You might have noticed that I didn’t put together a “Manga Selections” roundup for this past year, like I did for 2016. This is mainly because so much of what was on that list would only be repeated. However, I’m considering doing one for 2018, as since then, I’ve finished—or am close to finishing—a handful of series.
That said, I’ve been itching to try some new stuff. This continues to be a great time for English-translated manga, with many new titles coming out on a regular basis. I recently tried a bunch, all of which made their English-language debut in 2017 or 2018, and have reviewed some of them below.
These reviews account for only about half of the new books I’ve read so far this year. Two of the others—the one-shot orange -future- and the first volume of the ongoing Battle Angel Alita: Mars Chronicle—are continuations of previous series, and excellent ones at that. Another pair, the first volumes of Hatsune Miku: Future Delivery and Neon Genesis Evangelion: Legend of the Piko Piko Middle School Students, are middling media tie-ins. What remains in these reviews are the original titles, which have nothing carried over from previous manga series or franchises. Any one of them should be accessible for those looking for something new.
The Promised Neverland, vol. 1
Kaiu Shirai (story) and Posuka Demisu (art), Viz Media (Shonen Jump label)
Although it’s the newest critical darling from Weekly Shounen Jump, this series didn’t quite click with me. The premise, laid out in the first chapter, is solid: a group of kids at a lively, yet unsettlingly weird, orphanage accidentally discover the horrible truth about what happens to them when they leave for new homes. This truth is frightening and fantastical, and lends itself to many questions. However, the rest of the volume consists of plodding suspense and small, sometimes bland, revelations about the orphans’ circumstances.
The orphanage itself is mostly dull and it doesn’t help that the plot suggests that any true excitement lies beyond its borders, a world which we barely get a glimpse of. The three main characters, who strongly resemble the heroines of Magic Knight Rayearth in their personalities, make plans and toss off theories at a regular pace; however, there’s little that foils or contradicts them so far, which lessens the tension. Aside from the fact that this is a non-romantic Jump series with a female lead, the most interesting character is the orphans’ caretaker, whose side of the story is teased every now and again, making it clear that she knows much more than she’s letting on.
The Promised Neverland has clearly set itself up to be a slow-burn cat-and-mouse tale of mystery and escape, but neither the setting nor the cast are engaging enough to want me to get the next volume right away. Perhaps the most disappointing aspect of this series is that Posuka Demizu’s talents seem wasted here. I picked up her artbook, Pone, last summer, and her strongest works in that are detailed fantasy worlds filled with objects. She’s not as good with characters, but this is a very character-driven series. In a more suitable artist’s hands, perhaps I might’ve wound up liking this first volume more than I did.
If you want to check out The Promised Neverland for yourself, the first three chapters are currently available for free on Viz’s website.
Spirit Circle, vol. 1
Satoshi Mizukami, Seven Seas
In a completely different turn of events from The Promised Neverland, I liked the first volume of Spirit Circle much more than I expected. The mangaka’s previous series, Lucifer and the Biscuit Hammer, was enjoyable enough, but going by this first volume alone, Spirit Circle is shaping up to be even better.
Middle-schooler Fuuta can see ghosts, a power which annoys him more than anything else. He is fascinated by the pretty new girl in school, Ishigami, who has a spirit companion named East. As it turns out, Ishigami has carried a serious grudge against Fuuta through several previous lives, which the latter begins to become aware of.
I haven’t read many stories about reincarnation, and, after reading some other reviews of this volume, was afraid that this one might be too complicated to follow, but my fears proved unfounded. This tale is expertly told, with the transitions between past and present handled smoothly. Also, the characters are extremely relatable and believable, which makes getting into the story that much easier. There’s not much more I want to say about this, in part because I don’t want to accidentally give something away, save for the fact that I can’t wait until the next volume.
Plum Crazy! Tales of a Tiger-Striped Cat, vol. 1
Natsumi Hoshino, Seven Seas
And now we’re back to a series that I wanted to enjoy more than I actually did. Plum Crazy! is a slice of life cat manga that is currently up to an astounding seventeen volumes in Japan. However, even with the cat-centric premise, it turns out that I am still rather picky when it comes to the slice of life genre.
In this series, a cat named Plum lives with an ordinary high school student and his airheaded dance teacher mother. One day, Plum finds and rescues a tiny kitten, whom the family later names Snowball. However, this kitten does not get along with Plum much at all. In fact, Snowball has a habit of biting Plum to relieve stress.
