Disgaea 7 is much more visually appealing and consistent in it’s style. This in part comes from the game taking inspiration for its look from the Edo period of Japanese history. This has allowed for a lot of the rough edges and visual clutter to be stripped back and give us something that looks modern, but also keeps the series looking good enough for current systems.

This time the story follows a rich and spoiled tourist girl called Pirilika who has arrived in the universe to take in the unique culture and understand more about their Bushido code. Unfortunately, she finds that the universe has been overrun by demons working for the big bad Shogun Demmodore Opener and has thus lost it. She’s soon joined by a grumpy samurai named Fuji who is drawn to the magical sword she happens to be carrying around in her bag. It turns out the sword is one of seven founding weapons and the two set off to find the rest and overthrow the evil Shogun.

In terms of mechanics, the core ones never really change when it comes to Disgaea. Levels take place across grided environments with characters having different movement, magic, and attack stats. Various obstacles and bits of the map add or take away various bonuses and most levels are completed by either defeating a boss or eliminating all opposition. This is a massive oversimplification of course as every stat of every character can be changed and manipulated in countless ways until you have the ultimate team of heroes ready to march through to the end.

As an added complication, levels often have the series tradition of geo panels present as well. These are coloured squares which are linked to a node which adds effects such as upping attack power or healing. If you destroy nodes in the right order and in the right places, it’s possible to clear all the coloured squares and gain a huge bonus.

Unlike some previous entries Disgaea 7 does a very good job of drip-feeding news systems to you. You’ll start out with very little to sort out aside from the basic battles but as you progress through the worlds more and more shops and buildings will unlock back at your base. There’s a hospital of course and weapon and items shops which are self-explanatory, but you’ll soon get the juice bar to allow bonus boosting of stats and the dark assembly where you can go and try and get new rules implemented, change upcoming levels or a host of crazy other things. There are bonus missions, cheat rooms, squads, and the meta game of the item world, it all seems sometimes like you’ll never get to the end of it all.

For those new to the series, the item world is a series of randomly generated levels which occur when players want to jump inside an item or weapon. For each level you beat the object will get stronger and you can find item world citizens as well which add more bonuses once completed. Considering you can do this with every single item in the game you could lose thousands and thousands of hours here if you really wanted to.

Most games in the series have a sort of gimmick added into them. In the past we’ve had monsters being able to be turned into weapons, tower battles (where characters stack on top of each other) and ridable giant creatures. Vows of the Virtueless brings ‘Jumbification’ into the mix. When a character fills its meter it’s able to grow to gigantic Kaiju proportions. Characters become so big that they don’t even fit on the battlefield anymore. Instead, they stand at the back or to the side and can unleash huge area effect attacks. Giant characters also add effects to the whole battlefield both positive and negative. Of course, this also makes them more vulnerable as multiple enemies can reach the edge of the battlefield and all attack at once.

Overall, Disgaea 7 is up there with the series best. It’s easy to access for newcomers while also being incredibly challenging as you progress to the depths of the game. Mechanics are complex but introduced slowly so that you are never overwhelmed, and the writing is top draw and encapsulates all the humour and quirks we have come to expect. Whether you are new to the series or a veteran this is one of the best games of its kind and it works extremely well on the Switch. Highly recommended.

Overall 9/10

 

Monday, 26 June 2023

Raiden III x MIKADO MANIAX Review (Switch)

The Raiden franchise is experiencing a sort of reverse revival at the minute. Raiden V was the first release followed by IV and now III has appeared (with the arcade original also hiding on the Eshop). No doubt Raiden 2 and some of its spin off games are also on the horizon. In our view the more Raiden games we get the better as it’s an often overlooked series that hasn’t ever really had a bad game.

In terms of mode there’s nothing particularly spectacular here but you get the normal arcade mode, score attack mode and once completed a boss rush mode. You can also change a few cosmetic things such as wallpaper for the side of the screen and various life and bomb options. There’s the ability to flip the screen as well if you want to play in TATE mode. Topping off the features are of course online and local leader boards.

The game itself plays fairly similarly to the other Raiden games in that it relies on more standard blasting and survival than the many of the modern bullet hell shooters. Maximising your score comes down to chaining kills and not getting hit so it’s a stripped back affair that is quite refreshing in a lot of ways.

You have three main weapons which you can use which are equipped by coloured power ups you pick up within the levels. Each of these can be levelled up to become more and more powerful as well so knowing what you want for a particular level is key to scoring and survival. One of these weapons fires bullets in every direction while the other is a straight powerful laser. The last is the super bendy beam laser the series is famous for. You also have a classic style smart bomb and secondary missiles that fire continually.

There are seven levels in total and while they are tough, Raiden is a fair game at heart. Your ship is a little slow but then you aren’t diving through the sea of bullets that a lot of these sorts of games inflict upon you. Bosses fall much into the same category with them making you manoeuvre carefully but never fully overwhelming you. That said, it’s funny how often you seem to die despite this so it can be deceptive. And we really do wish the ship moved around a bit quicker.

The graphics looks good in both docked and handheld mode and enemy fire is distinctive enough from the backgrounds to be seen clearly. Even being colourblind we didn’t have any issue with things blending into the background. The choice of sound options are all solid and add another element for players to customise. The game does slow down in places but there’s a whole different debate to be had about how slowdown in retro shooters effects the gameplay. Personally, we would like to see it ironed out but there will many happy that the game plays in the way it always has.

Overall, this revival of Raiden III is most welcome and will be essential for fans of the series. We do prefer both Raiden IV and V as they are a bit more polished and distinctive but then that’s to be expected as we are going back through the series in reverse. On its own merit it’s a fun and solid shooter that offers a lot to veterans while also being accessible enough to newcomers and more casual fans who just want to blast away for short bursts every now and then.

Overall 8/10

Monday, 24 April 2023

GrimGrimoire OnceMore Review (Switch)

It’s been a long time since GrimGrimoire first appeared on the PS2. It was always seen as somewhat of a unique strategy curio and even now there is very little else out there like it. Imagine a sort of game of witchcraft-based tug of war set across a 2D, side on, plane and mixed with a touch of classic RTS’ such as Dune and you are kind of getting there.

GrimGrimoire always looked beautiful, and nothing has changed in this new version. Now in HD, the artwork and creatures look absolutely gorgeous. Individual creatures and elements of the levels are incredibly detailed and some of the best looking you’ll find. Unfortunately, the levels themselves remain somewhat bland throughout with the multi-tiered battlefields changing little from level to level aside from enemies and portal placements.

In terms of how the game operates it’s a fairly simple premise with a large amount of nuance and tinkering. It has some standard RTS elements – for instance you’ll start each round sending out creatures to gather magic from crystals much in the same way as you would have sent workers out to collect spice all those years ago in Dune. This can then be turned into different creatures or used to upgrade your portals. Portals are used to someone the various familiars under your control. These are created from runes which come in various flavours such as necromancy or glamour with each allowing different creatures to be summoned.

