Animation savant Paul "Otaking" Johnson has struck again, following up his great, '90's-style anime tribute to TIE Fighter with a similar tribute to the classic shooter game R-Type.
Once again, Johnson's mastery of the ...
I've been trying to avoid all mention of Nintendo and Atlus' joint project Tokyo Mirage Sessions #FE, partly because I don't want to be tempted into picking up a Wii U. That said, the thing really does make an impressio...
[Update: The stream is over, but you can watch it here.]
It was unfortunate that I had to cut the stream when I reached the third chapter's trial, but I didn't want things to drag on too much since Danganronpa 2's cases are l...
It felt like it was only yesterday that I was looking forward to the 2D platformer game known as Lynn and the Spirits of Inao. As of now, my hopes for seeing this game get made are shattered as the title's Kickstarter campaig...
Putting anime in my superhero comics? It's old hat. But putting The [email protected] in my blockbuster Hollywood hero brawls? Now that's something I can get behind! From the galactic heroes at Bin1 Pro...
With E3 a little under a month away, expect all sorts of announcements. One of cede announcements is Bandai Namco's Dragonball Xenoverse 2. After a weird countdown clock that kept breaking suddenly, and waiting only a year a...
[Update: The stream is over, but you can watch it here.]
For a second, I thought that Danganronpa 2's second trial was going to repeat a scenario from the first game, but the team managed to change things up again. Even thoug...
Is it me or does Falcom's latest Ys VIII: Lacrimosa of Dana trailer feel like Adol and his comrades are loaded on a ton of caffeine? Not that it's a bad thing since the gang's movements are making the game look really f...
Tecmo Koei is one of my favorite developers. I'm a simple man with simple videogame needs, so the fact they pretty much reinvigorated the beat 'em up genre with Dynasty Warriors and their various spin-offs means I'm going to...
May 09 //
Corpse Party (PC)Developer: Team GrisGrisPublisher: XSEED GamesRelease Date: March 8, 2008 (JP), April 25, 2016 (NA)MSRP: $14.99
From the beginning, Corpse Party sets the scene for an amusing horror story as it separates the main cast after they were transported to a spiritual plane when they failed to properly recite the charm known as “Sachiko Ever After.” This places the player in an intense situation while they try to escape from Heavenly Host Elementary school, a place that was thought to have been demolished; thus emulating that feeling that comes from being in a scary situation without any means to overcome spirits that are after your life.
For the most part, Corpse Party’s scary moments aren’t the type of scenes that’ll make people jump out of their seats or scream loudly. Instead, they’re the kind of segments that are meant to shock players through the use of creepy descriptions and sound effects that complement the segments where someone gets killed in a messed up way, such as seeing a girl turn into nothing but blood and guts after being slammed into a wall at full force by two ghost kids.
Even though most of these segments are shown through sprite animations or text on a completely black screen, the impact from watching your character or one of their friends suffer badly remains intact. To an extent, they give off a similar feeling to seeing one of When They Cry: Higurashi’s violent moments, which was the vibe that I was getting through each of the game’s five chapters. With each stage being around 20 minutes to an hour long during one's first playthrough, people won't have to worry about the scary moments overstaying their welcome.
One thing the elevates these scenes, it’s the voice cast’s performances, as each person brings out the true potential of the characters that are experiencing fear or going insane from being in a place that’s hard to escape from. This stood out more during the game’s Wrong Ends, since they act as the “Game Over” sequences for the game and a good majority of them involve various members of the cast suffering an unfortunate fate. In some cases, it made up for the lack of visuals in the scenes with black screens.
While Corpse Party’s spirits and messed up situations makes it sound like a really intense title, the game mostly has the players searching for ways to progress through the school without having to worry about facing death, such as finding special items or activating switches scattered across the school. However, this doesn’t mean that thing are safe, as the game has a few segments where players run from ghosts and have to avoid certain traps that could result in absolute death.
Since none of the students have any items to defend themselves with, Corpse Party ensures that its players are in a state of vulnerability throughout the entire game. The only thing that can help folks overcome each challenge is to for them to be aware of their surroundings while they search for the items and clues to progress further, as it’s a requirement to overcome each chapter. In some situations, one wrong move could cause specific characters to go mad and do something foolish. Overall, this setup works nicely in making the players feel insecure at times, which captures the essence of many horror films— especially with the fact that the game is riddled with a ton of different Wrong Ends.