So, we have two cats—one cute but dour, and one cute but bratty—and a small cast of mildly amusing humans. Their misadventures include one where Plum follows the son to school, and another where Snowball starts chewing on wool clothing. These stories are okay, but don’t have that special spark that is required for the best slice of life manga. On top of that, I have mixed feelings about how Plum and Snowball sometimes test the boundaries of “real” cat behavior, mainly in their interactions with their human companions. Overall, this first volume was an enjoyable read, but I don’t see any compelling reason to continue.
My Brother’s Husband, vol. 1 (omnibus ed.)
Gengoroh Tagame, Pantheon
The most recent first volume I read turned out to be the best of the bunch. My Brother’s Husband is an intimate, heart-wrenching snapshot of LGBT life in Japan, and is masterfully crafted to boot. The story starts when a single father, Yaichi, receives an unusual houseguest: a Canadian named Mike whom he’s meeting for the first time. Mike is the widow of Yaichi’s twin brother, Ryoji, who had recently died back in Canada. He stays with Yaichi and his young daughter Kana, getting to know both them and the town that Ryoji had left behind.
Yaichi clearly has mixed feelings about Mike, and the late Ryoji, and wrestles with them throughout the volume. He does his best to be a good host, but has trouble fully accepting Mike, and, as a result, starts to reexamine his relationship to his twin. Kana, on the other hand, does not share her dad’s ingrained prejudices, and loves that she has a Canadian uncle (in part because “Canada” sounds a little like “Kana”). As the story goes on, other characters start to appear, some more accepting of Mike than others. Meanwhile, Mike’s visit doubles as a mourning process for him, and through certain sad scenes, the reader gets a real sense of how much Ryoji meant to him.
Tagame has been creating manga for decades, and it shows. The artwork is crisp and expressive, and the panels flow together smoothly, with a deliberate pacing that’s appropriate for this sort of real-life drama. Pantheon’s presentation—a Chip Kidd-designed hardcover with dust jacket—is suitably outstanding. This first book collects volumes one and two of the Japanese edition, and the second and final omnibus is due out in September of this year. It may be worth it to wait until then to pick up both volumes, but at the same time, this is exactly the sort of high-quality, groundbreaking manga that should be supported. Either way, My Brother’s Husband is well worth reading.
As usual, it’s been too long since my last post. Since then, I saw the rest of Nier‘s endings, rewatched the Utena movie, finished that Pile o’ Tezuka as well as three manga series that I’d been reading for awhile (My Love Story!!, Master Keaton, and Otherworld Barbara), and went on my first trip to Hawaii, among other things.
I’ve also been getting back into playing short games on the weekends. This time around, in addition to indies, I played a couple of promotional tie-in games, one of which was excellent for what basically amounted to an ad. Let’s get to discussing them all, shall we?
Digging and Derring-Do: Shovel Knight (2014, Yacht Club Games, Windows)
A disclaimer before I begin: the version of the game I have is Shovel Knight: Treasure Trove, though this review is only for the main campaign. The other campaigns originally began life as free updates before the overall name change, but they’ve been put on the backburner for now.
Anyway, on with the review. When I first tried out Shovel Knight at PAX Prime one year, I was impressed by how much closer it hewed to the aesthetic of 8-bit games than other indie titles inspired by that era; the color palette and the insistence on showing single screens one at a time were its most memorable touches. After playing through the main campaign, it’s clear to me now that it’s not quite a true 8-bit throwback—I doubt it could run on a Nintendo Entertainment System without some further modifications—but it still plays as solidly as I remembered from that short session.
Some apparent inspirations for this platformer include Mega Man, Super Mario Bros. 3, and Capcom’s DuckTales, but Shovel Knight has a bit of its own flavor as well. Though it’s not an easy game, it’s also not as difficult as any of those classics (especially the Capcom ones), and manages to be fair in its toughness. There are new abilities to collect throughout the game, though as best as I could tell, none are required to get through the main story. Speaking of which, one thing I really like is that it’s possible to go back to previous levels to grind for additional money to purchase those abilities and other upgrades. Jake Kaufman and Manami Matsumae’s soundtrack is delightful and catchy, but the story less so, consisting of a cloying plot involving an imprisoned knight (female, of course), whom the title character sets off to rescue.