Once you’ve got your production line running it becomes a matter of building your defences around your portals while also sending out troops to take down your opponents. Most levels end by either holding out for a certain amount of time or eradicating your enemy and the key is working out which of your creatures are best suited to defeating your opponents. The tug of war as troops pile up together can often seem a bit like a war of attrition but the games rule set is consistent so once you understand how things work it does make sense. It’s also not the longest or toughest game of this type so non-veterans need not be too intimidated.

Something which was tricky back on the PS2 was how the game actually controlled. The lack of mouse input means you are using a controller to move the cursor around the screen in order to select things. There are shortcut combinations of buttons which allow you to select groups but the game never quite gets over its awkwardness in this respect. What is a shame is that no touch screen controls have been implanted in handheld mode which seemed like an ideal way to effectively remove the games biggest flaw. However, as unnatural as it can seem at times the controls rarely become a problem to a point that it massively effects what is happening on the battlefield and everything is manageable.

Overall, GrimGrimoire Once More remains a unique and original take on the genre. The side on view has rarely been replicated and it plays unlike pretty much anything else. We are glad that the time has been taken to bring it to a new console as it was cruelly overlooked on its PS2 release. If you are looking for something different or want to try a more original take on the RTS game then this is well worth getting into and it hasn’t aged at all since its original release.

Overall 7/10

Monday, 19 September 2022

Prinny Presents NIS Classics Volume 3 Review (Switch)

Somewhere out there will be someone who has finished everything NIS has ever put out. But it’s likely that most of you will have a gap somewhere in the company’s extensive back catalogue of 1000 hour games. The La Pucelle games fall into this category for us. When NIS was releasing everything in the West on the PS2 this one somehow slipped by, so we are pleased to see it return on the Switch.

La Pucelle Ragnarok is the game released on the PSP containing all the DLC and extra content that the version contained. Rhapsody A Musical Adventure is making its debut in the West and is basically NIS’ take on a Disney musical – and yes, it is hilarious.

A few may initially be put off by the fact that la Pucelle is one of the earlier releases from NIS. However, we had a different experience with it than we were expecting. There aren’t as many systems in place and it is a bit rough around the edges but the fact the game is stripped back compared to some of the ludicrously complex later entries in the DIsgaea series and titles like Makai Kingdom actually makes it a perfect entry point for newcomers and people looking for a place to dive into the companies output.

The characters and writing are up to the usual standard and both games are genuinely funny and twisted in the way only games from NIS can be. The main difference here from their other titles is that here you are focusing in on a couple of characters who will grow and level up over the course of the adventure. You can bolster your ranks by defeating monsters and converting them to your cause but most of the game is focused in on the characters you start with.

The mechanics will be familiar to those who have played Disgaea and the like, just a bit more stripped down. The turn-based strategy combat still unfolds on a grid where characters have a movement limit and then can choose which attacks to do and which direction to face. You also need to think about positioning to make sure you are being backed up by your surrounding characters as this gives bonuses and extra attacks to your team while also bolstering your defensive options. Leaving characters exposed on their own will see them eliminated quickly.

The key ‘gimmick’ is to do with the different coloured streams of elemental magic that round around the battle fields. These can create effects such giving bonuses to attacking or healing for both your team and the enemies and characters can stand in the streams to block and redirect them around. If you can get one of the streams to completely surround and area it can then be ‘purified’ which causes a huge chain reaction which damages enemies within the area and gives a massive bonus to the player.

The maps in Rhapsody seem somewhat smaller which does take away some of the tactical element as enemies and your team seem to be on top of each pretty much straight away. It is also somewhat easier than Ragnarok due to this as levels are much shorter.

Overall, we are really glad that NIS has decided to bring the La Pucelle games to the Switch. They are showing some age but we found it great to take a step back from the hundreds of systems that have been layered over the companies games year on year since this first released. The core story is good and the characters are likable and we found ourselves drawn to it for far longer than a lot of similar game the Switch has to offer. It’s a great place to start for those looking to get into the world of JRPG strategy games.

Overall 7/10

Monday, 23 May 2022

Prinny Presents NIS Classics Volume 2 Review (Switch)


The Switch is fast becoming an Ark of overlooked NIS gems and now we have another collection of games set to take up several thousand hours of our time. Classics Volume 2 contains underappreciated PS2 game Makai Kingdom and PSP game Z.H.P: Unlosing Ranger vs. Darkdeath Evilman. As you can probably tell these are going to be games that require some serious dedication from the player but then that is NIS’ whole ‘thing’.

Makai Kingdom released fairly late in the life of the PS2 and came after the Disgaea and Phantom Brave games had established themselves on the system. This version, subtitled “Reclaimed and Rebound”, contains even more content than before and it is one of the most in-depth games you are ever likely to find. Even in terms of NIS games this one is detailed with a seemingly never-ending list of things to do and level up.

The writing and humour live up to the standard we now expect from the company and the crazy plot will sit well with fans of Disgaea. Basically, Zetta the “Bad-Ass Freakin’ Overlord” accidentally destroys his own Netherworld and ends up getting confined within the pages of book and then things start to get weird. It follows much the same look and pattern of other NIS games with the mechanics more akin to Phantom Brave than Disgaea. Instead of the grid system you are given range circles which show how far characters can move and attack and the elemental aspect of Phantom Brave returns with characters being created from raw materials such as rocks or trees and imbuing characteristics of those objects.

Makai Kingdom is arguably NIS’ biggest and most in-depth game. If you are a fan of this sort of thing and want something that’s fairly easy to get into but has limitless depth then this might just be the game you fall in love with.

Z.H.P: Unlosing Ranger vs. Darkdeath Evilman is something a little different. It’s much closer to the Rogue template and has players guiding a single character through dungeons repeatedly dying and levelling up their base stats. The dungeons are randomly generated each time - aside from the boss encounters which will require large amounts of grinding to get past. It’s like if someone took the item world concept from Disgaea and tried to expand it into its own game. It’s strangely addictive and we found ourselves glued to it for hours at a time.

The plot of this one is wonderful as well. The real hero of the piece is on their way to take on Demon General Darkdeath Evilman but is hit by a car and dies when they step off the pavement without looking. The mantle is then passed onto an ordinary person who is just passing by who then must begin training to save the day and rescue Super Baby.

Overall, This collection is another solid release from NIS. A re-release of Makai Kingdom was long overdue and it’s great it can now join other classics from the company on the Switch. We hadn’t encountered Z.H.P: Unlosing Ranger vs. Darkdeath Evilman before but it fits perfectly here and is a real highlight. The amount of grinding may put some off, but the humour and charm of both games will likely see them find new fans, and they should because both are genuinely great games.

Overall 8/10

Friday, 2 July 2021

Disgaea 6: Defiance of Destiny Review (Switch)

Just when you think you’ve cleared your Switch backlog here comes the next version of the everlasting time sink that is Disgaea. It’s pause for thought that someone out there may have spent a large portion of their waking life playing Disgaea games. 1, 4 and 5 are already available just on the Switch and multiple versions of all the games span all the way back to the series debut in 2003 on the PS2. It’s a testament to the quality of the series that such a niche genre has had consistent Western releases for so long. And we’ve played all of them.

