I beat Frog Fractions 2 this afternoon (or is that Frog Fractions 3?), a game that’s much longer, more incoherent, and harder than its predecessor. It’s also the first game I’ve Kickstarted which has since come out, which is funny since it’s the only one whose release was obfuscated on purpose, rather than openly falling into some form of Development Hell. There is one part I must spoil, since it involves hardware: at some point, there’s a section which, out of the blue, requires a microphone or similar audio input. However, this section is optional, but the game doesn’t tell you that it is. I don’t use a microphone when PC gaming, and anyway, my offbeat setup makes hooking one up uniquely frustrating. Also, there were also no alternative control schemes offered within the game for this part. To me, this particular section wasn’t very well thought out, but Frog Fractions 2 is, in many ways, not a friendly or approachable game. Though it is never unfair (aside from the microphone thing), it does demand a fair amount of imagination and cleverness from its players.
Finding it within Glittermitten Grove is easy enough—I just used the same basic approach as one does with Frog Fractions—but once I got there, what confronted me was a place which got more and more difficult to deal with the further I dove in. Without giving away too much, Frog Fractions 2 is full of funny and weird moments, but in other aspects, it’s a different beast.
On another end of the humor spectrum, I went through all three of the playable Phoenix Wright Ace Attorney: Spirit of Justice DLC episodes. The first, a full-length case titled “Turnabout Time Traveler”, was not nearly as good as its equivalent from the previous game. Instead of an orca at a musically-inclined aquarium, the client is a bride who claims to have relived her wedding reception thanks to a time machine. Oh, and of course, there’s been a murder, and she’s the main suspect. A few of the arguments made in court are sloppy and poorly worded in a way that typically happens in the worst Ace Attorney cases. On the other hand, a major highlight of this episode is the return of Larry Butz, a regular from the first Ace Attorney trilogy who has a tendency for getting into trouble. Phoenix, Maya, and Edgeworth are all present as well; just add Gumshoe and this would’ve been a full-on nostalgic reunion. However, perhaps it is for the best that Gummy didn’t appear, as I would’ve preferred a better case to accompany all the fanservice.
The other two DLCs, brief alternate universe stories called “Phoenix Wright: Asinine Attorney” and “Apollo Justice: Asinine Attorney”, are much fluffier trifles. Phoenix’s tale centers around Pearl and her visit to Kuhra’in, and on the flip-side, Apollo’s features that kingdom’s Princess Rayfa visiting the United States. They are both very short and lighthearted, with Apollo’s episode being both slightly longer and generally better. Both also come with pixel-art 3DS themes, adding some more value to what would otherwise be a pair of overpriced tales.
Before playing through all of that, however, I beat a couple of much longer games. First was Picross 3D Round 2, which is sort of misleading since, after the credits rolled, many more new puzzles unlocked. Round 2 is just as good as the original Picross 3D, which is to say that it’s one of the best picture puzzle video games one could ask for. The puzzles are plentiful and brilliantly conceived, and although there’s an additional level of complexity now, with specially shaped pieces, the game does a great job of easing you into things, as expected from this series.
The other game was Dragon Quest Heroes: The World Tree’s Woe and the Blight Below, a crossover between Dragon Quest, a JRPG series with a solid reputation, and Dynasty Warriors, which is looked upon… a bit less fondly. Although the basic flavor of the latter is definitely present—in the forms of simple combat controls and massive swarms of enemies—this is also very much a Dragon Quest game in terms of aesthetics, polish, and, on the more negative side, some old-school JRPG menu clunkiness. Still, it was great fun carving through dozens of slimes and the like alongside Alena, Yangus, and other beloved characters from mainline Dragon Quest games, and it’s not like I mind a bit of mostly simple hacky-slashy fun every now and again.
I also replayed the first Frog Fractions (it’s always a good time on Bug Mars) and continued on with Pokemon Sun, which, if anything, recalls the tedium of Pokemon Platinum. However, I hope that unlike with Platinum, I don’t end up taking nine months to beat it. Right now, I would guess that if I’m not at the halfway mark, then I’m very close to it. Also, this isn’t exactly a video game, but a few days ago, I dug out my old Tamagochi and started messing around with it, an experience I may or may not write more about later. The most amazing thing about it so far is that the batteries, which I believe are the original ones from the late 1990s, still work.