The DS dungeon crawler Shin Megami Tensei: Strange Journey is one of the better MegaTen spinoffs out there, and as it happens, a 3DS rerelease has recently come out in Japan. To promote this new version, Atlus published Synchronicity Prologue, a free metroidvania for Windows PCs set in Strange Journey‘s universe starring series mascot Jack Frost (luckily for us English-speakers, a fan translation patch for the dialogue soon followed). For a piece of promotional material, this game wound up being very, very good.
Like Strange Journey, Synchronicity Prologue takes place in Antarctica and deals with an anomaly there. As Jack Frost, the player teams up with Jack O’Lantern (aka Pyro Jack) to track down an antagonistic Black Frost. There’s a handful of familiar demons and callbacks to Strange Journey, and the story is fairly basic though a little confusing at times. The areas are huge and sprawling, filled with the usual metroidvania-style barriers to encourage later backtracking to get at various hidden upgrades, and the boss battles each have their own unique flavor. If you’re a fellow MegaTen fan, especially one who’s played Strange Journey, you’ll get a kick out of Synchronicity Prologue. However, be sure to download it soon; it’s only available until December 24th.
Hyrule Graphics: My Nintendo Picross: The Legend of Zelda: Twilight Princess (2016, Jupiter, 3DS)
This is the other promotional game I played recently, though this time, it wasn’t exactly free. It cost me 1000 Platinum Points over at My Nintendo. As a Picross fan, it naturally caught my attention, so I saved those points and picked it up.
For those of you unfamiliar with Picross, it’s an excellent puzzle game series by Jupiter and Nintendo where you use number hints to fill in squares on a grid to create a picture. It has a bit of a learning curve, but each game in the series tends to come with a good tutorial and starts players off slowly with small puzzles before ramping up to the larger, more complex ones. This particular Picross release is themed around Twilight Princess, so the puzzles’ images include tools, characters, and locales from said game. It’s a relatively short entry at forty-five puzzles, but for a piece of promo material, it’s a got pretty decent amount of content.
I normally love the games in this series, and this one is very good as well, though I do have two gripes. First off, the tutorial is mandatory; you can’t even see the main puzzle menus until it’s completed. Secondly, the Mega Picross puzzles are the same images from the regular Picross mode, just presented in a different order and with more complex rules. While I’d normally be fine with this, these modes are presented in such a way as to suggest that they’re two completely separate sets of puzzles. With these issues taken into accunt, this is merely an okay Picross release.
Spelunking… for America: Shadow Complex Remastered (2015, ChAIR Entertainment, Windows)
And here’s our second metroidvania for this installment. I haven’t looked up how this version is “remastered”, but at any rate, it’s a multi-platform rerelease of the 2009 Xbox Live Arcade hit Shadow Complex, which I remember being sort of a big deal back then. It combines the 3D sci-fi/military aesthetic of your average big-budget Western title with a genre that doesn’t normally see games in this style. Once again, the story is simple, but is somewhat amusing in its extremes: a guy goes exploring a cave with a girl he just met and reluctantly gets caught up in trying to stop a conspiracy to take over the United States. In the meantime, he comes across various weapons, special equipment, and upgrades to help him explore a gigantic underground base.
One of the abilities he gets, a dashing move which enables him to crash through certain objects, is rather tricky to use, and largely because of that, I ended up passing on a handful of upgrades because I wasn’t really sure how to get to them with said move. However, the others are fairly straightforward, and include things like double-jumping and infinite underwater breathing. There’s also the matter of the map, which could use a little bit more information in regards to marking inaccessible areas for later backtracking; many areas get noted, but not all of them. The final battle is gimmicky and too easy on Normal difficulty, but otherwise, the combat is fairly satisfying. Despite these problems, this is a reasonably polished, though imperfect, action-adventure game.
Nuts for Nuts: Super Little Acorns 3D Turbo (2013, Team Pesky, 3DS)
Finally, here’s something else I picked up as a My Nintendo reward. As of this writing, it is still available for the low, low price of 60 Gold Points (and unlike the Zelda Picross game, it can also be found on the eShop). I had never heard of the game before Nintendo started this promotion, but it sounded like the sort of thing I would like, so I decided to go for it.
