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2011 Gaming Roundup

It’s that time again! Here is my fifth annual overview of the games I played in the preceding year. Previous roundups: 2010 | 2009 | 2008 | 2007

All games are listed in the order played and/or beaten; the “Endless Games, etc.” section is from memory and may be out of order and/or incomplete. Linked titles go to that game’s Review, Impressions, or Game Love entry, though many of the unlinked games are discussed elsewhere on this site. Icons were made from press images poached from various places all over the internet. Thanks as always to namatamiku for the initial inspiration, and an additional shout-out to Clidus for writing his own roundup posts this year.

The Land of Auto-Attacking and Assholes

It took several months—nearly half a year, actually—to get through Shin Megami Tensei: Nocturne start to finish. While this can be largely attributed to real-life factors (namely, moving to and resettling on the opposite side of the contiguous United States), there’s still the matter of the game itself. After all, during that same timeframe, I beat one game, started and beat two others, and started and logged over ninety hours into a fourth. Why was I dragging my heels with Nocturne specifically?

Simply spam this 60-80% of the time and you're golden.
The game itself certainly had something to do with it. Nocturne is a slog at times, made all the more dull by overly simplistic dungeons for most of the game, a peculiar enemy distribution setup, and the auto attack feature. The bare-bones story—Tokyo is destroyed during a ritual, and a new world is going to be born from its ruins—doesn’t help much either, nor does the fact that a good portion of the game’s small cast is made up of bastards. Meanwhile, the NPC human spirits floating around are largely blazé about the horror that has befallen their city; one would think there’d be a bit more panic, or a sense of dread, rather than your typical NPC banter on what various important characters are up to these days. On the other hand, the NPC demons behave in a somewhat more believable manner, given the context.

The meat of the gameplay revolves around the battle and demon recruitment/fusion systems. The turn-based battle system is the same as the one in the later, and superior, Digital Devil Saga games, complete with its potential for unfairness. However, it also shares its auto battle option, which I used as frequently in Nocturne as I did sparingly in DDS. Thanks to an uneven demon distribution in a handful of locations—resulting in some low-level enemies regularly showing up in what should be higher-level areas—I found myself pressing the Triangle button quite often, in order to get the stupidly easy battles over and done with. However, I turned on Auto Mode in more evenly matched bouts as well, the faster to grind my way through dungeons that were, more often than not, the same three corridors (or even worse, the same one or two tiles) over and over again.

As for demon recruitment and fusion, it is a neat idea, but the system is set up to force the player to constantly “upgrade” to better demons. How this is accomplished is simple: all the game’s demons level slower than the main character. Thusly, unlike other RPGs with monster recruitment elements, you cannot develop a fondness for any particular demon, lest you be left behind. This, I believe, is overlooking a crucial element in what makes a good monster recruitment system. Demons are not companions, but mere weapons; they are utterly disposable, and must constantly be replaced with (or fused into) something better.

*groan*
The smaller touches sprinkled throughout the game aren’t much better. There is a peaceful race of beings in the game, the Manikins, who are all right for the most part, but the vast majority of the Manikin shopkeepers are gay stereotypes who give the Jamaican accent of Digital Devil Saga‘s Cielo a run for its eyeroll-inducing money. A neat puzzle-based minigame is marred by its length and the lack of a way of quitting without saving your progress. There is an optional area called the Labyrinth of Amala, but by the point in the game where I could first access it, I had already decided that I didn’t want to run around even more boring dungeons when I didn’t have to. Devil May Cry star Dante appears in the game, but I only saw him once, and I wasn’t compelled to go looking for him again. As for the aesthetics, the graphics are typical of an early PS2 game, if more washed out, and the music is nothing special.

