[img width=522 height=473]http://www.rfgeneration.com/images/games/U-087/bf/U-087-S-12310-A.jpg[/img] Data East is a company most known for their arcade games, but like many Japanese developers, they made sure to get in on the lucrative role-playing game market of their home country. They would start their flagship RPG franchise all the way back on the Famicom, and this series was called Heracles no Eiko or Glory of Heracles in English. The series, as of 2021, includes six total games with five of them being in the main series and one of them being a spin-off released for Game Boy. The first four main titles would see two releases on Famicom and Super Famicom each. Data East would go bankrupt in 2003 and a chunk of their staff would end up at a developer called Paon at the time, now called Paon DP after a merger in 2015. Paon would buy the rights to some of the Data East properties, with Glory of Heracles being one of them. The fifth main game in the series, Heracles no Eiko: Tamashii no Shomei, would be developed by Paon with assistance from Studio Saizensen, known for developing Umihara Kawase and Code of Princess. Heracles no Eiko: Tamashii no Shomei would be published by Nintendo and release for the DS in 2008 in Japan. This would also be the first and only game in the franchise to see a release outside of Japan, being released as Glory of Heracles in North America in 2010.
Continue reading Glory of Heracles
[img width=550 height=559]http://www.rfgeneration.com/images/games/J-061/bf/J-061-S-04490-C.jpg[/img] During the early years of Sony's first Playstation console the company was throwing all kinds of money around to get exclusive development deals. In order to make sure the Japanese launch era and early years went well they invested heavily into the development of role playing games. Sony's investment would lead to three early RPGs for the Playstation, Arc the Lad, PoPoLoCrois Monogatari, and Wild ARMs. Wild ARMs was developed by Media.Vision and would release in Japan in 1996, followed by a North American release in 1997, and Europe in 1998. Much later this first Wild ARMs game would be remade for the Playstation 2 in 2005. It has many changes compared to the original, however this review will focus solely on the original release.
Continue reading Wild ARMs
[img width=563 height=550]http://www.rfgeneration.com/images/games/U-061/ms/U-061-S-05970-A.jpg[/img] By now the Mana series is one of the longest running, actively developed series in video gaming. This series has a few threads that bind each game together, but for the most part each game is its own, separate entity from the rest of them. However, like most works of media the series has had its ups, and then mostly downs. The first three games in the series, Sword of Mana, Secret of Mana, and Trials of Mana, all pushed the series further upwards in both quality and scope with each game release, with Trials adding multiple character points of view for a nonlinear narrative. In 1999 Squaresoft released the fourth game in the Mana series for the Playstation, Legend of Mana. A North American release would come the following year. Its not immediately obvious, but Legend of Mana is easily a candidate for the best game in this series, and it tends to be woefully overlooked.
Continue reading Legend of Mana
[img width=627 height=550]http://www.rfgeneration.com/images/games/U-061/bf/U-061-S-13810-A.jpg[/img] One aspect of criticizing artistic forms of media that is frequently brought up is the idea of recency bias. The main problem with recency bias is that when a work is new, the fresh coat of paint can sometimes successfully hide the pocks of rust hidden by the frame. This idea is true for all forms of media, books, movies, shows, and perhaps it's strongest for video games. Games are heavily reliant on the technology of the era, and as that technology advances, the inherent weaknesses of previous works comes to light even more powerfully than before. In other cases, it's simply a question of project scope.
Xenogears was once touted as one of the greatest Japanese role playing games ever created, but over time, that opinion has softened and any discussion about it inevitably leads to the game's biggest flaws. Pinpointing the source of this slowly decreasing opinion of this once highly touted classic relies on knowing what the game's major flaws truly are, an understanding of everything that happened during and after its development, and speculation on how the gaming public itself has shifted. Xenogears is over 20 years old by this point, having released on the first Playstation all the way back in 1998, so there has been plenty of time for reflection.
Continue reading Xenogears: A Tale of Two Discs
[img width=420 height=523]http://i.imgur.com/vhWIjlV.jpg[/img] The Yakuza series has been around for quite some time. The first game dates back to the later years of the Playstation 2, and the 7th main game in the series recently released in Japan and is set to come to the West soon. All the regular releases, plus the spinoffs, prequel, and slowly releasing remakes and upcoming remasters make Yakuza one of the most actively developed video games series to date. [iYakuza 6[/i] was developed by Ryu Ga Gotoku Studio and published by Sega for Sony's Playstation 4. It was originally released in 2016 in Japan. A worldwide release followed two years later in 2018. This long running series has quickly been gaining popularity in the West, which has mostly been propelled by the prequel Yakuza 0. Sega's been spacing out the timing of their Yakuza releases, so the market does not become overwhelmed by constant releases as the West gets caught up with the main story on top of the remakes.