The basic plot is that a papa squirrel sets out to get back the acorns that were stolen from his family’s stash. He does this by collecting all the acorns strewn across seasonally-themed levels before the timer runs out, avoiding obstacles like bats, bugs, and water. He starts off with a basic run and jump, and later gains a rope to swing from specially designated points; there are also timed power-ups, for higher jumps and other effects, in various levels. Each season wraps up with a level where baby squirrels have to be collected in addition to acorns, and every one of the game’s three “years” has a boss battle at the end, which is actually more of a boss race. Additional goals are included in every level for completionists, and there are unlockable costume options and achievements as well.
Though it reminds me of games like Toki Tori, it is less puzzle-oriented, with the main problem in each level being how to find the fastest, most efficient route. It should also be noted that the platforming physics run on the slidier side, with the rope-swinging in particular taking an extra bit of getting used to. Aesthetically, it recalls a second-tier mobile game from the Angry Birds school of visual design. Not a bad little game, but not noteworthy, either.
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There were two unusual things I noticed about Persona 5 during the first hour or so of playing.
The first was that it started a little ways into the future, with a botched heist at a casino. The protagonist, who the player names when the police force him to sign a confession, is told that he was ratted out by one of his teammates and is later interrogated by a hard-nosed prosecutor while under the influence of a truth serum. It is this conversation which becomes the game proper, starting in early April of “20XX”. While betrayal isn’t unheard of in this series, it was a little jarring to be told straight off that one of my future party members isn’t to be trusted, and it led me to spending a bit of time winnowing down my personal list of suspects. Certain other aspects of the story proved to be predictable as well, though for different reasons; it wasn’t until some time after the tale caught up with “the present” of the interrogation that the game’s biggest surprises came to light.
The second was the Velvet Room, the metaphysical place “between dream and reality” where series protagonists craft new Personas from old ones. In Persona 3, the Velvet Room was a spacious, elegant elevator, constantly climbing upward. In Persona 4, it was the back seat of a stretch limousine, which drove forward on an etherial road. On the other hand, Persona 5‘s Velvet Room is static, a circular prison occupied by overseer Igor and this installment’s blue-clad attendants, the twin wardens Justine and Caroline. Igor doubled-down on the metaphysical metaphors by noting the protagonist’s mental imprisonment, and implying that he could be freed through “rehabilitation”. I found this situation—the Velvet Room’s traditional motion replaced by stasis—to be unusual at first, but it ended up feeling appropriate.
This rehab takes the form of fighting Shadows—manifestations of human personality and cognition—in a parallel world. This time around, it is called the Metaverse, which is filled with “Palaces” and is accessible to a chosen few via a mysterious smartphone app. Most of the Palaces are ruled over by a Shadow whose real-world counterpart has desires distorted enough to negatively affect the people around them, often in abusive ways. The protagonist and his fellow Phantom Thieves change not just their outfits while in the Metaverse (a nice touch that, for one, avoids the awkwardness of characters wearing winter school uniforms during summer vacation while exploring dungeons, as in the previous two games). They also change things for the better by stealing special Treasures—symbolic items representing hearts—from these Palaces, which collapse as a result and permanently alter their owners’ perceptions in the real world.
There’s much more to the rules and such governing the Metaverse, but those are the basics. The plot is dense, especially early on when the protagonist and schoolmate Ryuji meet Morgana, an amnesiac who is nevertheless intimately familiar with the Metaverse, for the first time. Morgana is this installment’s requisite Pinocchio figure; like Aigis and Teddie before him, he has a somewhat mysterious past and a deep-seated yearning for humanity. However, even though he’s a fun and interesting character, he is also the most unlikeable of the three. Perhaps because he takes the form of a cat, Morgana is a conceited, and sometimes childish, jerk at times.
The rest of the Phantom Thieves crew is made up of a bunch of outcasts, which includes the protagonist. All formerly conformist misfits who don’t quite fit in because of who they are, and victims of selfish, powerful adults, the Phantom Thieves earn their Personas by embracing rebellion, which fit this theme through their appearances as inspired by fictional outlaws (Arsene [based on Arsene Lupin], Zorro) and larger-than-life historical figures (Captain Kidd, Johanna [based on Pope Joan]). The implementation of this theme, as well as the inconsistent seven deadly sins one which is prevalent throughout the game, is kind of goofy, but I mostly got used to it. Like its predecessor, Persona 5 has a lot to say about the role of the media in society and how the seemingly innocuous, everyday views of the general public can further shape which direction it takes. However, it is a much darker tale, with highly-motivated villains and several instances of Very Bad Things, some potentially triggering, happening to the main cast and/or their associates. There’s also the usual range of MegaTen demons for the protagonist, who bears the “wild card”, to collect and use. This time around, Shin Megami Tensei’s oft-dreaded demon conversation system is how one obtains new Personas. I had mixed feelings about this design choice going in, but certain abilities that can be obtained throughout the game ended up making this process a bit less painful than it has generally been in the past.
