Sony’s PlayStation 2 is one of my favorite dedicated gaming platforms of all time. There’s a wealth of amazing games for that system, including ICO, Kingdom Hearts, Disgaea: Hour of Darkness, Katamari Damacy, and several others which I am glad to have experienced. Over the years, I’ve gone through two consoles. My first, a “Phat” bundled with Gran Turismo 3: A-Spec, developed disk read issues; instead of attempting a repair, I sold it on eBay. The second, a Slim, eventually saw problems with the disk drive’s hinged lid, which I fixed by setting a hardcover copy of The Simarillion on top of it whenever I wanted to play a game. Oh, and the controller’s left analog stick sometimes becomes stuck in a certain direction, but not enough so that it’s unusable. Plus the switch from a old-style TV to an HDTV some years ago introduced noticeable lag into a handful of games, but that’s not the PS2’s fault. We have a third PS2, our second Slim, brand-new and packed away in storage, just in case we should need it.
However, the first Slim might be joining its sibling soon, as I recently beat the last PS2 game I had planned to play. This game, appropriately enough, was also one of the last major North American releases for the PS2: Sakura Wars: So Long, My Love.
So Long, My Love is the fifth main entry in Sega and Red Entertainment’s Sakura Wars franchise, and the only one ever to have been officially localized in English, albeit by NIS America (however, a fair number of the anime spinoffs have seen release here since the late 90s). Why this series has stayed in Japan for so long is not a surprise once one starts up the game, as it has a very heavy visual novel/dating sim component. When this game was released in the US in 2010, English-localized dating sims were extremely niche, and typically the province of adult PC game publishers. Though the situation has improved since then, they still occupy a small and specialized corner of the overall Western game market.
The battle system is simple, yet enjoyable.
The other 20-30% of the game is, of all things, a strategy RPG, and not a bad one, either. Not including the endgame, battles take place roughly twice per chapter, typically with one being ground-based, and the other focused on aerial combat. The battle system plays like a simpler version of the one in Valkyria Chronicles, which is not a surprise considering that many Sakura Wars staffers went on to work on the later series. Nearly all actions, including moving, healing, defending, joint attacks, and special moves, cost a set amount of action points (and sometimes SP as well), and the lack of a grid means that units can move freely around the maps. There is a bit more to it, but in general, if you enjoyed the gameplay in Valkyria Chronicles, there’s much to like in So Long, My Love‘s battle system.
To get to those battles, however, requires going through lots and lots of text. The main story takes place in an alternate-universe version of the 1920s, where steam engines have become so advanced that they’re used to power airships and mobile suits. The player character is Shinjiro Taiga, a fresh-faced young officer who is shipped from Japan to the US to join the New York Combat Revue, a troupe of Broadway performers who moonlight as peace-keeping pilots of mechs called STARs. This wacky intersection of professions is justified in that not only does the Revue have to keep the peace, they are also charged with spreading happiness throughout the city with their performances, in order to ward off negative energy.
Bizarro New York has a “Bay-area” instead of a “Financial District”.
Despite the thought put into the Combat Revue’s role and other such plot concepts, the world-building is by far the weakest part of the game. Forget about the sometimes odd musicals the Revue puts on; more importantly, the New York City represented here is not so much the real thing as a dreamlike idea, and contains a number of inaccuracies. A library building that resembles the main branch in Midtown is in the Village. Wall Street is north of Chinatown. Fifth Avenue is on West 59th Street, and so on. There’s also the lack of steampunky elements—besides the NY Combat Revue’s equipment and facilities, there’s not much other fancy gear save for a few pipe-heavy cars and the occasional public fixture—and the odd anachronism such as the graffiti in Harlem. The most jarring flaws of all surface late in the game: it’s December, and the city’s bushes and trees are mostly still leafy and green. You wouldn’t know it was a Northeastern winter at all if it weren’t for some mentions of Christmas and the light snowfall that occurs during one battle.
The sharply-dressed Sagiitta and Subaru.