This time the story focuses on a lowly but arrogant zombie named Zed who’s realm and way of life is threatened by an unnamed God of Destruction. However, Zed has the unique ability of Super Reincarnation which means not only that he cannot permanently die, but also that each time he does he comes back to life stronger. Naturally, Zed sets out across the Netherworld to defeat the menace and win the day. As stories go we found it to be solid but perhaps not as weirdly humorous as some of other games. (But then how can you beat a vampire that shouts SARDINES! As Prinny’s charge into battle).

It’s an intimidating series, but Disgaea 6 is the first game in the long running franchise to put in real allowances for newcomers with numerous things now in place to try and placate the ‘grind’. It’s impossible to go through every system without effectively creating a hundred point list but some of the more obvious thing include – experience being able to be shared with non-fighting characters, an adjustable cheat menu, auto-battling and game speed-up systems. But don’t let this put you hardcore Disgaea fans off because these new systems have actually been built into the makeup of the game with level caps being raised to 99999999 and the Dark Assembly and other options available to add twists onto just about everything.

The auto-battle system can also become like a meta game in itself. Much like games like Final Fantasy 12 you can programme your team with all sorts of detailed instructions meaning taking the time to properly prep your team will likely become an obsession for many players before they try and beat the levels from a more managerial setting.

The wealth of systems we have come to expect from Disgaea are all still here. So the lifting, geo symbols, team system, teams attacks and character creation systems remain. It looks like the occasionally seen system that allows monsters to be turned into weapons is absent though. The particular gimmick of this game (aside, from the speed up systems), is that of mounted units and large monsters. Mounted units have greater movement and combat reach and the oversized monsters are incredibly strong and can attack multiple panels at once. It’s an interesting dynamic to add to levels which can often feel condensed and cramped and certainly adds another level of both attacking and defensive strategy.

So far so good, but the problem is we really struggled to engage with Disgaea 6. It just seems a little off in places and it’s hard to really identify why. The most obvious aspect is perhaps the new 3D look of the game. We’ve always had an issue with the colours being used in Disgaea (geo panels especially), but the added detail to levels seem to serve to make them cluttered and it’s really difficult to see colour dependant objects on the map. At times we were even struggling to find the cursor. Non-colour-blind gamers out there may well feel differently about this of course. To us it just looks a bit too busy.

The other thing that stands out a bit is how strangely the characters move - especially in the base area. It just looks really odd. It’s like frames of animation are missing and when you jump it feels like Zed has no weight to him. The base area is also incredibly cramped together which obviously means less wandering around but also less grandeur and opportunity for flourishes in what should be your super evil lair. Again, it’s not a big thing but it just didn’t feel quite how Disgaea should.

Overall, the mechanics of Disgaea 6 are as strong as ever and all of the new additions are both welcome and integrated brilliantly. The story and overall visual design may not be quite as inspired or anarchically crazy as before but that is somewhat of a minor point. If you like Disgaea then here’s another time sink for you and if you’ve never played it before then this is a great place to start. Just because it’s not our favourite Disgaea ever (SARDINES!), doesn’t mean it’s still not better than almost every other strategy RPG out there. You’ve finished the other three Disgaea games on the Switch now anyway right D00D?

Overall 8/10

Monday, 10 May 2021

R-Type Final 2 Review (Nintendo Switch)


It’s been a long time since the last new R-Type game. We should know because we reviewed it way on the PS2 and gave it a respectable 8/10. The thought of a sequel to the original R-Type Final certainly got us and many a shooter fan excited and now it’s here via a successful kick starter campaign and it’s certainly not taking any prisoners.

For those new to the series the R-Type games are side scrolling shooters where you single handedly take on the Bydo Empire. The key gimmick of the series is the ‘Force’ unit which players attach to their ship. It acts as both a barrier and a projectile battering ram, while also be able to fire on enemies. The strategic use of the unit is key to making progress through the game and intelligent use of it can make short work of otherwise insurmountable enemies.

The other thing that the original R-Type Final was known for was the legion of unlockable ships. This idea returns in the sequel with an ever present selection of units which are unlocked by completing levels and using resources. These become more and more diverse as you make your way through the game and are remarkably different which gives players plenty to play around with in order to find the perfect one for them.

The other key thing here is this certainly feels like an R-Type game. The opening is a thrilling return that sets the scene for players blasting off to fight the enemy and the levels remain maze-like constricting nightmares where players are more likely to crash into objects or waves of enemies than be overwhelmed by a swarm of bullet hell fire. In this respect at least it does all the right things.

However, it’s far from a perfect game. The environments themselves don’t look quite right and often have a roughness to them. This paired with fairly busy background graphics mean enemies and bullets can become lost in the environment which led to many a death which we simply didn’t see coming. These types of games are certainly not the place you want to be downed in a way that seemed unfair or unavoidable and it adds a level of frustration that could easily have been avoided. It also means we have to raise the issue of accessibility again with the colour palette not friendly for colour blind players at all. The fact that restarting after death seems to take a small lifetime doesn’t help either. At least there are checkpoints and all the continues you could ever want – but don’t expect to be getting all your hard earned firepower back all at once.

The slow restarts and visual issues wouldn’t perhaps be so noticeable if the game wasn’t so absolutely, crushingly, hard. This is one of the toughest games we’ve played in a long time and it took us a significant while to even get off the first level. Once we did adapt and start making progress though the levels are never less than thrilling in a sort of ‘OH MY GOD I’M GOING TO DIE’ kind of way. It’s also worth noting that the difficulty level chosen effects the game massively with the first level moving from having to off a small alien creature to taking on series icon Dobkeratops in its full glory as you up the intensity.

Unfortunately, the branching structure of the original game which had players experiencing different versions of each level based on how they did in the previous one seems to not be implemented here. The game is also meant to have adaptive difficulty but we didn’t see much of a change during our time with it apart from the game throwing us extra continues.

Overall, R-Type Final 2 certainly isn’t a perfect game but then none of the R-type series really is. When it clicks the levels are thrilling, claustrophobic and intense and you’ll find yourself really drawn into it. But then you’ll die and it’ll take forever to reload the checkpoint and the frustration may well start to set in. It’s certainly one that fans of the series will love but it’s a somewhat harder sell to newcomers who aren’t invested in the same nostalgic way. The first R-Type Final seemed pretty much complete but this feels somewhat bitty and disjointed in places which is a real shame. That said it’s great to have the series back – but if someone could remaster the first of the two games that would be great.

Overall 7/10

Wednesday, 1 April 2020

La Mulana (Switch Review)


La Mulana has been around for a long time. The Wii was the first console to get a port but now we can pull our hair out wherever we are with this portable version on the Switch. It may seem a strange choice but La Mulana is a perfect candidate for on the go gaming – even if it is still incredibly difficult.