So in short, I found Shin Megami Tensei: Nocturne mediocre and dry. That said, I don’t understand the love that Nocturne commands from many gamers on the Internet. Perhaps it garners such affection because it was the first main-series MegaTen game to be localized in English and contained themes and imagery unlike any other JRPG previously released in the West. Maybe it’s that an M-rated JRPG was unique in 2004—hell, it’s still a novelty to this day—and the Nocturne world has plenty of dark imagery to back up that ESRB designation, not to mention swear words and, it could be said, the aforementioned gay stereotypes, too. Many tout the deep demon fusion system, which is the best thing Nocturne has going for it, but this is not as interesting or enjoyable as similar party management features in other, better games (Pokemon comes to mind, as does Disgaea).

Whatever it is, I don’t think Nocturne has held up very well over the years, and I’m unsure if I would’ve liked it even back when it was first released. While appearing to be polished, in reality it’s rough around the edges, not to mention flawed, and lacks any sort of charisma to make up for its deficiencies. It wasn’t so bad or boring that I quit halfway through, but neither was I driven to find out what happens next in the story, or to see the next dungeon or set of enemies. Nocturne is a game that is the true definition of average.

The 2011 Backlog Report

My Christmas break was longer than expected, thanks to the bad weather, but I’m back home now and catching up on crucial tasks, like changing the look of my Backloggery. While I was away, I finally became the Champion in Pokemon Platinum, started and beat the iPad version of Plants vs. Zombies, picked up a couple of PS2 games in decent condition at Gamestop of all places (a new Sakura Wars: So Long, My Love—it was the last copy and had a beat-up outer box, but the game case itself is sealed— and a used Baroque), got a DS game on sale at Best Buy (Picross 3D), and started Rune Factory 3 and the aforementioned Picross 3D. Upon returning home, yet another new game was added to the pile: Professor Layton and the Curious Village, a Christmas present that I wasn’t able to open until last night. There are other late gifts, but I’m not sure any games will be among them; this might be a good thing, given the current state of my backlog.

DD:

When I wrote last January’s backlog report, twenty-two game cases stood on my desk shelf. Counting Metroid Prime Trilogy as three distinct titles, this meant a total of twenty-five games. This year, there are twenty cases and twenty-one titles—World of Goo is currently sitting, unplayed, on one of my hard drives—but the number of RPGs is as unwieldy as ever. And yes, I still haven’t played Rogue Galaxy.

Speaking of which, there were three other 2009 must plays that I didn’t get around to: Nocturne, Persona 3 FES, and Tales of the Abyss. I did play the others, and, save for Chrono Cross, greatly enjoyed each one of them.

Here are my must-play games for 2010, in no particular order:
Rogue Galaxy – Because, seriously, this is starting to get ridiculous.
Dance Dance Revolution Extreme 2 – Might start this one later in the week, actually.
Final Fantasy Tactics A2 – It’s been awhile since I’ve dug into a tactical RPG.
Might & Magic: Clash of Heroes – Like FFTA2, a game I had intended to play last year.
Shin Megami Tensei: Nocturne
Ratchet and Clank
Izuna: Legend of the Unemployed Ninja
World of Goo
Professor Layton and the Curious Village

How many of them will I get through, or even just start? Stay tuned.

My annual roundup, where I post brief impressions of all the games I played in the past year will be up shortly. Also, I will start keeping my annual Beaten Games tabs here from now on (I’ve got a post at the CAG forums’ current Completed Games thread I might use, too). As for the old tabs, they will be migrated here along with most all of my other game-related posts from LiveJournal; having seen this past year how ad-heavy that site has gotten, I feel this would be for the best. Anyway, more to come…

Criticism

Here are all of Brainscraps’ Impressions, Reviews, and Game Love pieces, sorted alphabetically by title. Also featured here are my annual Roundups and Selections, the first two of which have been migrated over to this site, sans comments. Game-related non-games (books, soundtracks, etc.) are marked with an asterisk (*).

Please note that not all titles mentioned on this blog are found here, nor are all of the posts where one is mentioned (such as in Game Progress entries). To find other mentions of games, please use the search bar to your right.