As for what I’ll start next, I’m really not sure right now. With Persona 5‘s release date coming up, I’ve been eyeing the two Persona spinoffs I have left in my backlog, Persona 4 Arena Ultimax and Persona Q: Shadow of the Labyrinth. There’s also my dwindling pile of Xbox 360 games, Tales of Vesperia arguably being the longest amongst them. However, for the time being, I might be best off plugging away at Pokemon Sun, since I’ve been neglecting it lately. We’ll see how it goes.
Since I reviewed a selection of games from the previous year, I figured, why not do manga as well? Unlike with the games list, there are few true “old” titles here: most officially debuted or had ongoing volumes printed in English in 2016. Sorry that this post is going up so late, but I’ve had other things distract me in the meantime. Still, better late than never!
As with the Games Selection, a bit of explanation is needed for the setup. The series are presented in alphabetical order, with no rankings whatsoever. After each manga’s title is the mangaka (if there is more than one, they are in order of writer/creator and artist), then the North American publisher, the first year of Japanese serialization, and the number of volumes I’d read up until the end of 2016 (followed, in parentheses, by the total number of Japanese volumes). Series printed in omnibus editions are denoted with an asterisk (*), but the numbers reflect the original volumes as they were first printed in Japan. Finally, all of the cover images used here came from Right Stuf or the publisher’s website.
– Jaco the Galactic Patrolman – for its humor, whimsy, and inspired Dragon Ball connections.
– Lucifer and the Biscuit Hammer* – for its low-key, almost slice-of-life approach to modern fantasy heroics.
– My Hero Academia – for its fantastic blend of Japanese shounen and American superhero (with a small touch of indie) styles of comic art.
– Queen Emeraldas* – for its dreamlike treatment of the “space opera” genre.
– Wandering Island – for its detailed, sort of Ghibli-esque telling of its simple adventure plot.
Assassination Classroom Yusei Matsui | Viz Media (Shonen Jump label) | 2012 | 12 (out of 21)
The kids in Kunugigaoka Junior High’s Class 3-E don’t have a lot going for them. The other students bully and ridicule them, making them outcasts in their own hyper-competitive school. However, they have a chance to turn their fortunes around thanks to a secret government project in which they will receive a huge cash prize if they assassinate their teacher Koro-sensei, a grinning octopus-like creature who has destroyed much of the Moon and threatens to do the same to Earth. Koro-sensei, by the way, is a shining example to his profession, and through his lessons and various other adventures—the best of which often involve one-upping the horrible student body and administration that treats Class 3-E as outcasts—the kids come to love him. This complicated love/target relationship is at the heart of Assassination Classroom, and along with the gags, action, great ensemble of characters, and crisp, clean artwork, it makes this title one of the best that’s come out of Shonen Jump in recent years.
Emma Kaoru Mori | Yen Press | 2002 | 4 (out of 10)*
A tale of forbidden romance between a maid and a wealthy merchant’s son in Victorian England, Emma is rife with period detail, quiet moments, and breathtaking drama. I had originally read the first volume, then localized by CMX, several years ago, but only came back to it recently, and after the twists and turns which led to a crescendo in the fourth volume, I’m eager to keep reading until the end. The setting and characters appear to be the results of some painstaking research, yet there is also a Japanese flavor in the leisurely pacing which is a hallmark of manga. Some of the finely detailed art can be shaky at times when it comes to the basics, but otherwise, this is a very good slice-of-life drama.
Haven’t You Heard? I’m Sakamoto Nami Sano | Seven Seas | 2011 | 4 (out of 4)
The other school comedy on this list also stars an admirable oddball. However, this time, instead of a teacher, it is a student. Sakamoto-kun is cool beyond cool; a tall, suave wunderkind of mysterious origin who always seems to have the right approach to any problem. In this way, he makes the best of bad situations, gently guides his classmates in positive directions, and earns the admiration, or at least the grudging respect, of everyone he encounters. The art is strangely gritty for a shoujo manga, but also lends it a realistic quality which helps make Sakamoto‘s world more believable, and Sakamoto-kun himself stand out more. Sakamoto is humorous and inspiring, and at four volumes, it doesn’t overstay its welcome and ends brilliantly, tying off the final loose ends left.