Aside from school’s intense atmosphere, Corpse Party also involves the players trying to figure out the mystery behind the place they’re trapped in. This was one of the most intriguing parts of the title, as it delves into the twisted tales that lead to the Heavenly Host Elementary School being torn down, along with learning about the deceased students who were sent to the spiritual plane before you. Sure, some of the events were messed up, but they’re all still rewarding since they play a big role in giving the surviving students the ammunition to overcome the source of the hauntings.
Despite the game’s creepy nature, the title’s characters are depicted in a simplistic style that gives them a cute look. All in all, Corpse Party’s designs shine well when the cast is placed in various dire situations, as certain characters look extremely menacing when they snap or appear emotionally broken when they watch someone die. While the PSP version’s character designs have a nicer updated look, the 2008 PC release’s portraits still have a special charm to them since their expressions still complement the game’s horror themes. In terms of the title’s presentation, the overhead view format with 2D sprites worked well as a callback to the original Corpse Party being a game that was made in RPG Maker.
Other than the game’s five main chapters, the 2008 PC version of Corpse Party features a few extra chapters that expand on a few elements present in the game. While the game’s PSP release has more segments than its predecessor, the main thing that sets the latter apart is the last chapter, which is a retelling of the “Tooth” story from Corpse Party: Book of Shadows. While I didn’t play Book of Shadows, the scenario is still friendly to newcomers, as it expanded on a supporting character that was insane in the main story, along with a specific character that the player can only encounter in one of the game’s Wrong Ends. Compare to the other three bonus stages, "Tooth's" length was close to the game’s first chapter; thus making it a neat addition to this release.
On the music side of things, Corpse Party's soundtrack sets the mood for its scary tone, as players are listening to songs that give off an eerie and unsettling vibe. A few of the tunes go well with the Halloween season and some of them play off on that feeling that someone dangerous is about to sneak up on you. With each chapter featuring different types of creepy tracks, players are treated to some variety while they try to survive. If anything, this feature's appearance is likely thanks to game launching as an episodic release in Japan.
Corpse Party’s 2008 PC release may sport less extra content that its PSP version, but the game makes it up to people with its ability to let them fast forward the title's text, along with its array of extra Wrong Ends and other goodies, such as its take on the “Tooth” chapter and the title having different voice actors. Thanks to these features, this makes Corpse Party worth it for those who want to uncover Heavenly Host Elementary’s darkest secrets on their computer; thus teaching them the important lesson of not messing with charms that are connected to the supernatural.
[This review is based on a Steam copy of the game provided by the publisher.]
Sachiko we beg of you! For the longest time, I never got the chance to get into the horror genre of video games. It’s not that I’m afraid of playing a scary title; it’s that most of the major ones came out on the original Playstat...
[Update: The stream is over, but you can watch it here.]
With Danganronpa 2's first trial out of the way, I can say that I was satisfied with the whole thing. The punishment scene pleased my expectations for ridiculous death ...
I'm not gonna lie. When Atlus showed off their newest trailer for Persona 5, my excitement levels have gone up to a new height. While we're still on the topic of Persona, Otakon is getting Lotus Juice (Persona 3's battle them...
May 04 //
Christian Chiok Stranger of Sword City (PS Vita [reviewed], Xbox One, Xbox 360 [Japan only])Developer: Experience Inc.Publisher: NIS America (PS Vita), Experience Inc.Release: April 26, 2016 (Vita), April 29, 2016 (Vita [EU]), March 22, 2016 (Xbox One [US]), March 29, 2016 (Xbox One [EU])MSRP: $39.99 (PS Vita), $40.49 (Xbox One)
One of the things that really caught my attention was the game’s robust character customization. Aside from the five races and eight classes to choose from, the game offers character portraits sporting three different art styles, one which makes your character look like an anime character. Unfortunately, you can’t alter a character portrait and the age, gender and race you choose for the character doesn’t really modify it either.
On the subject of different art designs, for NPCs, the game allows you to switch between original art design by Yoko Tsukamoto and anime-inspired design by En Okishiji. Personally, I had to go with the new anime design since it was livelier for me. While the original design by Yoko Tsukamoto isn’t dreary by any means, as an anime fan, I just had to go with the anime option.