Gaming Roundups – Micro-reviews of all the games I played during a given year
20072008200920102011

Gaming Selections – Mini-reviews of my top ten games played during a given year. My replacement for the old Roundups.
201520162017201820192010-2019 (top three games only)
202020212022

Manga Selections – More top ten mini-reviews, this time of manga. This feature runs every two years.
2016201820202022

Game Impressions – Entries written about games while playing them
Disgaea 3: Absence of Justice
Doom Eternal
Dragon Quest IX: Sentinels of the Starry Skies
Etrian Odyssey
Forza Motorsport 2
Halo: Combat Evolved
Pokemon Ruby
Retro Game Challenge
Sonic Colors

Mini-impressions:
Surviving Mars, SINoALICE, and Yakuza 0

Game Reviews – Entries written about games after they’ve been beaten
Ace Attorney Investigations: Miles Edgeworth
Bravely Default
Brütal Legend
Chrono Cross
Dragon Quest V: Hand of the Heavenly Bride
Final Fantasy
Final Fantasy Fables: Chocobo’s Dungeon
Half-Life 2 (including Lost Coast, Episode One, and Episode Two)
Halo 2
The Legend of Zelda
The Legend of Zelda: A Link to the Past
Mario & Luigi: Bowser’s Inside Story
NieR:Automata
Okami
Paper Mario: Sticker Star
Persona 5
Pinky:st Kira Kira * Music Hour and Music Night
Plants vs. Zombies
Radiata Stories
Rogue Galaxy
Rune Factory: Tides of Destiny
Sakura Wars: So Long, My Love
Secret of Mana
Shantae: Risky’s Revenge – Director’s Cut
Shin Megami Tensei: Digital Devil Saga (both parts)
Shin Megami Tensei: Nocturne
Shin Megami Tensei: Persona 4
Steins;Gate
Super Paper Mario
Tales of Legendia
Tales of Legendia (postgame content)
Touhou Genso Wanderer Reloaded and Touhou Fuujinroku: Mountain of Faith
Tropico 3
Valkyria Chronicles
Ys: The Ark of Napishtim

Mini-Reviews:
Eternal Sonata, Audiosurf, and Torchlight
Rune Factory 3, Might & Magic: Clash of Heroes, and Portal 2
Sonic Chronicles: The Dark Brotherhood, Cherry Tree High Comedy Club, and Hammerwatch
Shin Megami Tensei: Devil Survivor Overclocked, Ikachan, Deadlight, and The Maw
Undertale, Doom, planetarian ~the reverie of a little planet~, and Never Alone (Kisima Ingitchuna)
Knights of Pen and Paper +1 Edition, Angel Express, and I and Me
Shovel Knight, Shin Megami Tensei: Synchronicity Prologue, My Nintendo Picross: The Legend of Zelda: Twilight Princess, Shadow Complex Remastered, and Super Little Acorns 3D Turbo
Dungeons 3 and Strong Bad’s Cool Game for Attractive People
100ft Robot Golf, Pac-Man 256, and Shin Megami Tensei IV
Project X Zone and Little King’s Story

Manga Reviews
Someday’s Dreamers, Aquarium, Bus Gamer, and Mad Love Chase (all complete)
The Promised Neverland, Spirit Circle, Plum Crazy! Tales of a Tiger-Striped Cat, and My Brother’s Husband (all vol. 1 or vol. 1 omnibus ed.)

Anime Reviews
Rebuild of Evangelion (first three movies)

Game Love – The name says it all
Final Fantasy VIII Original Soundtrack *
Pikmin (New Play Control! version)
StarCraft
Startopia
We ♥ Katamari

The Digital Devil Saga Duology

Once upon a time, there was a dystopia called the Junkyard. The people of this land were divided into six factions, each one designated by a specific color, and their never-ending fight for the right to enter Nirvana was overseen by a seventh entity, the Karma Temple. One day, life in the Junkyard changes when a strange girl emerges from a cocoon, and all of the residents receive the powers of demons. The battle is ratcheted up a notch as the presence of these demons, or Atma, require the residents to start eating each other to remain sane.