My Love Story!! Kazune Kawahara/Aruko | Viz Media (Shojo Beat label) | 2011 | 10 (out of 13)
Shoujo romances tend to be well-known for their drama and endless questions of will-they-or-won’t-they. There is drama aplenty in My Love Story!!, but where it differs is that the hulking Takeo Goda and petite Rinko Yamato become a couple by the middle of the first volume. What follows, then, is a cute and hilarious tale of their relationship, and all the little milestones they take along the way. Another, perhaps more remarkable, thing which separates My Love Story!! from most other shoujo is that the main point-of-view character is male. Goda is a somewhat clueless but extremely likable hero, and the scenes with his best friend Makoto Sunakawa are frequently enjoyable glimpses of an honest and true male friendship. Given the rough year that we will all undoubtedly face ahead, I highly recommend this series as a joyful escape. I will be sad to see it end—the final volume should come out in English later this year—but will be rooting for Goda and Yamato the entire time.
One-Punch Man ONE/Yusuke Murata | Viz Media (Shonen Jump label) | 2012 | 9 (out of 12+)
In a generic city, an aspiring hero and all-around normal guy named Saitama does a simple but intense training regimen and ends up losing all his hair, but gaining so much strength that he can defeat any enemy with a single punch. He eventually gets noticed by a few others—most notably the straight-laced cyborg Genos and villainous ninja Speed-o’-Sound Sonic—and soon winds up in the world of professional superheroes. Originally based on ONE’s webcomic, this funny, action-packed tale of an unlikely hero who makes up for his apathy for the formalities of pro-level herodom with heart and dignity is well worth checking out. The art is astonishingly good, too.
Orange Ichigo Takano | Seven Seas | 2012 | 5 (out of 5)*
A school drama with a science fiction twist, Orange is a tale in which its introverted protagonist, Naho Takamiya, receives a letter from her future self, who tasks her with preventing a small-scale tragedy. The constantly lingering question of whether or not Naho can pull this off, saving her classmate Kakeru Naruse by following her future self’s detailed instructions, kept me on the edge of my seat. There’s a romance angle as well, and all of this is ferried to the end by a wonderful supporting cast. I must note that although this is an excellent drama, one of the early spoilers carries a trigger warning with it; read this review if you want to find out more.
Otherworld Barbara Moto Hagio | Fantagraphics | 2002 | 2 (out of 4)*
This is a difficult one. It begins with a peculiar island where a young girl frolics with her friends, people can fly, and the residents are insulated from an ongoing war. Then it shifts to a “dream pilot” named Tokio Watarai, who takes on a curious request involving a girl who has slept continuously for years on end. Also, Watarai has an estranged son, Kiriya Kitakata, who has problems and concerns of his own. There is cannibalism, psychic phenomena, a Martian connection, and the constant recurrence of the term “Barbara”, usually as the name of an island which may or may not actually exist. Tying all this surrealism together is the most appropriate art style possible: collage-like, loose-bordered shoujo. Otherworld Barbara is most definitely an acquired taste, but if if happens to be yours, it is a fascinating one.
Princess Jellyfish Akiko Higashimura | Kodansha Comics | 2008 | 6 (out of 16+)*
If you like to laugh, loudly and often, this is one manga you don’t want to miss. In the first volume, our heroine, the jellyfish otaku and NEET Tsukimi Kurashita, has a chance encounter with someone from the direct opposite end of the social spectrum: Kuranosuke Koibuchi, a rich, stylish, attractive, crossdressing guy. Somehow, they become friends, and when Kuranosuke learns that the charming old building where Tsukimi and her otaku compatriots live is in danger of redevelopment, it triggers a whole big mess of adventures as he attempts to save it. Every single damn member of the cast is funny, and a few take us down some particularly hilarious turns as the story goes on. Kuranosuke sometimes acts a little too pushy in a believable but unlikeable way, especially early on, but otherwise, this is a fantastic series which I can’t get enough of.