Speaking of those abilities, I got them and others by nurturing relationships with Confidants, Persona 5‘s version of Social Links. Each Confidant has a distinct set of abilities that can be obtained, along with the usual Persona Fusion stat bonuses and unlocks, depending on who they are. For example, spending time with a politician named Yoshida leads to special conversational abilities which make negotiating with Shadows easier and/or more profitable. Even some social stats, like Kindness and Proficiency, can be improved through certain interactions, which is a welcome addition. There’s a more unusual and diverse range of Confidants in this installment, including shopkeepers and even residents of the Velvet Room. However, there is also a certain Confidant whose story can’t be advanced until after a certain point in the main tale—and the game doesn’t warn you about this. Aside from this problematic design flaw, plus a certain basic sameness between many Confidants that becomes apparent as the game wears on, the overall relationship system is as polished as it has ever been in a Persona game.
The other core component of Persona 5 is, of course, the dungeon-crawling and Shadow-battling. The Palaces where the Phantom Thieves do their work are wonderfully designed—easily amongst the best levels Atlus has ever made, in any of their RPGs. While there are some repetitive elements—particularly in the randomly-generated “Palace of the Public” Mementos—there are also many unique spaces, both large and small, and a wide range of thematic differences between each dungeon. The battling is the same reliable system from Persona 4, complete with All-Out Attacks, but there are a few new tweaks, among my favorites being Bless and Curse spells that don’t instantly kill and are almost always guaranteed to work. Different this time around is an overwhelming number of types of items, particularly for healing HP, and many of which will go unused.
That leads me to the main menu, which any player will undoubtedly spend a lot of time in. Like much of the rest of the game’s trimmings, the menus are in stark black, white, and red, with manga-esque character art and typography inspired by cut-and-paste ransom notes. They are gorgeous to look at, with slick little animations between the main menu and its subsections, and neatly organized, too. There’s also a separate (and just as stylized) menu for text messages, which the protagonist receives on an daily basis and are helpful for both plot-related reasons and for keeping up with Confidants; a robust fast-travel system; and the ability to save just about anywhere while out and about in everyday life.
As for the previously-mentioned amount of items, a large part of that is thanks to a crafting system to make tools such as lockpicks, as well as another one to duplicate cards which can be used to teach skills to Personas. There’s also treasure items which can be sold for cash, key items such as Palace maps, books, gifts, and as mentioned before, a lot of HP healers. Many of the HP, SP, and status effect curatives can be bought at a variety of shops, including a supermarket, a pharmacy, a discount store, a convenience store, a train station kiosk, and several vending machines, and some are only available for a limited time.
If this sounds overwhelming, it is (and you will want to ignore the vast majority of those items), but it is also reflective of its setting: Tokyo, including the real-life districts of Aoyama-Ichome, Shibuya, and many others which become available later on. Persona 5 is overwhelming in both its shopping choices and activities for beefing up social stats, but this is because Tokyo is overwhelming. Notably, some of the shops present in the game are parodies of real-life chains such as Don Quijote, 7-Eleven, and Tsutaya, while the odd bits of actual product placement by the likes of HMV and Calbee blend into the setting fairly well. In these aspects, Persona 5 has captured the consumerist chaos of the Tokyo metro area perfectly, and feels even truer to life than it would have otherwise.
All this is presented with crisp and colorful graphics which straddle the lines between painterly, typical of a modern-day “anime” game, and the MegaTen series’ traditional flat style. As mentioned before, the dungeons have been handled with care, and the same is true of the named characters, Shadows, and Personas. Some character models, like the sparkly and snowy Jack Frost, even have an extra bit of textural oomph to them. Design-wise it’s excellent, with the notable exception of Ann; given that her story arc focused on sexual harassment, and her dislike of being put into perverse situations in general, her skin-tight and boob-windowed Phantom Thief outfit is in questionable taste. A few scenes appeared to push my PS3 to its limit, which resulted in some audio hiccups. While I’m on that topic, the voice acting was average—not amazing, but generally not bad, either. This is especially true of the handful of traditionally animated cutscenes, where the dub cast clearly tries to match lip flaps as closely as possible. As for the localized script, it has a handful of corny and awkwardly-written moments, but is otherwise very good.
