The world is weird right now, especially here in New Jersey, but given that we had spent most of our time at home pre-pandemic anyway, some things haven’t changed. We did buy a house, though, a process which began during more “normal” times and concluded with a socially-distanced closing. Some painting and other work is being done on it right now, and we’re hoping to move in this coming Saturday. In other words, we’ve been keeping busy with packing, contractors, and related bits of business. We’ve also been patronizing our favorite local restaurants as much as we can via takeout, especially since we’ll soon be moving on to a new set of eateries in a different town.
There have been many strange little things about this pandemic—the memes have been a highlight—but one of the oddest for me personally has been seeing jigsaw puzzles explode in popularity. I’ve been a jigsaw puzzle hobbyist for a long time, as has my mom, and finding puzzles to send to her as an early Mother’s Day gift to help stave off some of her boredom was tough, as many online shops’ stocks have been depleted. I currently have a dozen puzzles in my personal backlog, but couldn’t do any of them after a certain point because they had to be packed away for moving. This whole situation with puzzles’ popularity is baffling but understandable, and I hope some people stick with it after this is all over, as it’s a relaxing and meditative hobby.
Anyway, let’s get started. Today’s reviews feature a 60+ hour JRPG, and a JRPG that was nowhere near that long, but felt like it. I’ve also included the platforms I played on this time, something I’ll try and stick with for future reviews.
By the time 2019 was about halfway done, I wasn’t feeling too hot on the games I’d been playing. There’d been one or two standouts, but even more mediocrity and disappointment. Fortunately, things picked up again in the months to come, and once again, I found myself shuffling a few titles around to come up with this list.
Of the disappointments, I found myself underwhelmed by two much-loved sequels: Bayonetta 2 and SteamWorld Dig 2. Both were well-made and answered important mysteries presented by their predecessors, but neither of them had that special something to truly make them stand out from what came before.
As usual, every game here is one I’ve beaten during the past year, regardless of release date. For each game in the top ten, the title, developer/author, platform(s) I played it on, and the release date for said platform in my region has been included, along with the usual blurb about why I found this game so memorable.
For those who might’ve missed it, P.S. Triple Classic wrapped up a little over a week ago, with a fanart farewell post. You can now read the entire official English-language run of P.S. Triple online, along with commentary and some articles related to this comic. I’m still considering my options for the abandonware iOS apps, but I will try and make them available somehow, probably in the near future.
As for what else has been going on, I’ve been hard at work on the next 10th anniversary project, which will hopefully launch soon. I’ve also been playing a bunch of games, so let’s dive into those.
Another year has ended, and with it, another pile of games beaten. My Backloggery breakdown for the previous year once again wound up in the negative, but what else is new? I can’t speak for whether this has been a great year for gaming, as the vast majority of what I played were pre-2018 releases, though I did enjoy myself.
If you’ve read one of my past year in review posts, you know the drill: every game here is one that I’ve beaten or completed in 2018, regardless of release date. This time, in addition to my top ten and five honorable mentions, I’d like to give special shoutouts to two games.
We had skipped PAX West (formerly PAX Prime) last year, and missed it terribly, so deciding how to spend our 2018 Labor Day weekend was a no-brainer. As usual, the whole process of obtaining the tickets was a white-knuckle affair—most especially and unexpectedly a few days before the show, when one of our PAX friends’ passes got lost in the mail. Fortunately, he was able to get things sorted out, and after a week of preparations on our end (including taking care of our own little emergency involving a pet sitting cancellation), we all met up in Seattle. This even included one of our group who had decided to skip PAX, but wanted to be in town nonetheless. PAX was here!
The following four days were packed with panels, games, and some delicious food, including some from longtime favorites Juicy Cafe and MOD Pizza. Downtown Seattle’s Rock Bottom Grill, our regular post-show spot, had since closed, but the Gordon Biersch in a nearby mall was a decent substitute; it was also the location of the first post-PAX Cheap Ass Gamer meetup that I organized seven years ago.