Vinland Saga Makoto Yukimura | Kodansha Comics | 2005 | 14 (out of 18+)*
An ongoing masterpiece by the creator of Planetes, this is one of the most violent manga I’ve ever read, and also one of the most pacifist. Thorfinn is a young Icelandic boy who, thanks to some tragic events, gets swept up into Askeladd’s band of bloodthirsty Vikings. Over the course of many volumes, we not only see plenty of limbs lopped off, but also Thorfinn growing and changing through his interactions with his fellow warmongers, a captured prince, and others. In the second major story arc, which completed in volume 14, Thorfinn’s situation has changed drastically, and over time, he does as well. Vinland Saga is currently the best seinen manga you can buy in English, which is no small feat.
Yotsuba&! Kiyohiko Azuma | Yen Press | 2003 | 13 (out of 13+)
The adorable slice-of-life comedy Yotsuba&! isn’t undated as frequently as it used to be, so new volumes, when they happen, become even more of a treat. This series, about the adventures of an eccentric little girl and her family and friends, is charming up the wazoo, very funny, and sometimes even carries an air of nostalgia, depending on whether or not you had similar experiences when you were a kid. It’s lovely just to look at with its panels bursting with detail—and not just in the backgrounds, but the objects and animals as well. The humorous scenes are frequent, and they’re paced and executed with expert precision. Yen Press’ localization has also improved over the years, though it’s still nowhere near as good as when the now-defunct ADV Manga published the series. Yotsuba&! is a rarity in manga: a high-quality series which can be enjoyed by just about anyone, no matter how old they are.
Here’s my top ten games played in 2016, presented in the order in which I played and/or beat them. Following each title is the developer/author, the platform I played the game on, the release year on said platform, and a little bit about why it has made this list. As with last year’s Selections, these games aren’t ranked, except for my personal Game of the Year and its runner-ups (the entries this time are a little less wordy, however). I have also added some Honorable Mentions at the beginning, since I played a lot of good stuff this year and didn’t want to overlook certain titles. Anyway, let’s get to it…
– Gurumin: A Monstrous Adventure – for its appealing main character, and being the type of “b-game” that lingers in my mind long after finishing.
– Firewatch – for its incredible sense of place, and realistic characters.
– Bravely Default – for its masterful battle and character customization systems, and outstanding art direction.
– Pokemon Blue Version – for being a deeper-than-expected foundation, and Professor Oak’s nephew, the antagonist I loved to hate more than any other this year.
– Phoenix Wright Ace Attorney: Spirit of Justice – for returning the series to form, and bringing the “Justice Trilogy” to a satisfying conclusion.
There’s also a few great games which I played this year but didn’t beat or play enough of to consider for this list: Spelunky, Project CARS, and Picross 3D Round 2.
Diablo III: Ultimate Evil Edition Blizzard Entertainment | Xbox 360 | 2014
Playing a Diablo-style action RPG on a console, with my co-op partner sitting right next to me, is a wonderful experience I wish I could have more often. What’s most remarkable is that it happened with an actual Diablo game. The story is typical Metzen Cheese™, but told within suitably epic trappings and with a satisfying loop of fight and loot. For a console version of a very PC-centric game, the controls are remarkably good as well: somewhat complex, but thought out well enough that they soon become second nature. I do wish there was more variety in the loot available in the Resurrection of Evil expansion, and there’s only so much Metzen Cheese™ one can take at a time, but if you’re looking for a solid couch co-op game, this is one which I highly recommend.
Kero Blaster / Pink Hour / Pink Heaven Studio Pixel | Windows | 2015
Pixel’s follow-up to his masterpiece Cave Story is a run-and-gun shooter with a slightly more whimsical tone. In this outing, a frog gets teleported out onto the field to complete cleanup missions for his employer, but in the meantime, a problem manifests itself in the boss’ office. Despite the switching up of genres, the action should be familiar to anyone who has played Cave Story, and even improves on it in some small, but welcome, ways. Kero Blaster is, flat-out, a joy to play, and its two free tie-in games, Pink Hour and Pink Heaven, are worth checking out as well.
NiGHTS into Dreams… / Christmas NiGHTS Sonic Team | Windows | 1995-96 (Windows port: 2012) NiGHTS is the strangest game I played all year. It’s a mascot platformer with not much use for platforms; instead, the title character flies and floats around dense dreamscapes. I found the game disorienting at first, but once I got the hang of things, it was like nothing else. It is also not as difficult as certain similar games of its era, so despite one or two frustrating bits, I was able to beat it. One of the bonus features in the PC version of NiGHTS is Christmas NiGHTS. More than just a reskin of NiGHTS‘ opening areas, it is a charming demo with a standalone story and plenty of holiday spirit.