Continue reading Yakuza 6: The Song of Life
[img width=550 height=690]http://www.rfgeneration.com/images/games/U-131/ms/U-131-S-08210-A.jpg[/img] In the world of gaming there is a phenomenon known as the annual release. In the Western world the annual release is almost synonymous with the sports genre. In Japan, they have annualized role playing games. Its not as ubiquitous as the wide world of sports but there are a few examples, the Atelier series likely being the most prominent. Atelier is a long running series developed by GUST, the first releases being all the way back on the first Playstation with 1997's Atelier Marie: The Alchemist of Salburg. The series went international starting with the localization of the Atelier Iris trilogy for the Playstation 2. The series was an immediate hit for GUST, who just kept pumping more games in the series out. By the time of the series' 20th anniversary in 2017 there were 19 games released in the series. This is not a direct series with sequels, prequels, spin offs, and side projects. Instead the Atelier series is one that features common gameplay elements and mechanical design. Atelier is more of a series of series, with the large library broken down into duologies and mostly trilogies. Today's game, Atelier Ayesha is the first game in the Dusk trilogy, the 2nd overall trilogy that was fully released on the Playstation 3.
Continue reading Atelier Ayesha: The Alchemist of Dusk
[img width=550 height=675]http://www.rfgeneration.com/images/games/U-131/ms/U-131-S-03820-A.jpg[/img] The Yakuza series has been a long running saga starting on the PlayStation 2. It actually started fairly late in the console's lifecycle, and a lack of marketing made the first two games go overlooked by most of the Western gaming public at the time. On the other hand this was one of Sega's biggest hits within Japan since the Saturn, so they mostly focused on the home market. Western interest in the series was recently kicked into overdrive with the release of Yakuza 0 and the remakes of the first two games, and a remaster of this third game has already released in Japan. I had played the first Yakuza a couple years before the release of its modern PlayStation 4 remake, Yakuza Kiwami, so I saw firsthand what the improvements were, and the only downgrade in my opinion was the remixed soundtrack. The first Yakuza game I had ever played was Yakuza 4, which seems to be the first game in the series that received a decent amount of attention from Western audiences, but still a shadow of what Yakuza 0 and the Kiwami remakes have enjoyed.
Continue reading Yakuza 3
[img width=420 height=613]http://www.the-arcade.ie/wp-content/uploads/2015/10/Vampire-The-Masquerade-Bloodlines-Box-Art.jpg[/img] The World of Darkness is a trio of settings for supernatural and horror tabletop role playing games. It was originally developed as the background setting for the original 1991 release of Vampire: The Masquerade. The series gained some popularity in tabletop circles as an alternative to a rather scant selection between an adaptation of H. P. Lovecraft's Call of Cthulhu and the Ravenloft setting of Dungeons and Dragons. While Ravenloft is medieval and Call of Cthulhu is set in the 1920's, the World of Darkness is mostly our own modern world with plenty of supernatural details added into the recipe, with some spinoffs set in various historical eras.
Vampire: The Masquerade is the most popular game set in the World of Darkness, but some other popular releases include Hunter: The Reckoning, Mage: The Ascension, and Werewolf: The Apocalypse. The naming convention becomes easy to identify quite quickly. Multiple video games have been released in the World of Darkness, including three focused on Vampire: The Masquerade. The first one was an action RPG developed by Nihilistic Software and released in 2000 called Vampire: The Masquerade - Redemption. This game was a modest success, enough to greenlight a sequel. Troika Games developed this sequel, called Bloodlines, with Activision publishing both Redemption and Bloodlines, both exclusive to PC.
Continue reading Spooky Plays: Vampire: The Masquerade: Bloodlines
[img width=500 height=500]https://i.imgur.com/3O42iJw.jpg[/img] 2B holding 9S with a 3rd character you don't need to know about yet. The year is 2003. The PlayStation 2 is lighting up sales charts the likes of which no console had ever seen before. It was now a few years into the console's lifecycle, so games were starting to really flood the market. Square Enix released a game called Drakengard, the first game directed by a now well known eccentric, Yoko Taro. One of the design elements of the game included multiple endings, one of which seems rather nonsensical at first. (The following will include heavy spoilers to one of Drakengard's endings, and the reason for this detailed description will follow soon after.)
Continue reading NieR: Automata
[img width=600 height=450]https://i.imgur.com/40rVa51.jpg[/img] As the storage size of digital media has increased, so too has the size of the video games that are played. Game worlds used to be quite tiny, and the length of games came from other areas of difficulty meant to make it hard to explore those worlds. Enemies were difficult and frequent; statistical balance was brutal. It would take players hours to get the right equipment, enough money, and high enough stats to be able to properly progress. Games have been expanded in many ways for decades.