For those unfamiliar with the game it follows an intrepid archaeologist as he drops into the legendary ruins of La Mulana. It’s a puzzle platform game in the purest sense with block pushing and weight placing high on the agenda. There’s lots of whipping, pinpoint platforming and traps galore. There are also massive great boss monsters and lots of death.

There’s no getting away from just how difficult the game is. Especially when you first start it can seem overwhelming and any hints at what to do are obscure to say the least. Once you break through the initial barriers things do get much better for players though. It took us about an hour and two wasted save files to really get going. The third time we started it all began to click and we would recommend any player to use a guide for the first couple of areas if you feel you aren’t getting anywhere.

Once we had gathered the warping Holy Grail, bought a symbol decoder from the shop and got past the first boss it became a much better adventure. It’s all about getting your head around what you need to do and once that happens it reveals itself to be an excellent platform adventure. By the time we reached the second proper area everything was fine and it felt we were really getting into it.

Level design is strong throughout with areas different enough from each other in terms of enemy type and design. There are fiendish puzzles and riddles to solve but the core dynamic is based around placing weights on pads to make things happen in the environment. Weights can be picked up on your adventure but it’s normally best to buy a hefty amount at the village shop before diving back into the depths.

Once you have the Holy Grail you can warp to any discovered Grail points which makes life a bit easier. We did have an issue with certain points disappearing from our warp list though – if this is a bug or something we haven’t worked out mechanics wise remains to be seen. There’s a host of different equipment and weapons to buy and you need to make sure you are well prepared to have any chance at all. What makes life even more difficult is that you don’t really know what order you should be attempting the areas (and you really do need to get through them in the right order to stand a chance).

Indeed, There is very little signposting at all. The first time we played  we didn’t even work out that each area needed to be completed and subsequently dived down as deep into the ruins as far as we could go and had to restart our save file as we just couldn’t get back to where we wanted to be. It's also slightly annoying that the game comes with borders either side of it. Making a Switch game and then not adjusting the port to the systems native aspect ratio is somewhat bizarre to say the least.

Overall, there’s no denying that La Mulana is both an excellent platform game and a great addition to the Switch catalogue. However, it is very tough and obscure at times. It’ll certainly appeal to the Spelunky and Super Meat Boy crowd but requires a more patient and thought-out approach.  If you stick with it you’ll find a great adventure game. Many though may well be put off by all the barriers it throws up for players and that’s a real shame.

Overall 7/10

Wednesday, 12 February 2020

Psikyo Shooting Stars Bravo Review (Switch)


Following on from the excellent Shooting Stars Alpha we now have another six shooters packaged together to offer further blasting fun on the go. Like before this can be purchased as a special edition but we will be focusing on the games here. The Bravo collection compiles two series with Samurai Aces 1-3 and GUNBIRD 1, 2 and oddity GUNBARICH included.

As you would expect, all six of the games are worth playing but there is perhaps less variety between them than in the previous collection. Gunbird 1 and 2 are fairly similar and allow players to pick from a selection of colourful characters who fly horizontally up the screen blasting away looking for tech bonuses. Characters range from a witch on a broom to a steampunk robot and each plays significantly different from one another to make repeated visits enjoyable. As you would expect, bosses are excellent and the look and design of the levels keeps energy up and makes them a delight to look at.

The first of the Samurai Aces games pretty much takes the 1945 template and changes out the planes and setting for that of flying ninjas and ancient Japan. It also turns the action up significantly and the game is pretty full on compared to the others in the two collections. Again, the interesting visual design helps to keep the interest and dedicated players up for a challenge will find much to draw them back in time after time.

Samurai Aces 2 and 3 change things up a bit and scroll horizontally instead of vertically. Characters have a few different attacks here aside from just the standard ‘shoot’ and ‘bomb’, such as a charge attack and it allows for a more flexible approach to the action. The games are still absolutely solid though so don’t expect to be sailing through the stages anytime soon. Clever use of the charge shots can also reap huge points as well for the expert players out there.

The oddity of the bunch is GUNBARICH which isn’t really a shooter at all but something much closer to ball and block games such as Arkanoid. Players still have control of a whimsical fantasy character but now instead of shooting you have to flip a ball back up the screen to destroy all the blocks. Your character can move around a fair amount of the screen with the aim being to remove every block on the stage before moving onto the next. It is a fun diversion but it’s certainly not up there with the likes of Arkanoid itself or other games that have put their spin on this genre such as Kirby’s Block Ball.

Like with the Alpha collection the biggest potential issue is that the games don’t really have much in the way of extras. There are a few display options (yes, you can play with the Switch vertical), but nothing in the way of museum extras of other interesting information. When you consider the detail that has gone into some of the other collections on the system then this is a noticeable omission. If you get hold of the physical release there is a ton of stuff to go through there but that does come at a premium price.

Overall, we are more than happy to dive back into another six of the best from Psikyo. This is a great way to give the games a higher profile on the Switch and the nature of them means they are perfect for playing on the go. The GUNBIRD games especially are long time favourites of ours and we would recommend this to anyone looking to scratch that blasting itch.

Overall 8/10

Wednesday, 22 January 2020

Psikyo Shooting Stars Alpha Review (Switch)


A number of Psikyo shooters have found their way to the Switch eshop but now six of them have been collected together and released under the banner of ‘Shooting Stars Alpha’. A special physical edition is available with a number of extras but here we will be focusing on the games themselves. This collection contains three games from the Strikers 1945 series, Sol Divide, Dragon Blaze and Zero Gunner 2.

All six games are excellent action packed, adrenaline fuelled, shooters and there is also an unexpected amount of variety between them. The Strikers series are vertical scrolling shooters and the most straightforward of the games on offer. Each game has a selection of different planes (getting more modern as you progress through the series), for you to blast your way through hordes of enemies with. Each stage is wonderfully chaotic with gold bars acting as the collectibles needed to boost your score. The games follow the standard set up of being able to shoot and use a smart bomb and the key to achieving high scores is mainly about staying alive and chaining shots together.

The boss battles are suitable impressive as your little plane dives between waves of bullets from a massive foe. These tend to be in two stages with a robot often detaching to carry on the fight after the first part of the big boss has been downed. The third game offers the ability to take down a boss in one hit by waiting around for a particular spot to change from blue to red and then getting your plane close up for the killer shot and a massive points haul.

Dragon Blaze is another vertical shoot’em up but this time you are flying on the back of a dragon through a fantasy themed world. If anything, it’s even more chaotic than the 1945 games and as a result the difficulty is considerable higher. The big gimmick here is that you can separate the rider from the dragon. This gives you double the fire power and also allows you to put your dragon into sections of the screen filled with bullets and still do damage yourself. It’s an intense and rewarding game that seems fresh within a somewhat crowed market.

Zero Gunner 2 is among the more interesting shoot’em up games out there. It scrolls both vertically and horizontally and utilises a ‘lock-on’ system which is vital for moving and positioning your helicopter. When locked on players can manoeuvre their helicopter around the target to provide new angles for attack and evasion. It takes some getting used to as movement is different to most games of this type but once it clicks it is a highly enjoyable experience.