The characters have quite a bit more thought put into them. Besides Shinjiro, there are five other STAR pilots who are already a part of or later join the team. Main girl Gemini is a cheery Texan with big dreams who shares an apartment with her horse Larry. Sagiitta is a proud and intelligent lawyer (yes, she actively maintains a third profession) and, surprisingly, one of the best African-American characters in all of video games. Fellow Japanese expat Subaru is an aloof genius type who is identified as female, but whose actual gender is a mystery. Energetic little Rikaritta (aka Rika) is a performer and bounty hunter who loves to eat. Finally, there’s the girl whose ending I went for: Diana, a kind and sickly young woman who studies medicine and loves birds and nature. Rounding out the cast are the non-performing staff of the Revue, plus a handful of lesser characters, including a boutique owner, a jazz musician, a grocer, and a couple of mobsters. Most of these characters are well fleshed-out, with the STAR pilots/girlfriend candidates getting the bulk of the development. Each of these girls has a distinct story arc, with some of them better written than others, and developing close relationships with them affects your party’s strength in battle. The romance that results is chaste to the point of being practically platonic—a good thing when you consider that the youngest of the bunch, Rika, is only eleven years old. In general, although the basic story is fairly simple and rarely original, the highly likable characters and their tales nicely make up for it.
Get these moves right for a happy Rika.
Unlike with other visual novels, the choices you are given while interacting with these characters are usually timed, and some tasks, such as an early one where you help Gemini clean the Littlelip Theater, involve successfully pulling off series of analog stick movements. When you’re free to move around, you can explore the city both to further the main story and get to know various characters better, and also play around with a combination radio/camera called the Cameratron, which seems to be mainly there for an ongoing picture-taking sidequest. There’s also a log feature, standard in many VNs, which is useful for going back and checking bits of previously read text, as well as a quick save option for non-battle sections. Still images of the heroines can be collected, though there is no standard CG gallery, unfortunately. Overall, the visual novel end of So Long, My Love is solid where it counts most, though there’s a bit too much of it compared to the battles.
The script itself is a little repetitive at times, but generally all right, and the localization is servicable. Aside from some poorly-drawn fingers, the character art is pleasant to look at. I’ve already complained about how New York City is represented, but as far as basic quality goes, the background art is average, as is the sometimes-earwormy music. Cutscenes are lovely cel-animated affairs that are sometimes decently blended in with the gameplay sections. The voice acting—a fair amount of the game is voiced—is, however, not as good as the rest. What made me buy the PS2 version of this game in the first place was Gemini’s cringe-inducing English voice in this trailer. The PS2 version comes with both Japanese and English VO options, as opposed to just the latter for the Wii, but in the end, it might not have made that big of a difference. Even with my limited knowledge of the language, I could tell that the Japanese voices were frequently light on charm (with the exceptions of a few characters, mainly Ratchet) and heavy on melodrama. Also, given the US-based setting, there’s a not insignificant amount of Engrish sprinkled throughout. Finally, the oddest thing about the game’s audio is that Shinjiro is not voiced at all outside of the rare animated cutscene.
Sakura Wars: So Long, My Love is quirky as hell, much more so than the last such game I wrote about. It also might be a fitting swan song for the PS2, home to so many unique, colorful games for all types of audiences. So Long, My Love is an odd intersection of high profile and low budget, the traditional and the innovative, East and West. It’s unlike anything that had been localized before and is most definitely not for everyone, but the fact that it was released here at all is one of those things that was great about the PS2 era. Thanks for all the good times, PS2, and I hope to visit your games again in the future.
All entertainment mediums are strange in certain ways, but television is one of the weirdest. Since TV producers typically make their revenue from advertising, there’s pressure to get as many eyeballs as possible watching any given program; after all, the higher the ratings, the higher the ad rates can go. This leads to shows—including non-fiction ones like news broadcasts—using sensational hooks to draw viewers in, often exaggerating situations to no good effect. TV becomes a shallow caricature of regular life, but a compelling one. Such tendencies lead to oversimplified ideas, inadvertent fame, and other problems, and the smaller the community in which these things take root, the faster they spread. These problems and others are at the heart of Shin Megami Tensei: Persona 4.
Set in a small Japanese town called Inaba, Persona 4 opens much the same way its predecessor did, with the protagonist (for the rest of the review, we’ll call him Satoru Minami, which is what I named him in-game) being introduced to the Velvet Room, where he is told that he has one year to unravel a mystery that he will soon become involved in. As Satoru gets settled in at his uncle’s house and new school, this mystery soon manifests in the form of murders that occur on foggy nights. There is also the matter of the Midnight Channel, an urban legend which claims that you can see your romantic match if you stare into a turned-off TV screen on a rainy night. It is on one such night that Satoru discovers that he can put his hand into the TV screen. This is how Satoru’s adventures in the “TV world” begin.