The idea of playing through a game twice or more is quite old by now, with the earliest examples coming from some mid-80s hits and classics such as Ghosts 'n Goblins, The Legend of Zelda, and Digital Devil Story: Megami Tensei. The rewards for this choice are varied, the true ending for Ghosts 'n Goblins, or an extra challenge in Zelda and Megami Tensei. It was only later when this idea was not only popularized, but received a name that has stuck with gamers for over two decades and counting now. Chrono Trigger rewarded players for multiple trips through its world by offering a variety of different endings that could be achieved by beating the final boss in any number of different ways and almost anywhere during the story.
Continue reading Old Game -
[img width=700 height=393]http://gamingbolt.com/wp-content/uploads/2015/04/The-Witcher-3.jpg[/img] As video games become an aging hobby, it becomes more difficult to grasp the beginning of its tale, or the history and growth of it in general. This does not just mean its actual history, but also its dominant theories of design. For example, when many gamers talk of role playing games, only two dominant styles are generally brought up: The consolized Japanese designed role playing games, and the historically more mechanically complex and open, Western designed role playing games. Despite the fact that these two schools of design are considered different enough to be easily categorized, they share a common ancestor in tabletop games, specifically Dungeons and Dragons. While Dungeons and Dragons has been around since the 1970's, it has evolved and is almost unrecognizable in comparison to its earliest version, as the company that originally created the game went bankrupt, was bought out, and its creator has passed away.
Continue reading The Great Western RPG Schism?
[img width=700 height=589]http://images.ngamexp.com/6/0000006093.jpg[/img] Since the beginning of role playing games, many details have been taken into account by everyone from the top tier game designers down to the dungeon or game master building their first campaign. However, few details are thought about as much as the design of the world the players inhabit. For most gamers, it is nothing more than passing scenery made to make you stop and enjoy the beauty before you move two steps forward and completely forget about it.
In modern video gaming, there are a few different kinds of world designs at play. Most Japanese developed RPGs, from the beginning to this day, are the world spanning epics. No stone is left unturned on these worlds as many are developed without the idea of direct sequels in mind. The juggernauts of Final Fantasy and Dragon Quest almost always take place in a completely new world with linearity in mind. Dragon Quest I and II are notable exceptions to this, where the world of the first game is revealed to be just one small part of the full world that is revealed to the player in Dragon Quest II. This is the idea that Suikoden takes, as it will likely never will reveal the full world in one game.
Continue reading Summer of Suikoden: A Treatise on World Design
[img width=418 height=413]http://www.rfgeneration.com/images/games/J-060/ms/J-060-S-02215-A.jpg[/img] The vast sea of forgotten tales long buried in the sands of time can seem insurmountable to one looking for a place to dig. Sega's Saturn is a system that has been pushed to the wayside for the entirety of its existence in the West, while it enjoyed a brief success as the great black gaming box of the East. Some of its games made their way over to the West, but the overall ratio of those that came compared to those that never made it is sad to look at, especially if you put yourself in the mindset of a Western Saturn fan who sees the press talk about new Japanese games that only had a tiny chance of being brought over. Some of the ones brought over were excellent, like Dragon Force, GunGriffon and the arcade ports that I have previously discussed. Even the weaker titles brought over were at least something to whet the appetite. With all that in mind, which category of quality does Dark Savior manage to fall into, or is it just another futile voyage along a sea of the endless sands?
Continue reading Psychotic Reviews: Dark Savior
[img width=250 height=362]http://www.rfgeneration.com/images/games/U-072/bf/U-072-S-11170-A.jpg[/img] Steambot Chronicles, or Ponkotsu Roman Daikatsugeki: Bumpy Trot as it was originally named in Japan, is a Playstation 2 game developed and published by Irem in Japan, Atlus in North America, and 505 Gamestreet in a few countries in Europe. There is also a spin off on PSP named Steambot Chronicles: Battle Tournament, and an odd tie-in puzzle game on PS2 and PSP named Blokus Portable: Steambot Championship (one of only four games published by Majesco on the PSP in the USA).
A quick look at the back of the case of Steambot Chronicles shows the game being marketed as an open world RPG, and that is correct in a way. The game starts off as linear as any other RPG that's been made and then opens up. It's similar to the opening dungeon in Elder Scrolls, but drags on much longer. In this long opening sequence, you'll visit all three of the main towns, many of the back areas, and explore most of the world by the time it's completely opened up. Once an area is open, it may be visited at any time afterwards, and as a result, money can be hoarded this way.
Continue reading Psychotic Reviews: Steambot Chronicles
[img width=400 height=390]http://i.picpar.com/0cf8b89f34a777749f727017def3c1da9916eebd.png[/img] I have been excited about the release of Tales of Xillia 2 since I played and reviewed the first one a few months ago (http://www.rfgeneration.c...-Tales-of-Xillia-2755.php). I greatly enjoyed the main characters and writing of the original game and thought that the plot took plenty of nice turns that were not as predictable as an RPG veteran would expect.
Continue reading Psychotic Reviews: Tales of Xillia 2
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