The only true horizontal scrolling game of the collection is Sol Divide. Like Dragon blaze, this is another fantasy themed game and players pick one of a handful of warriors to adventure with. This has the most complex of the combat systems in the collection with players being able to use a melee attack and a number of magic spells as well as the standard shot option. As you power up you can call on everything from fireballs to spells that slow down enemies or rain down thunder upon them. It is also crushingly hard as enemies are bullet sponges from the off. This means mastering of all the systems is vital to progression

The biggest potential issue for buyers is that the games don’t really have much in the way of extras. There are a few display options (yes, you can play with the Switch vertical), but nothing in the way of museum extras of other curio information. When you consider the detail that has gone into some of the other collections on the system then this is a noticeable omission. If you get hold of the physical release there is a ton of stuff to go through there but that does come at a premium price.

Overall, this collection is providing six excellent games together in one package. If shoot’em ups are your thing then this is really not to be missed. There is a nice mix of titles as well which showcase different elements from the genre and the games vary in base difficulty so players of all abilities will have somewhere to start. If you have enjoyed any of the games individually on the eshop then this is really a must buy.

Overall 8/10

Friday, 8 November 2019

Disgaea 4 Complete + Review (Switch)


We are big fans of the Disgaea series at Retro 101 and have been more than happy to dive into the ‘complete’ versions of the games as they arrive on the Switch. Disgaea 4 always had a lot of personality so we were excited to have a reason to return to it once more.

This time around the plot revolves around a Prinny trainer by the name of Valvatorez, a once powerful tyrant who has renounced much of his power based on a promise he made many centuries ago. A noble demon, he never breaks a promise and when a group of Prinnies are taken away by the government for execution he leaps into action to save them. Why you ask? Because he promised them some sardines for tea and they were taken before they could eat them. Yes. Really.

Of course as things progress it gets much more complex than that and before you know it you’re on a mission to overthrow the powers that be with a bunch of rag tag companions, failed demons and several Prinnies. It’s possibly the maddest plot yet and it’s beautifully written and funny throughout with a lot of fourth wall breaking, several of the characters believing they are the main hero and one thinking they are the end of game boss.

Imortanly, the game is easy to see on the Switch screen. Graphics are smooth and while that removes the pixel style of previous games it certainly helps out with knowing what is going on. You can also pan and zoom around the battlefield easily which gives you all the angles you need.

The standard systems are still in place so if you’ve played Disgaea before you’ll know what to expect. There were new systems introduced here as well such as tower combat given more flexibility and monsters being able to morph together to create bigger monsters or turn into special weapons for human characters. You can also place special buildings on a game board then place characters around them to gain special effects such as gaining experience from the head of that building. The more levels you complete the bigger the board gets and the more buildings you can place (after senate approval of course).

While it’s not too tricky to pick up for fans of the series it’s not massively newcomer friendly. With a fair few systems added to what was already there it means there is a huge wealth of stuff to take in. There is a very short tutorial section but you’ll have to do a lot of playing around to see how things work if you want to really get into the meat of the game.

The levels don’t exactly ease you in gently either. While enemies are generally of a manageable level the layout and design of stages is somewhat advanced. Very early on we were taking on intricate patterns of Geo Symbols which in previous games haven’t appeared until quite some way into the game. By world three we were already facing strings of snipers and archers placed out of reach on panels that allowed double shots and health recovery.

There are certainly very few levels where you just rock up with your squad and hit the enemy until they disappear. This isn’t of course a bad thing but we can certainly see how it might be too much for newcomers. While we’re on the subject there really needs to be a colour blind filter implemented in some way as well. Having so many different Geo Symbol colours is fine but it’s impossible to identify what panel is what when it gets so crowded with different colours and characters.

Small issues aside this is a highlight of the Disgaea series. It has the more flexible difficulty curve of Disgaea 2 while having a sense of humour and quality characters that rival the original game. If number crunching, levelling and bizarre characters are your thing then there isn’t anything out there better than this. It’s certainly going to last a very long time as well with all the additional content included. If you aren’t shouting SARDINES! Within a week of play we’ll be amazed.

Overall 9/10

Thursday, 4 October 2018

Disgaea 1 Complete Review (Nintendo Switch)



It’s been a long time since the first Disgaea game graced European shores and turned a large number of the population into obsessive number crunchers with an eye for multi-coloured squares. Since Hour of Darkness we’ve had five more entries into the mains series and countless spinoffs on the handheld platforms. Now, the original Demons are back in ‘complete form’ and ready to remind us just how difficult the original was.

Disgaea complete essentially adds in all the content from the various versions of the games. So you get ‘Etna Mode’ (an alternate version of the game where Etna accidentally kills Laharl whilst trying to wake him up) and a few additional battles (We couldn’t quite work out if the DS content was in there though). It also looks very crisp and lovely in its new HD guise. It is a bit of a shame that the direct sequel D2: A brighter darkness was not included though.

Story mode is really only a small portion of the game and follows Laharl who awakens to find his father has died and his kingdom has been taken over. What follows is the demon lords quest to reclaim his crown. The bulk of the game though is found in the Item World (A dungeon world within items), with its randomly generated levels and the addiction of the seemingly never ending levelling process – you can level up anything, if it is counted as an item in the game, no matter how obscure or weak it starts off, you can level it up so that it becomes fantastically powerful and capable of trouncing all those who stand in its way. You will visit here often as even a few levels in you find characters woefully understrength.

The game does involve grinding but it really depends on how you play – if you are strategic about it then it won’t involve too to clear the main story. After that, it really is a mad loop of levelling up, gaining new skills and transmigrating characters – this is essentially a reincarnation process where they start at level 1 again but have better stats and keep some of their skills from their previous incarnations. 

Each stage allows you to deploy 10 units to conquer and berate the enemy with, the best tactic as always is to start throwing your units around the map (as well as monsters into one another – they level up as you throw them and the experience multiplies exponentially. This is also useful when attempting to persuade senators in the Dark Assembly… simply throw them into one senator whilst making sure they still agree with you). This can be awkward to line up correctly sometimes but when it pays off it really is a great feeling.

Mana is gained each time you slay an enemy on the battlefield, this can then be used to create even more powerful characters and to petition senators within the Dark Assembly to do things such as approving new classes, levelling up enemies along with the weapons and armour available to buy in the shops, extortion is even possible – although you’ll have to be quite strong in order to be able to pass that through as a law!

Along with the Lifting and throwing mechanic, combos and apprentices are the Geo Symbols.  Many of the levels have coloured squares adorning the floor. These relate to coloured triangles set somewhere around the level, each of which gives a different effect to the square. These can range from giving extra experience points to causing physical damage or even making you (or the enemy), invincible. Not good for anyone with colour blindness but it means you have to be careful what you are doing and plan ahead. The symbols sometimes move around as well which adds even more to deal with.