Undertale tobyfox | Windows | 2015
I don’t know what’s left to say about Undertale at this point. The characters are marvelous and true to life, and the plot slots them into archetypal JRPG roles in interesting ways (this is particularly true of Alphys). There is humor galore, from meme-ready running gags, to more traditionally funny scenes, to a certain unexpected and hilarious parody. There is also tons of heart, in several ways. Its fandom is crazy about this game and after one playthrough, and then another, it became easy for me to see why.
Doom id Software | Windows | 1993-95 (via Doom 3: BFG Edition, 2012)
Playing Doom—and beating all of its episodes for the first time—ended up being more than just a nostalgia trip. Despite the lack of modern niceties such as aim assist, weapon customization, and jumping, it plays just as well, and is as enjoyable and engrossing, as back in ’93. The only real low point is Episode IV, first introduced in The Ultimate Doom and included here, but even that would be a solid set of maps in most any other FPS. Doom is, and always will be, just that good.
Bejeweled 3 PopCap Games | Windows | 2010
A modern classic of match-three puzzling, with a sufficient amount of strategic depth and wealth of variant modes to keep things interesting, from the frantic (Ice Storm) to the relaxing (Poker). The epic music and voice-over were unintentionally funny to me at first, but after spending many hours switching gems around, I can’t imagine the game without them. Bejeweled 3 ended up hooking me so much that it became one of a small number of PC games which I felt compelled to get all the achievements in.
Catlateral Damage Chris Chung/Fire Hose Games | Windows | 2015
If you ever need something cathartic—no pun intended—to play for a few minutes or longer, I heartily recommend Catlateral Damage. It’s a first-person cat simulator where the goal is to knock everything onto the floor. The main campaign is short, but there is a decent amount of stuff to do and see, including some nifty themed maps, unlockable cat photos and playable cats, cat toys that grant stat boosts, and special limited-time events, like low gravity and chasing laser pointer dots. Playing a misbehaving cat is, as it turns out, an enjoyable way to pass some spare time.
Third Place Pokemon GO Niantic/The Pokemon Company | iOS | 2016
Looking at this strictly in terms of mechanics, and especially when it’s compared to its primary source of inspiration, Pokemon GO may be the worst game on this list. However, for me, it has also been one of the most engaging of the past year. There is something intriguing about going out into the real world to catch Pokemon and use them to fight at gyms. The team system encourages local rivalries, and periodic updates and special events have generally made the game better since it first launched. I currently have most of the Pokedex filled, plus a pretty beefy team of gym-fighting regulars, so I’ve lapsed a bit in my playing, but for much of the summer and fall, Pokemon GO proved to be a great way to get me out of the house for some simple exercise for an hour or three. If more second-generation Pokemon get added, I’d probably continue to do the same in 2017, since I’d love to see Skarmory, Marill, and other favorites in my ‘dex.
Second Place DOOM id Software | Windows | 2016
It feels odd to place this above the original Doom, which is one of the greatest and most important games ever made. However, in terms of how much I was captivated by each game I played this year, I feel that this new one deserves its place. It is, more than anything else, bone-crunching, and also metal, and at times quite witty. As a character, the Doom Marine is stellar, a silent first-person protagonist who brims with personality through mere eyelines and hand movements. The world he inhabits is sprawling, with some (mostly) cleverly hidden secrets, and incorporates the best ideas from all the previous numbered entries in the series and then some. The gameplay, and gunplay, is exhilarating, with one of my favorite parts being an ammunition and health drop system which, amongst other things, means one no longer has to hoard BFG ammo. It is everything I have loved about Doom made modern, and might be the finest single-player FPS campaign of all time.
First Place: Game of the Year Her Story Sam Barlow | Windows | 2015
My Game of the Year was decided early on. Rarely have I come across a game narrative that’s so pulpy, with so many what the fuck moments as in Her Story. It is very, very difficult to talk about why this is without giving anything away, especially that one word I felt compelled to search for after watching a certain amount of video, that one word which means so much to the plot.