Right from the outset, Shin Megami Tensei: Digital Devil Saga is not your typical JRPG, and the plot only gets more complicated from there. By the time the game ends, you are left with a cliffhanger and many unanswered questions, all of which are addressed (in a sometimes sloppy manner) in Digital Devil Saga 2. Throughout their journey, Serph and the other characters grow and change, find old emotions and uncover pasts and events which they had forgotten or never even known. They’re the types of characters one can get attached to, and even the most unlikable of all, the volatile Heat, ends up being more than he seems.

While the story may be a refreshing departure from the anime fantasies of most JRPGs, the battle and character growth systems are quite familiar. Here, the biggest outside influence on the Digital Devil Saga duology seems to be Final Fantasy X. Not only is one able to swap characters in and out during the midst of battle, but the ability systems in both games take forms that resemble the Sphere Grid. By spending in-game currency at save points, characters can unlock different ability sets, called Mantras, for their Atma to learn. In Digital Devil Saga, Mantras are arranged in a clear, mostly linear map, but in the sequel, this is replaced by a hexagonal grid that not only allows more freedom, but is also tougher to navigate. Once a Mantra has been paid for and set, Atma Points, which are used to master said abilities, can be earned by defeating and/or devouring enemies during battle. It’s a straightforward, elegant system that, while not being quite as complex as the Sphere Grid, does its inspiration proud.

Going back to battles: one of the game’s most distinctive features is the “Press Turn” system, which makes what would otherwise be a staid turn-based affair into something more dynamic. At the beginning of each round in battle, every character and enemy present receives a turn. These turns can be added to or subtracted from by pulling off certain moves. For instance, attacking a monster with a spell type it’s weak against, or with a critical hit, will add a turn to your party’s current round. However, if you miss in your attack, or cast a spell that an enemy can block or absorb, a turn or two can be lost. Skipping a character will cost half a turn, combo attacks cost two or three, and there are other, specific ways to manipulate the number of turns per round, especially in the second game. It’s the type of system that requires careful strategizing and can also get your party into trouble very quickly, especially in the later dungeons. There have been times when I enter a random battle and the enemy goes first—only to be completely wiped out by them without doing anything, because they attacked with spells my party were weak against, or happened to pull off a completely successful instant-death move on everyone. Fortunately, these occurrences were infrequent enough to be merely annoying rather than frustrating, but at the same time, they’re a notable flaw in this otherwise ingenious system.

The game’s general aesthetic is another notable feature. The character designs have a unique style to them, and the world eschews the Judeo-Christian and Buddhist themes of many other JRPGs for Hinduism—from the concept of Nirvana, to enemies visually based on the likes of Vishnu and Ganesha, to the simple mandala designs found throughout both games. Voice acting ranges from tolerable to excellent, leaning more towards the latter overall; unfortunately, the sound mix for the battles nearly drown out any present voice snippets entirely. The guitar-driven soundtracks are decent, and DDS2’s is especially good, with heavy electronica leanings and an engaging, beat-infused main battle theme that trumps the first game’s more sluggish one.

When I first began fleshing out my PS2 RPG collection, it took me quite awhile to find these two games at a decent price (I eventually snagged them off of eBay in a single lot for $100). Despite the occasional annoyances with instant-death battles and having to grind late in both games in order to take down some particularly tricky bosses, I greatly enjoyed them. They were each a good length—roughly 35-40 hours apiece—and although some bits of the story ended up being vague and nonsensical in DDS2, I liked the world and the characters. There’s more about the DDS duology to enjoy than I’ve discussed here, but in general, if you’d like to play a dark, mature RPG with large, complex dungeons and challenging battles, these two games are worth looking into.

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