Destroying the geo symbols can set off a chain reaction that destroys all the squares and damages anything standing on them. If in the process, you destroy another symbol then you can get a domino effect which zooms around every colour square and ends in a huge explosion of colour. This results in a massive bonus to your end of level score (Another system in play), and can give you extra treasure.

Overall, the first Disgaea game still has a lot to offer. The sequels have added more systems to add to the complexity but the characters and story are at their finest here. It serves as a great entry for newcomers as there are less mechanics to worry about while experienced players may well have forgotten how challenging it is and want to dive back in to prove themselves. The fact you now have it on the go rally helps as well. While it’s true more could have been done here (maybe add the option to remix systems from newer titles, add the sequel D2 or other Disgaea games, smooth out the difficulty curve etc.), you are getting a serious amount of content for your money with a shiny new look and we can’t really criticise that.

Overall 8/10

Sunday, 22 October 2017

Disgaea 5: Alliance of Vengeance Complete Review (Switch)


It seems like a life time ago that Etna erupted onto the scene in the first Disgaea game. From that moment massive number crunching became a way of life for many console gamers and there have been few games since that are so humorously twisted and crazy. Disgaea 5: Alliance of Vengeance is the sixth console game in the series and first appeared on the PS4. The complete addition has now its way to Switch and as you might expect it has more than enough packed into it to keep you occupied for hundreds of hours.

As usual the plot revolves around an overlord trying to take power. This time it is Seraphina who is the daughter of the king of the Gorgeous Underworld. Along with a host of other odd overlords she bands together with the mysterious Killia to try and destroy the evil demon emperor Void Dark who has decided to take over the entire universe. There are also Prinnies.

It’s another mad cap adventure with Seraphina fascinated by the fact she can’t use her magic to charm Killia and the two jet around the universe on a giant space ship which is used as your hub between levels. Instead of different regions for each episode you are now going to different realms which adds a nice epic feel to the game as you try and repel Void Dark.

We could spend pages talking about all the systems in Disgaea by now and this version adds even more into the mix. All the previous systems such as the geo-panels and skill levelling return and work much in the same way as the last version of the game. There is a new revenge mechanic which raises damage given and reduces damage taken when a bar is filled by your team being attacked. Overlords also get special attacks when in the revenge state – these are wide ranging and include skills like turning into a giant or charming the enemy.

Later in the game there is also a squad system which allows your team to be split into different groups and differing effects then being added to the leaders of the group who take the battle field. The item world is now more ridiculously packed with things than ever with copious amounts of random events and encounters that you’ll need more than one lifetime to uncover. There are also side quests to complete and extra levels that stretch way off into the distance after the main campaign has ended. This game could literally last you forever and it’s highly unlikely you are going to see all it has to offer and now you have all the DLC to get through as well.

Despite all the systems we found this fairly friendly for newcomers to the series. Each new element is explained well (and also quite quickly), and there is the option to skip tutorials for anyone who already knows how they work. It’ll certainly take a while to get to grips with things but there isn’t an assumption that gamers will have followed the series all the way to this point so if you’ve ever wondered about Disgaea this is as good a place as any to start.

One very good change is a slight adjustment to the geo-panels. As well as being slightly textured now they also display more information when highlighted. This information includes what colour the panel is which means colour blind gamers no longer have to see their best strategies scuppered by a light green block sitting in amongst the yellow ones. The item world has also had a slight shift with an emphasis now placed on winning each level rather than just charging to the exit.

If there is one slight criticism we have it is that the dialogue doesn’t seem as on the mark as in the best of the previous games. The exchanges between Seraphina and Killia never really reach that of Etna and Laharl or Adell and Rozaline. It’s still very solid and entertaining but just lacking a bit of magic and chaos and nothing that made as chuckle as much as Valvatorez and his continual battle cry of SARDINES!

Overall, Disgaea 5: Alliance of Vengeance keeps the series’ trademark high standard of quality going. This has to be among the deepest strategy games ever and if there’s anything with more content outside of an MMO we’ll be amazed. If you like Disgaea then this is a justification to own a Switch and you can’t really give a game much higher praise than that and with the ability to now take it everywhere you go this could become all life consuming in a way little else can.

Overall 9/10

Monday, 16 November 2015

Rodea: The Sky Soldier Review (Wii U)


It’s been a very long road for Rodea in making it to the West. It was originally set to come out on the Wii but delay after delay has meant it now finally reaches us a generation later. For the dedicated among you, you can buy a special edition of the game which comes with the motion controlled Wii version included. Sadly we couldn’t get hold of that so our review will be solely focusing on the Wii U version of the game.

The plot is confusing. As far as we can make out it’s about a robot with a heart that is tasked with protecting a princess of a flying realm which is invaded. Upon the princess’s capture she gives half of something called ‘the key of time’ to Rodea and this prevents the invasion somehow. (We’ve read the official plot blurb and still have no idea). Rodea is found 1000 years later by a young mechanic girl just as the invasion starts again and sets out to save the world.

The game is a 3D platformer at heart with stages set out where you have to reach a certain point and then normally defeat a boss of some kind. The twist is that Rodea’s favourite mode of traveling is by flying. By jumping in the air you can then set Rodea on a flight path at the touch of a button. The analogue sticks are used to move a reticule around which can then be used to change direction. While flying pressing the ‘B’ button unleashes a spin attack which can be used to smash through enemies. The spin attack can also be chained to allow the destruction of multiple enemies in sequence. It takes a while to get used to but does work. There are also a host of other gadgets like weapons and slide boots which are added as you progress and help keep things varied.

While the games cut scenes look suitably lovely the in-game world shows a few too many signs of its non-HD heritage. The graphics certainly show up the fact that the game was originally designed for the Wii and while effective they often look muddy and bland with levels lacking a discernible character. That said at least there aren’t any draw distance issues.

The game draws influence from both Sonic Adventure and Nights into Dreams but a more accurate comparison with regard to its overall flow and feel would be Gravity Rush. The flying mechanic is pretty much the same and the need to hit enemies glowing weak spots is also remarkably similar. Sadly, for much of the time we were playing it we were thinking about going away and playing Gravity Rush rather than progressing further in Rodea. That isn’t to say Rodea is a bad game it just lacks the same cutting edge and dizzying highs of the Vita’s offering.

There are a lot of positives in the game and despite the visuals the level design is strong. There are multiple routes through the courses and ample opportunities to rack up high scores as you race between smashing enemies and picking up the various floating collectibles. There is also an excellent feeling to flying around and, once you’ve upgraded a bit, you get a real sense of speed. 

Rodea is a funny game to place. It doesn’t really do anything wrong but the time for it to have come out and really blown us away has long since passed. We enjoyed our time with it and there isn’t much else like it around but it also didn’t leave a massive impression and there was an overall lack of spark and magic that stops the game reaching its true potential. There’s certainly enjoyment to be found here but the transition from being a Wii game is too rough around the edges. If it had been built again from scratch we could have seen this being something very special, as it is it’s just an enjoyable diversion for platform fans that does things a little bit different.