First, let’s back up a little. In Her Story, you are an unknown and unseen person who is sifting through interview clips stored on a long-neglected police database. You start with the word “MURDER”. The interviewee is the wife of the victim. To progress, searching for additional clips through keywords, piecing events together along the way, is key. However, even after seeing the clip needed to trigger the option to end the game, it’s hard not to keep going, and yet, some hard answers remain just out of reach. I’ve seen every single snippet of video in Her Story and am still not entirely sure of what has happened. This is a game tailor-made for people who enjoy theorizing over vague endings, and love mysteries in general.
If you’ve been reading this blog for awhile, you may have noticed that I’m a stickler for good storytelling in games. Some of the games on this list, particularly Undertale and DOOM, have very good stories, but nothing like this. Her Story is a must-play achievement in narrative games, one that excels in both concept and execution.
I didn’t want to do this—I had an idea, a new-to-me engine to mess with, and had even started work on the thing—but the completion and release of year’s “Holiday Card” game project is being postponed to next winter. The reason for this is due to over a month of near-constant insomnia beginning in late September, making me too tired to continue playing certain games, never mind making one.
At first I thought it might’ve been the regular Autumn changes in the weather that was causing my sleeplessness, but I have a chronic illness in which insomnia is a side effect. I thought I could tough it out until my next specialist’s appointment, but by the beginning of this month, I hadn’t made much progress with this year’s game, nor gotten enough rest. I’ve seen said doctor since then, verified what the problem is, and have started to recover a little bit, but there’s no way I’d be able to finish the game in time. Therefore, the third Brainscraps Holiday Card—if all goes well—will come out in December 2017, instead of next month (and if you’ve somehow missed the first two, they live in the “Projects” category). I have a couple of end-of-year posts in the works, so you can look forward to those, at least. In the meantime, wish me luck with the sleep thing and I hope everyone has a good holiday season.
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As far as beating games goes, this has been shaping up to be a somewhat productive summer. I’ve beaten seven games and two DLCs/expansions since my previous post, including a few titles I obtained during Steam’s annual Summer Sale. Right now, my biggest pickup from that sale, the much-lauded 2016 version of Doom, is sitting on one of my hard drives, having been freshly downloaded from Steam’s servers this past Tuesday.
Doom 2016 is one of my very rare triple-A indulgences, and a graphical beast; even on the lowest settings, the demo looked fantastic. There’s tons of options to tweak, as one would expect of a game from a storied PC developer like id Software, and I’m looking forward to seeing how the game itself will run on my (admittedly) offbeat PC gaming hardware of choice, a 2013 Mac Pro running Boot Camp. My little taste of it back in June was quite delicious, with a red-drenched palette and hints of the sort of over-the-top badassery one expects from the Doom franchise.
Before I could start Doom 2016, and after beating Doom II back in early May, I finished my tour of the older id-crafted parts of the franchise with Doom 3 and its companion pieces, “Resurrection of Evil” and the BFG Edition-exclusive “Lost Mission”. Doom 3 did well when it came to the look and feel of the weapons and enemies, but atmospherically, it was, for the most part, not Doom. The story took itself a bit more seriously than it had in Doom and Doom II—even the difficulty setting names were straight-laced—and on top of that, the shadowy environments and heavy emphasis on sound effects lent the game more of a horror feel, rather than the goofy action movie style I was used to (given this situation, the famed flashlight controversy is especially interesting). It was sort of like a scarier, less puzzley, and less wry Half-Life set in the Doomiverse. That’s not to say there weren’t any funny or adrenaline-pumping moments—there most certainly were—but Doom 3 stands out a little as an odd duck. It was a fun game, though, especially the last third or so, which includes the requisite trip to Hell. The two bonus campaigns retread some familiar ground, story-wise, but are also fairly decent, especially “Resurrection of Evil”; “Lost Mission” felt a little slapdash in comparison.
Before I wrapped up Doom 3, I defeated the final boss in a very different sort of game: The Guided Fate Paradox, a roguelike developed by Nippon Ichi for the PS3. It was a shrewd choice to be Nippon Ichi’s 20th anniversary title, not just because of its genre, but also its setting: Celestia, the angelic counterpart to the Netherworld where so many of the company’s games take place. In this particular entry in Nippon Ichi’s multidimensional canon, the player character is Renya, a high school student who wins the title of “God” in a shopping arcade lottery. Despite the wacky setup, much of the rest of the story, in which Renya fulfills prayers and wishes hand-picked by his team of angels, is played fairly straight, with very few forays into outright comedy. Some potential is there—an innuendous angel, a chuunibyou angel, a mission that involves helping zombies—but it never gets as comedic as many of the studio’s other works.