Finally, I must mention the wonderful, wonderful music. Fellow fans of composer Shoji Meguro will recognize his signature style all over the soundtrack, especially his love of electric organ and sometimes distracting English-language vocals. However, the soundtrack is particularly lovely in that it captures some of the essence of Shibuya-kei, the diverse musical movement which originated in the real-life version of one of Persona 5‘s most important locations. I already own the soundtrack and it’s currently living with my other game music, but perhaps I should place it next to my Pizzicato 5 and Fantastic Plastic Machine albums instead.
The long wait for this game’s release has been worth it. Despite its flaws—including others I’ve not mentioned here, such as Atlus’ continued use of gross gay stereotypes; more to do with less time, thanks to frequent story events; and a certain rushed-feeling story arc and new character introduction—Persona 5 makes for an outstanding addition to any JRPG fan’s library. It has a darker story than its predecessors, a fascinating and well-realized cast of characters, and the most stylish visual and aural trappings you’ll see and hear in any game this year. If you somehow haven’t played this yet, it is not to be missed.
Special Stage: Back in May, Anime News Network posted an interesting feature article titled “The Real Japan Behind Persona 5” which discusses the likely inspirations behind certain story events. Note that it contains spoilers for the whole game, and especially the first and fifth major story arcs.
We got back from a long, relaxing weekend jaunt yesterday, and although I didn’t touch any games other than a few Picross 3D Round 2 puzzles (which I really shouldn’t have done; I was dead tired), my husband did get back into The Legend of Zelda: Skyward Sword, including a frustrating boss battle near the end of the evening’s session.
He has a love-hate relationship with the main Zelda series, much as I do with the main Mario one. It wasn’t all that long ago that I gave up on Super Mario Galaxy 2 (and, by extension, my husband as well, since he was in the “co-star” role), thanks to a badly-implemented 3D camera and a “helper” feature that felt more like cheating or the game taking pity on me than anything else. Perhaps more crucially, Galaxy 2 started feeling more like an obligation than something fun. Experiences like that are why I largely stick to the kart racers and RPGs when it comes to anything involving Mario. As for Zelda, well, it may be a long time before Breath of the Wild or any other new-to-us 3D entry in that series comes into this household. I will likely continue on with the rare 2D Zelda, but certain archaic quirks of the 3D ones continues to baffle both my husband as a player and myself as a spectator. The lag we’ve probably suffered with and the frequently convoluted and/or uncomfortable controls have also not helped these Wii games’ cases.
Anyway, on to this post’s mini-reviews. I recently played through three short indie PC games, none of which is quite like the other. The first is a pop-culture-laden pixel-art RPG, the second is a 3D moe action-platformer, and the third is an arty 2D puzzle-platformer.
Reference Materials: Knights of Pen and Paper +1 Edition (2013, Behold Studios)
This is one of a few games I received last year by trading Steam keys, and was not one that I’d ever had on any wishlist. Still, after looking up some info, Knights of Pen and Paper +1 Edition sounded interesting enough, so I completed the trade and added it to my library. In the end, it proved itself to be not a bad little game at all.
The premise is fairly simple: a pen and paper role-playing game is played out amidst the fantasy backdrops described by the dungeon master, complete with JRPG-style turn-based battling. Like far too many indie games with pixel graphics, there’s a ton of pop-culture references, but they’re easier to tolerate given that the story begins with a group of regular people in the “real” world. On top of that, while several references range from predictable (Doctor Who‘s Tardis) to insufferable (Monty Python and the Holy Grail‘s Knights of Ni), some are unexpected and even enjoyable; for example, though I disliked Chrono Cross, I appreciated KoPP‘s take on one of its most annoying elements.
The story itself is your standard JRPG fare with an appropriate twist or two, though told with a sometimes clunky English localization (Behold Studios is based in Brazil). The game also doesn’t explain some of its mechanics very well, if at all. On the plus side, the battle system is solid, with some nice variety between classes, and the difficulty curve is decent, though I did find myself having to grind a bit in one of the earlier sections. Aside from the inspired setting, it’s not a particularly remarkable game, but it is fun.