Overall 6/10

Colour Blind Issues - No
Review Code - Yes

Monday, 28 September 2015

Disgaea 5: Alliance of Vengeance Review (PS4)


It seems like a life time ago that Etna erupted onto the scene in the first Disgaea game. From that moment massive number crunching became a way of life for many console gamers and there have been few games since that are so humorously twisted and crazy. Disgaea 5: Alliance of Vengeance is the sixth console game in the series and the first for the PS4 and as you might expect it has more than enough packed into it to keep you occupied for hundreds of hours.

As usual the plot revolves around an overlord trying to take power. This time it is Seraphina who is the daughter of the king of the Gorgeous Underworld. Along with a host of other odd overlords she bands together with the mysterious Killia to try and destroy the evil demon emperor Void Dark who has decided to take over the entire universe. There are also Prinnies.

It’s another mad cap adventure with Seraphina fascinated by the fact she can’t use her magic to charm Killia and the two jet around the universe on a giant space ship which is used as your hub between levels. Instead of different regions for each episode you are now going to different realms which adds a nice epic feel to the game as you try and repel Void Dark.

We could spend pages talking about all the systems in Disgaea by now and this version adds even more into the mix. All the previous systems such as the geo-panels and skill levelling return and work much in the same way as the last version of the game. There is a new revenge mechanic which raises damage given and reduces damage taken when a bar is filled by your team being attacked. Overlords also get special attacks when in the revenge state – these are wide ranging and include skills like turning into a giant or charming the enemy.

Later in the game there is also a squad system which allows your team to be split into different groups and differing effects then being added to the leaders of the group who take the battle field. The item world is now more ridiculously packed with things than ever with copious amounts of random events and encounters that you’ll need more than one lifetime to uncover. There are also side quests to complete and extra levels that stretch way off into the distance after the main campaign has ended. This game could literally last you forever and it’s highly unlikely you are going to see all it has to offer.

Despite all the systems we found this fairly friendly for newcomers to the series. Each new element is explained well (and also quite quickly) and there is the option to skip tutorials for anyone who already knows how they work. It’ll certainly take a while to get to grips with things but there isn’t an assumption that gamers will have followed the series all the way to this point so if you’ve ever wondered about Disgaea this is as good a place as any to start.

One very good change is a slight adjustment to the geo-panels. As well as being slightly textured now they also display more information when highlighted. This information includes what colour the panel is which means colour blind gamers no longer have to see their best strategies scuppered by a light green block sitting in amongst the yellow ones.

If there is one slight criticism we have it is that the dialogue doesn’t seem as on the mark as in the best of the previous games. The exchanges between Seraphina and Killia never really reach that of Etna and Laharl or Adell and Rozaline. It’s still very solid and entertaining but just lacking a bit of magic and chaos and nothing that made as chuckle as much as Valvatorez and his continual battle cry of SARDINES!

Overall, Disgaea 5: Alliance of Vengeance keeps the series’ trademark high standard of quality going. This has to be among the deepest strategy games ever and if there’s anything with more content outside of an MMO we’ll be amazed. If you like Disgaea then this is a justification to own a PS4 and you can’t really give a game much higher praise than that. 

Overall 9/10

Thursday, 23 April 2015

Tokyo Twilight Ghost Hunters Review (PS3)


Written by Natalie Houghton

Tokyo Twilight Ghost Hunters is a new IP released in Europe by NIS America which follows the story of a third year student who has just transferred in to Kurenai Academy. Things move very quickly as you are introduced to a number of classmates straight away, one of these is Masamune Shiga - a wheelchair bound ace student who as it turns out, provides you with support and intelligence during battle. You also meet Sayuri Mifune, the rather reserved and slightly stand-offish class president who immediately gives you a tour of the building where low and behold, you encounter your first ghost. At almost exactly the same time, Shiga and a mysterious woman turn up and you end up tagging along to exorcise the ghost. 

This woman turns out to be Chizuru Fukurai - the CEO of an occult publishing company known as Gate Keepers. To the legitimate world, they publish an occult magazine every now and then, however their real job is to take on exorcisms and exorcise ghosts for a fee. You and Sayuri join Gate Keepers as you both have the ability to see ghosts - this concludes the first chapter of the game. 

In total there are 13 different chapters lasting approximately 30mins to 1hr each, each chapter is a standalone story in its own right, although they do all tie together at the end of the game. Each chapter has a slightly different theme - from murdering vengeful spirits to ghosts who simply want to hear a song performed before they rest in peace.

There is an incredibly wide cast of characters which ensures that the dialogue never gets stale with approximately one new character being introduced per chapter, there are Otaku, Yakuza, Magicians, Shrine Maidens, Bishounen, Gay twins and even taciturn Chess obsessives. Unfortunately, given the length of each chapter and the amount of development that each character gets, this can become slightly overwhelming and it makes it a bit difficult to remember who exactly is who.

From the get-go, it is quite clear that this is a very Japanese game (good luck fitting in your name... obviously this was made for Kanji/Kana!), your character stats include all of the usual things and a few extras, you have to choose your specific prefecture and there was even a visual stat which I had never seen before which as it turns out, is a very specific eye test that only seems to be performed in Japan. 

As each chapter plays out in the standard Visual Novel fare you sometimes receive the option to interact with the scene via the use of your 5 senses. This isn't explained at all, although depending on what combinations you use, you can get some quite strange results and reactions from other characters... at one point, I was licking a wall in an attempt to investigate a ghost found at a rehearsal studio but most of the time, the path forward is fairly obvious. At times, you will have a chance to activate your 6th sense by choosing the correct options on the sense wheel. 

The artwork presented throughout each chapter is very nice indeed, it is both presented in the standard anime style and yet also quite realistic at the same time. Character's move fairly fluidly, hair flows naturally in the breeze, eyes appear fairly natural and the overall actions and stances of characters is quite realistic.

After the bulk of the story has played out, you'll get the opportunity to return to Gate Keepers HQ which is beautifully rendered especially when all of the characters are present, every detail is intricately drawn and sublimely coloured. From the HQ you can save your game, load up on items from the local convenience store, create items and weapons, equip your characters, level up the skills of your comrades, talk to them in order to try and improve your relationships. You can also challenge a number of never ending randomly generated exorcisms which you'll definitely need to do from the mid-point of the game onwards.

Each story related exorcism must be completed in order to advance to the next chapter which are completed by subjugating the main plot-related ghost. The battle system is only explained in a basic fashion, in fact there is only a limited explanation of everything in the whole game which can be quite frustrating at times as you're simply left figuring it out for yourself. The exorcisms take place in areas that are divided up into grids, before the battles themselves you can prep the area and strategically place a wide variety of traps that will have some sort of an effect on the ghosts if they come into range of the trap. 