The TV world is an odd place which is perpetually foggy and overrun with aggressive beings called Shadows. It is divided into wildly different regions that exaggerate concealed personality traits and feelings, sometimes to outrageous effect. This world is where the vast majority of the RPG part of the game takes place. The battle system is a refined version of the “press-turn” ones from previous MegaTen games which, in a welcome change from Persona 3, allows Satoru to directly control his teammates during battle whenever he wishes. The Personas themselves are magical animas whose abilities can be called upon in battle; unlike the other party members, Satoru’s Persona ability is the “wild card”, which allows him to obtain, fuse together, and hold multiple Personas. Weather conditions in the real world determine if certain rare monsters will show up in the TV world on a given day, and in addition, there are “fusion forecasts” which change day to day and affect what bonuses are granted when creating new Personas in the Velvet Room.
Outside of the TV world, Satoru attends high school, and can go shopping, take on part-time jobs, read books, go out to eat, fish, do favors for people around town, and, most importantly, get to know the people around him a bit better. Forming and improving your “Social Links” with these people—a group which includes fellow party members, as well as family, classmates, coworkers, and others—leads to stronger Personas created through fusion, and unlocks other in-dungeon benefits. They are also miniature stories within the wider scope of the main one, often helping to illustrate why certain characters are the way they are, and showing how they grow and change as people. My one major regret upon reaching Persona 4‘s “good ending” was that I did not get to finish more of these tales.
Speaking of Social Links, the characterization is some of the most true-to-life that I have seen in any JRPG, including Persona 3, in some time. The characters all act their age and are clearly imperfect; this latter bit ties into a very important theme of the overarching story—self-awareness and acceptance—but is refreshing nevertheless. As for the former, the strongest example is Nanako Dojima, a normal seven year old girl without any of the precociousness that plagues so many children in JRPGs. She loves singing along with commercial jingles, thinks platypuses are awesome, and struggles with her feelings toward a workaholic dad who doesn’t have much time to devote to her. She is, in many ways, the heart of Persona 4, and ended up being my favorite character in the game.
If Nanako is the heart of the game, the soul is Teddie, a cartoon-like bear in a clownish outfit who is roughly the shape of a snow cone. When you first meet him, he is the only friendly resident of the TV world, and shares some of its flamboyance through his personality. Seeing him grow, form friendships, and come to terms with his place in the grand scheme of things is fascinating to watch.
While the characters and their stories are fascinating, the major downside of Persona 4‘s storytelling, strictly from a practical perspective, are the frequently long cutscenes. Save points break these up regularly, though it can sometimes take between thirty and forty-five minutes between each one. While I had enough time blocked out to consume these scenes as they came about, this setup became problematic during the game’s single most heartwrenching event, during which a lengthy series of dialogue choices has to be gone through—choices for which the answers were not as straightforward as they might seem—in order to determine which way the story goes. Make even one mistake, and you’re put on a short path toward a bad ending. Oh, and prior to this set of choices, there’s some thirty minutes of drama, the impact of which is ultimately lessened by going through this section multiple times in order to get the “correct” answer. I’ve been told that the annoyance of this section has been lessened in the PS Vita port, Persona 4 Golden, through the addition of a save point, but I can’t confirm this myself.
Still, that’s my only major gripe about what’s otherwise a near-perfect game. The poppy soundtrack is just as wonderful as Persona 3‘s. As with many of Atlus’ PS2 games, the 3D graphics are serviceable, but the 2D ones, which include character portraits, the menus, and various comic book-like effects, are frequently inventive and always pleasing to the eye. The localization work is another outstanding Atlus USA production, but the voice acting, while good overall, is not quite up to their previous standards. Some of Chie’s lines, not to mention most of Margaret’s, are delivered in a wooden fashion, and Naoto’s battle dialogue is unnecessarily over the top. However, the voice actors for Kanji, Teddie, Nanako, and Adachi turn in excellent performances all around.
This game’s a keeper, and is one that I will likely revisit sometime in the future. Have to complete those other Social Link stories, after all.
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.
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…
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