Speedy Angel: Angel Express (2008, EasyGameStation [via English ver., 2016])
Speaking of clunky localizations, Angel Express, also known as Tokkyu Tenshi, suffers a bit in its own way. During cutscenes with the player-named protagonist and her spirit partner El, there are often lines which seem like they should be said by the other character. This makes for some very odd dialogue at times, though most of the cutscenes are incidental and the core story is simple enough to follow. It’s worth noting that Angel Express is the first English-translated game by Japanese doujinsoft circle EasyGameStation not to have been localized by Carpe Fulgur, and, unfortunately, publisher Rockin’ Android just doesn’t do as good of a job.
As for the game itself, Angel Express is a platformer with a racing theme attached: individual stages are obstacle courses which are run through thrice at a time, and usually with a time limit attached or other characters to out-score. In addition to the repetition of the stages themselves, to reach the end of the story means going through most of them multiple times—and happening upon certain cutscenes multiple times as well. The stages are generally well designed and fun to play, so I didn’t mind too much, but it was still somewhat disappointing that there wasn’t more variety. Oh, and Angel Express is extremely difficult on “Normal”, so much so that I couldn’t beat the second part of the first stage on that setting. I ended up restarting and playing through the whole rest of the game on Easy, which is no slouch either.
There are a few additional features and modes, including a level designer, time trials, and multiplayer, though I didn’t touch any of that. I did check out “Totten News”, an in-game newsletter for delivery girls that includes gameplay tips as well as fictional features one might find in a real-life periodical, like recipes and horoscopes. Unfortunately, the last issue of Totten News suffers from a bug which makes it unreadable, so I’ll likely never find out how its serialized story, about two sisters in an alternate world, ends.
A Tale of Two Kitties: I and Me (2016, Wish Fang)
Incidentally, the last game in this Braincrumbs installment was also apparently made by a non-native English speaker, but has the best localization of the three, though one or two sections of text don’t linger on the screen long enough to read at a normal pace. The story being told here, though, is not as cheery as the previous two games’ are.
In I and Me, the player controls two identical black cats simultaneously, guiding them past hazards and lining them up perfectly so that they fit into a pair of picture frames somewhere else on the screen. It’s a lot like Toki Tori and similar character-based puzzle games, though controlling two characters like this requires a whole other set of skills, mainly a keen spatial awareness. It’s a challenging game, but fair, and the dozens of stages are cleverly designed.
As for the game’s tone, which I hinted at before, it is perhaps best described as melancholy. The story, such as it is, explores what it’s like to have “another self” in relation to being alone; the graphics make heavy use of black; and the music, much of it in the form of classical arrangements, complement the other moody elements very well. A handful of I and Me‘s Steam reviews describe it as “relaxing”, but it rarely fits that definition. Instead, it requires a bit of tolerance for a less colorful setting, as well as a certain degree of patience given the difficulty of a fair number of its puzzles.
Speaking of which, by the time I had gotten through about ninety percent of the levels, I and Me had finally gotten so hard that I skipped one of them. The next level happened to contain the credits. I still wonder if that specific level was the credits all along, or if some other sort of design was at work.
Some quick site business: It took a year, but I finally got rid of the “comments” links that were at the bottoms of posts on the main page.
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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.
As I mentioned in my previous post, I’ve been trying to devote my weekends to playing through at least one indie game. I’ve stuck with that through April, though two of the games I played this month are, while made by small teams, technically not indie: the first is the most famous title from a storied Western developer, and the other, though lesser-known, is by one of Japan’s most celebrated makers of all-ages visual novels. Also, I didn’t actually start the former game during the weekend, but I digress. Without any further ado, here are those games for the month of April 2016, indie or not, weekend or not.
Filled with Determination – April 2-3: Undertale (2015, tobyfox)
Undertale starts off twee, but becomes more substantial later on.
So it seems that there’s some meat behind the hype after all. Beyond the memes and fanart-friendly skeletons lies a deconstruction of RPGs, specifically Japanese-style console RPGs, and the various tropes that inhabit them. The central conceit is an encounter system that allows, and encourages, the player not to attack their foe, but instead to communicate with them before showing mercy. This affects the directions that the story can go in, and certain future interactions with the subterranean world in which the game takes place.