So, I’m playing a Nippon Ichi strategy RPG again, albeit for the first time in years. The last time was back in 2012, when I played through Soul Nomad, which was very different from their previous releases, though still enjoyable. This time around, it’s something a bit more “traditional”: Disgaea 3: Absence of Justice, a PS3 game in which the Netherworld consists of a gigantic school, the Evil Academy. The main character, Mao, is a top honor student—as in, he never goes to class and typically spends his days lazing about—who aspires to defeat his father, the Overlord. Mao and the other members of the cast have the usual eccentricities, and overall, the tone tries its best to channel the smile-inducing spirit of its most successful predecessor, Disgaea: Hour of Darkness. So far, I feel it’s falling somewhat short. I like some of the characters, particularly the waylaid hero Almaz, but Mao is only a few steps short of being annoying; also, the story, while not bad, isn’t particularly remarkable, and relies a touch too heavily on fourth-wall breaking for some of its humor.
Normally, knowing how I review games with prominent stories and characters, this might pose a problem. For me, a poorly-plotted story can discolor what is otherwise a wonderful experience, and appealing characters are typically equally important in such games. This is a Nippon Ichi SRPG, however, so what will ultimately make or break the game is its gameplay: the turn-based, grid-based, multiple-character-managing battles executed in a style that this studio is famous for. Usually, they get this right, though there have been some missteps as well. Phantom Brave, which features one of the best stories amongst all of Nippon Ichi’s games, had a terrible system which ditched the space-by-space grid-based movement and attacks for a more freeform style, but that was hard to use effectively (nevertheless, I liked the rest of the game so much that I want to give it a second chance sometime, and, seeing as how I don’t own the original PS2 version anymore, picked up the Wii port awhile ago). Makai Kingdom, which, on the other hand, had a story and cast which I hated, had a more refined version of Phantom Brave‘s system, but it was only barely less fiddly. It’s worth noting that Nippon Ichi has gone back to, and stuck with, grids ever since. Besides grids, Disgaea 3 has the other trappings typically expected given its lineage, including a special field-based battle gimmick (in Disgaea games, this means the color-coded Geo panels and symbols/blocks), lots of character types to choose from, tons of equipment and other useful items, and a ridiculously high level limit of 9999.
These systems are deep, and potentially overwhelming. The in-game information is presented very clearly within well-organized menus, with the most important bits made suitably prominent, and even so, it can be a lot to take in at once. It’s no surprise that Disgaea games are, usually derisively, compared to spreadsheets (and also that some players make spreadsheets to get the most out of a playthrough), but this is only part of the journey. Micromanagement leads to some pretty fun rewards in battle: giant explosions and magical effects from special attacks, useful bonuses that rack up depending on how many chained and combo attacks are pulled off, and the numbers that appear whenever most any action that doesn’t involve movement between panels is executed. Seeing these numbers climb higher, particularly after a carefully arranged Geo panel and block sequence is set into motion, is a major part of where the fun lies. Disgaea 3 and its ilk are not so much about spreadsheets and the statistics they contain, but making satisfyingly big numbers out of them. It is strangely capitalistic in this way, although more overt signs of capitalism—stores and the like—are presented in typical fashion otherwise.
It is the sort of game which I have been away from for far too long, but also, like so many other information-rich types, one which I should only indulge in occasionally, lest I start regularly seeing numbers in my sleep. Aside from the expected refinements made to the base formula (for better or worse), it’s the same sort of cozy, crazy Nippon Ichi SRPG I’ve always preferred. I’m only just starting the fourth chapter now, which means I should be about a quarter of the way through, by Disgaea standards, so there’s still a lot of room for the story to improve. I hope it does, but I wouldn’t begrudge the story too much if it never rises above its current mediocrity. Just keep the controls straightforward, the information tidy, and the effects and numbers captivatingly bombastic, and I’ll keep on happily playing until the credits roll.