As for the story that is there, it’s a heaping pile of jargon-laden anime bullshit with a few entertaining bits here and there. Much of the game’s plot seems to exist solely to justify the mechanics of fighting, picking up items, leveling up, dying, and then doing most all of it over again from scratch. Other such games are happy enough hand-waving away the peculiarities of the roguelike format when it comes to storytelling, but The Guided Fate Paradox isn’t. In a way, I’m glad they took this approach, since it fits very well with Nippon Ichi’s house style, but there were times when it all felt a touch too complicated or serious for them. Despite all that, the dungeon crawling parts were mostly outstanding, with some neat chapter-specific gimmicks, snappy movement and attack speeds, loads of customization options (including some basic stats which can be improved permanently), and, save for a grindy endgame, a fair difficulty curve. If you like this sort of game at least as much as I do and can stomach or ignore the less-than-great story bits, The Guided Fate Paradox is worth a try.
Other than that, I beat Pokemon Blue Version, ending my journeys through both Kanto and Pokemon’s origins. I also played Evoland II, which is both bigger and not as good in certain ways as its predecessor: though the plotting is amazingly thorough and most of the gameplay bits are solid, there’s too many superfluous references to other games and too much rambling dialogue (see this post I made in CAG’s current RPG Thread for more detailed impressions). As for some more of those aforementioned Summer Sale games, Witch and Hero was a nice and chaotic little J-indie nugget, Bejeweled 3 was (and continues to be) so very good, and DLC Quest was pleasantly goofy, if a little ugly to look at, and didn’t wear out its welcome.
As for stuff I’m still playing, besides trying to get the last two (very tough) achievements in Bejeweled 3, there’s Project CARS, Fantasy Life, and Pokemon GO. As I only typically buy one sim racer per generation, the PC version of Project CARS had a lot riding on it, but I’m enjoying its career mode thus far. It’s quite deep, but also very approachable thanks to its bevy of difficulty modifiers, which is great for filthy casual racing fans like myself. Fantasy Life is much like most any other game wholly conceived and developed by Level-5: beautiful, dense with variety, and with a story and world that’s pleasantly vanilla. Sometimes this latter point works against them, as it did for me with Professor Layton and the Curious Village, but the results here are a bit more mixed; I’m not quite sure what to make of it yet. Lastly, there’s Pokemon GO. As Pokemon games go, it’s one of the shallowest ever made, but the real world trappings are a neat novelty, and, at the very least, it’s getting me out and walking a bit more.
Soon, Doom 2016 will join that list. I’ve already been to Hell and back again with Doomguy a handful of times this year, but I’d be lying if I said that I wasn’t looking forward to one more trip.
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Bravely Default has taken me a long time to get through. Not only is it the longest RPG I have ever played on the 3DS—I did the vast majority of the sidequests and ended up clocking just over 140 hours—but I took more than a few breaks from it as I played, some of which lasted a week or longer. However, this past Thursday, I finally beat the last boss and saw the credits roll. It was one a hell of a journey, to say the least, with some intriguing twists on old formulae and a problematic ending. Here’s how it all went.
The setting is Luxendarc, a world like one might find in many other JRPGs, and Final Fantasies in particular (it’s worth noting here that Square Enix is the publisher, and much of the team previously worked on Final Fantasy: The 4 Heroes of Light and the DS remakes of FFIII and FFIV). There are four elemental crystals whose health is maintained by priestesses called Vestals. When the village of Norende is instantly destroyed one day, the sole survivor, a shepherd named Tiz, teams up with Agnès, the Vestal of Wind, and her cryst-fairy companion Airy in order to set things right and possibly bring his town back. Their team soon expands by two more members: Ringabel, an amnesiac with a mysterious journal that seems to tell of future events, and Edea, who sees injustice in the actions of her father, the anti-Crystalist leader of the Duchy of Eternia. With Airy and “D’s Journal” as their guides, the ordinary boy, devout priestess, mysterious stranger, and rebellious princess traverse the world, awakening the crystals and fighting Eternia’s forces along the way.