The tone throughout much of Undertale is contemporary and humorous, with some nods to otaku subculture in particular, plus a few (and thankfully, only a few) fourth-wall breaking moments and overt references to other games. Undertale‘s most obvious antecedent is Earthbound, another story centered around a child on an unexpected journey, but fortunately, it has none of its spiritual predecessor’s blatant patronization nor its interface and inventory flaws. Cave Story seems to be another inspiration, in part due to the underground setting and relatable characters, as well as the MegaTen series, via its comparatively simple conversation system. However, it’s impossible to truly say “it’s like (blah) crossed with (blah)” in regards to Undertale; as a complete package, there’s nothing else quite like it. I highly recommend this odd yet rewarding indie morsel, and also that new players go in knowing as little about it as possible.
Hell is a Place on Deimos – April 11-14: Doom (1993, id Software [via Doom 3: BFG Edition, 2012])
Many modern indies don’t have teams this small!
Doom requires little introduction. Before the term “first-person shooter” became the norm, it ushered in the era of “Doom clones”, and has been made to run on anything and everything, including within itself. I got my first taste of Doom and its predecessor Wolfenstein 3D back in the summer of ’93, and it has held a special place in my heart ever since. However, I had never actually beaten the original Doom. Wanting to rectify this, and too tired at the time to play anything with a deep plot, I installed the “BFG Edition” of Doom 3 and fired up that oldie. It holds up, and then some.
Doom‘s sprawling, labyrinthine levels are, save for one or two badly-implemented sections, still some of the best ever made; the enemies have a good range of toughness and attack types; and the weapons all feel right. Also, despite Doom‘s dated controls—for example, horizontal-only mouselook and no jumping—they never feel limiting thanks to some smart design. The fourth episode, which was made sometime after the completion of the main three, is more unbalanced than the others, but the blemishes that it adds to the whole are minor. By the way, the story, which involves a space marine and a portal to Hell, is as silly a bit of fluff as ever.
Ephemeral Stars – April 17-18: planetarian ~the reverie of a little planet~ (2004, Key [via English ver., 2014])
Yumemi’s excuse for her chattiness boils down to buggy software.
For all of the talk about “walking simulators”, an older genre which is often more limiting when it comes to player interaction is visual novels. An even more restrictive form is the kinetic novel, which is like a VN but completely linear, with no decisions to be made and a single ending. This term originates from the developer Key, which is, appropriately, the maker of planetarian, my introduction to this sub-genre.
planetarian takes place is a post-apocalyptic world upon which pours an endless, poisonous rain. The nameless protagonist, a manly tsundere scavenger, comes across a well-preserved planetarium, maintained by an android named Hoshino Yumemi. She is a waifu-candidate type of moe character: unfailingly positive, eager to please, and with quirks intended to cross the line from annoying to charming. Key is famous for their sentimental stories, and in that respect, planetarian does not disappoint; the middle chapters in particular are a highlight. However, I found the melodrama to be mawkish at times, and the repetition of certain story beats didn’t seem to work as well as they would in a serialized format. Despite these issues, a handful of typos and some peculiar grammatical choices, and the rare bit of thesaurus porn (for example, “demesne”, which was used metaphorically), the story and localization were all right, but nothing truly special. On the whole, planetarian has some charms, but is most definitely not for everyone. At least I can say that I’ve experienced a Key visual novel now.
A Spirited Journey – April 23-24: Never Alone (Kisima Ingitchuna) (2014, Upper One Games/E-Line Media)
So far, Never Alone is one of the best-looking games I’ve played all year.
My final weekend game for this month was also the shortest. Never Alone, along with its DLC “Foxtales”, is a fairly straightforward platformer based on Native Alaskan folklore. The player characters are an Iñupiat girl and an arctic fox. A single player can easily control both of them, though there is a co-op mode as well.
The stories themselves, about an endless blizzard and a journey across water, are imaginative in a way that isn’t unexpected for traditional tales, and are more than suitable for a video game. Much of the puzzle-platforming is dependent on cued changes in the environment. While this works well enough in some sections, it feels slightly less so elsewhere, and some instances of clipping and slightly jerky animation don’t help. The checkpointing is fairly good, though, so there’s few frustrations to be had. I also must make note of the unlockable “Cultural Insight” videos, mini-documentaries about the Iñupiat people that are relevant to the game; as they provide a great deal of context about the game, they are worth checking out. It’s a well thought-out little game, despite its few flaws.
So, that about covers this month. I also played plenty of Diablo III and Bravely Default this month, and am currently nearing the ends of both of those; I’ve also recently started a replay of Doom II. As for what May will bring, I may cut back on the Weekend Indies for awhile and concentrate more on the longer games I have backlogged. We’ll see how it goes.
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