Once all of the traps (or not) have been set, you'll enter battle. You and the ghosts take turns to move around the grid. Initially you cannot see any of the ghosts, however your support character will provide hints as to where the ghosts are located. Attacking indiscriminately is ill advised as you'll incur a fee which will be deducted from your exorcism fee if you destroy any items which are in the way. Once you've detected or bumped into a ghost, it's up to you to take it down. You aren't able to tell where the ghost will move to, it will only show a predictive radius of where it may move so you've got to plan attacks strategically and attempt to make your attacks encompass the greatest radius possible so that you have the best chance of hitting the target ghost. It is akin to chess in the sense that you never know what your opponent may do - if you manage to successfully hit a ghost or vice versa, the camera will switch to a 3D view where you'll see the actual attack taking place. The designs of the ghosts are quite inventive themselves, have you ever seen a ghost crocodile or mobile phone?

The only option for dialogue is the Japanese soundtrack which is limited to a few fairly standard phrases and odd words placed here and there in the story section and a few reactions during the battle which can get repetitive quite quickly. Soundtrack wise, most of the tunes are performed by a rock band called The Key Project and there are enough songs to keep it interesting - I also quite liked a couple of the battle themes, I really felt like I wanted to kick some butt!
Overall, gorgeous artwork backed up by a solid plot and decent soundtrack along with an engaging tactical battle system that is only really let down by there being absolutely no semblance of a tutorial anywhere in the game. Once you've got the hang of it, everything will be fine but for a while, I'm sure you'll be spinning around in a daze of confusion especially as the battle system itself is unlike anything else out there.  

Overall 7/10

Monday, 6 April 2015

The Awakened Fate Ultimatum Review (PS3)

Written by Natalie Houghton

The Awakened Fate Ultimatum... what a mouthful! was the first thing that came into my mind when I saw the title of this latest J-RPG from NIS. More to the point though, what does it actually mean?

That is quite hard to explain so let's start from the beginning shall we? The Awakened Fate Ultimatum is a sequel to the 2013 game The Guided Fate Paradox, more specifically it takes place a few years after the events of that game where the Angels are still engaged in their eternal fracas against the Devils who are trying to enforce their jingoistic policies and wipe out the Angel's home otherwise known as Celestia. 

You play as Shin Kamikaze, a fairly anti-social teenager who constantly questions the reason for his existence. One day whilst he was casually out for a stroll, he is accosted by a group of Devils who fly down and promptly attack him which swiftly results in his death. Instead of dying, however, he awakens in Celestia seemingly reincarnated as a God - this is all thanks to the Fate Awakening Crystal that has been implanted in his chest. The crystal which has allowed him to live has now given him new powers... the powers to influence the fate of the beings around him.

As a god, you can harness the powers of both good and evil and use them to transform Saint Seiya style into a powered up version of yourself with either dark or light attributes. This is a key battle mechanic of the game's roguelike isometric dungeon sections as each enemy you fight is either dark or light, if you use the same element as the enemy that you are fighting, you will not only do less damage but also take more damage whilst fighting them so it is imperative that you choose the opposite side - this can of course become very difficult to manage when fighting multiple enemies of different types.

Essentially the game is a visual novel with a randomly generated dungeon in every chapter. These dungeons range from between 1-15 floors of slightly hair raising combat where the penalty for death is quite severe - if you die, you lose everything, all items, weapons, shields, accessories, etc. Whilst traversing the dungeon you look down upon a chibi version of the main character who walks around the square grid that is set out, graphically it's quite simple and not very flashy yet still functional and effective at the same time. Combat is turn based, and your enemies move exactly as you do, one action per square moved. This can lead to some tricky situations so it can be said that combat is as much about tactics and ensuring that you plan your moves with precision than anything else.

In order to power yourself up, for each level you gain and for each fate related choice that you make, you'll garner points that can be used to purchase, upgrade stats and abilities for each of your forms. Weapons and other items can also be upgraded although these are created by fusing weapons together in order to create more powerful ones, it is also possible to augment them with gems that can be found scattered around the dungeons themselves.

The opening score is interesting with music from Yousei Teikoku albeit it's a bit all over the place in the beginning. The rest of the music is pleasant although not overly memorable, it's not that it's bad in any sense, there just isn't enough variety to keep it from not getting repetitive quickly - I think there are maybe 5 tracks in the whole game. The English voice acting reminds me of those old anime shows from the early 2000's where you can tell they are trying... but it just somehow doesn't sound right and seems a bit tacky and overly corny. The original Japanese voice acting is much better, with the voices seeming to marry up with the overall tone and style of the characters in a more suitable fashion.

Some of the enemies in the later dungeons have really frustrating abilities such as the ability to make you level down... thus wiping out any exp that you had gained towards the next level. They will also sneak up upon you out of nowhere, spring out of hidden traps that you accidentally stepped on and surround you. If you attempt to grind any particular level and stay there for too long then an insane overly powered beastie will spawn and lay the smack down upon you in approximately 3 seconds.
  
The plot gets off to a fast and tantalising start, although the characters themselves don't develop much after chapters 3-4 and as a whole, the storyline itself is quite brutal. This is a grim tale of death, dying and annihilation - clearly almost the entire cast of the game had their names written in the Death Note! Personally I feel that it had more potential for interesting character development, maybe there could have even been a smidgeon of romance thrown in?

Throughout your journey, you are accompanied by your own specially assigned Angel who has been assigned to you to oversee your development and training. Her name is Jupiel and she is generally quite strict. You are also accompanied by a scientist who goes by the name of Ariael whose task is to monitor the status of the Fate Awakening Crystal and deal with any anomalies that may arise. Most of the dialogue early on is centred around these two and how whilst even though they don't particularly get along they are forced to work together which can cause some fairly hilarious scenes sometimes. 

At various occasions throughout the game, you have to choose which side you should take for an event. Sometimes this can simply relate to which character you'd like to talk to about a particular subject, other times the decision can be much more difficult such as who lives and who dies. Sadly, it does not really seem to matter which option you pick as the result is often the same regardless of if you chose the 'Angel' or 'Devil' option which really brings the replay ability value of the game down a few notches.

During the visual novel-esque sections everything is nicely drawn as expected from Nozuki Ito (of The Melancholy of Haruhi Suzumiya / Shakugan no Shana fame), quite colourful and pleasing on the eye, the only problem is that there isn't really much in the way of animation at all, a lot of scenes are simply the camera panning across a pre-drawn background. Characters eyes and expressions change but that is about it, it would have been really nice to see a bit more animation, particularly during key plot points. Also, it was noticed that any newly introduced character without visible eyes would quickly die in the upcoming scene or chapter, this is akin to the Star Trek red shirt meme.

Overall, The Awakened Fate Ultimatum is not a bad game and if you like visual novels, dungeon crawlers or a bit of both then it is definitely worth picking up when it becomes a bit cheaper. The battle system is fairly simple yet challenging and whilst the plot starts off well, meanders around for a while and then finally comes to a conclusion, it is by no means the worst plot I have ever experienced - the only question is: when faced with the death of the two people closest to you, who will you save?

Overall 7/10