These forces are the primary source of “asterisks”, items which bestow new jobs to the party. Yes, in addition to the four crystals, another trait Bravely Default has inherited from the Final Fantasy series is the Job System. As it turns out, this game’s take on it is one of the best and most well-balanced ever conceived. Including the basic Freelancer, there are 24 jobs total, and although some are less useful than others, not a single one feels truly superfluous. Part of this is helped along by the fact that, in addition to the option of having a secondary set of unlocked job-specific skills equipped on a character (much like in FFV), there are many passive abilities that can be slotted in. These include basic attack and defense buffs, weapon affinities, status effect immunities, and automated actions like counterattacking. This dense variety of customization options can accommodate just about any sort of play style one can imagine.
The battle system itself has a fair amount of flexibility. Bravely Default is a traditional turn-based affair, one in which all the party members’ commands for a single turn are dictated at once, then played out, Dragon Quest-style. Everything about the battles is quick and snappy—even summoning sequences are reasonably short—and later on, regular lower-level enemies can be dispatched instantly with a certain passive skill. As for the bosses, they are a decent enough challenge on normal difficulty and require a bit more strategizing than the random enemies, especially later on. At the heart of all this is the “Brave” and “Default” system. The former adds turns for any given character, and the latter stores them up. This system is useful both for stacking standard attacks and spells, as well as job-specific abilities which require multiple turns. On top of all this, there are special limit break-style attacks which are dependent on various factors, plus two additional options I completely ignored: summoned “friend” abilities and the time-freezing “Bravely Second”. If anything, this game proves that there is still room to innovate in the turn-based JRPG space, and does so with aplomb.
Those two unused battle options I mentioned above are reliant on DS hardware-specific features: friend lists and sleep mode. A third uses StreetPass to repopulate and speed the rebuilding of Norende in an ongoing minigame. Although this town-building mode adds both regular and exclusive items to special stores run by the wandering adventurers who serve as save points, this is another feature which can be safely ignored without greatly affecting the meat of the game.
Outside of battles, the task of getting around from place to place is fairly painless. There are at least two areas which have a lot of ground to cover between save points, plus there’s no quick and easy way to fully heal at said points (for example, the “tent” item present in many Final Fantasies), but otherwise, things are manageable. The dungeon layouts are simple enough to navigate, thanks in large part to automapping, as are the towns and other story-specific areas.
Speaking of the game’s non-dungeon locations, they are absolutely gorgeous, with a hand-crafted look reminiscent of illustrations from fantasy books; the intricately detailed towns of Caldisla and Ancheim are two notable highlights. The overall color scheme of the game is suitably modest, even in colorful places like Florem. This palette helps bright flashy effects, when they appear during certain events, really pop. Likewise, the character art, music, sound effects, and voice acting only stand out in the sense that they’re high quality, and blend in nicely with the overall feel of the game. The localization is generally outstanding, although I do believe that the (understandable) changes made to the “Bravo Bikini” outfit could’ve been better handled, mainly by tailoring certain bits of dialogue to make it sound less scandalous than it ended up being.
Then there’s the deceptively minor features which enhance the whole experience. Chief amongst these is the Event Viewer, which allows the player to rewatch most any previously viewed scene. Neatly organized and easy to use, I relied heavily on the Event Viewer to get up to speed after most all of my longer breaks between play sessions. Another handy feature is Airy’s appearance on the bottom screen in the main and save menus, reminding you of where you are in the story and hinting at what mandatory event you should be doing next. There’s several other such niceties, including a handful of language options and an autosave feature that can be toggled at one’s leisure.
You may have noticed that so far, I have avoided discussing the finer details of the story. Unfortunately, I can’t properly do so without spoiling the first truly major plot twist, as well as events toward the end. The spoiler-free version is that Bravely Default‘s story takes a turn which is highly unusual for a JRPG, and one that has done it no favors in the eyes of many players. The ending also adds a couple of new plot details that, while cute, are unnecessary and/or contradict what has come before it. In short, Bravely Default is much like Valkyria Chronicles in its marriage of a damn near perfect aesthetic and play experience with a flawed story.