Being used to games like Fire Emblem, the permanent death aspect of the game didn’t really bother me, especially since they still have a certain amount of life points before they are no longer at your disposal if they died. The amount of life points depends on the age of your character, so the younger they are, the more life points they will have, but the limit is three. You should keep in mind though that the older you make the character, they stronger they will be.
Permanent death isn’t really what made the game tedious for me though, because like Fire Emblem, restarting the game is an option. Me never playing any Dungeon RPG in my life, I treated the game like my usual Turn-Based or Tactical RPG, but oh boy I was wrong. I would even say some Tactical RPGs are more forgiving than this game. Realizing that I was playing the game wrong, I decided to take a different approach. Instead of powering through the dungeon like I would usually do, I decided to go back to base every time my characters were in danger of dying.
I would say that the game kind of encourages you to retreat often too since one of your Divinity abilities, called Flash Retreat, allowing you to retreat from any battle other than those against certain Lineage types. Considering that it takes half of your Divinity gauge, I thought that I should save it for very crucial moments but then I realized that I constantly faced those moments where I should have really used it.
After your characters die, you can always go back to base to heal them but they still come back after a certain amount of time, usually 24 hours, which of course, it isn’t real time. Since not having a party of 6 usually put my other characters at risk, I usually navigated through the first stage of the dungeon, but even then the game was a bit difficult and some of my characters ended up losing a lot of health.
Coming from Persona Q and from the general conscious with dungeon crawlers, I was already prepared to start marking the map myself, but thankfully the game did it for me. It didn’t make things any easier though as the maps was still full of roaming monsters and risky dark rooms. When I knew I had to go back to the guild and save though, I always crossed my fingers that I don’t encounter any random monsters or else that would mess me up.
Besides saving of course, the guild has many uses. As previously mentioned, you can revive your characters depending if they have any life points left or even recover their health for a certain cost. You may also create other party members which will replace the fallen ones. Your created characters will start off leveled up equal to your main character.
On top of the hard monsters you have to overcome, leveling up your character can get tedious as well. The grinding can get incredibly slow and it was a bit annoying trying to get some of my new characters up to speed with the rest of the current party. Sending a lower level character could really put you at a disadvantage since not only is that character vulnerable but protecting that character would only hinder collecting Blood Crystals.
Stranger of Sword City may not have been the best choice to introduce me into the genre, due to it being challenging, but I still find it quite enjoyable since I do love challenges but I think the game would have been a lot more enjoyable if I had any other Dungeon RPG experience prior to this game. It definitely made interested in the genre and I feel veterans will definitely get their money’s worth with this game.
Challenging Dungeons Being a fan of all kind of JRPG games for as long as I’ve been a gamer, I always wanted to try my hands playing a Dungeon Crawler JRPG. I played so many types of JRPGS, such as turn-based, action and strategy. While I d...
I'm going to be honest with everyone on here: I'm a really huge sucker for games that look like a beautiful illustration. From Vanillaware's titles to stuff like Indivisible, I can't help to want these things insid...
May 02 //
Right after, we jump straight to the case. Will Powers, the actor who plays the Steel Samurai, was accused of murdering his co-start Jack Hammer, the actor who plays Evil Magistrate, the villain of the series. Phoenix not having a client in so long, Maya suggests that he should take this case as she believes in his innocence.
Naturally, they go to the detention center to talk to their new client. So far, the episode remains faithful to the series, with Maya instantly changing her mind about Will Powers’ innocence after taking a look at him but after Will Powers showing how nice he actually is, caring about what the kids that look up to him would think of the Steel Samurai, she changes her mind once again. Will Powers was portrayed really well, too.
I try not to be too picky when it comes to anime adaptations but this is where things start to feel disconnected. After meeting Will Powers, Phoenix and Maya decide to go to the studio to find clues, and this is where they meet the security guard—Wendy Oldbag. While in the game she comes out really obnoxious, it didn’t transfer too well into the game, but at least her talkative trait remained intact.
This entire scene already feels rushed as they already introduced a character that isn’t supposed to appear until a lot later in the case and combined the interaction between Wendy Oldbag and Detective Gumshoe. Right after that, most of the investigation part got completely skipped. Luckily, even in the original game the investigation part of the case wasn’t too exciting but it shouldn’t have been skipped either.
Then we jump straight to the trial, which of course, it was a bit rushed as well, especially after skipping the investigation part which actually brings some details into the case. Just like the previous two cases, it indeed gives you the gist of the trial but it gets to the point too fast. At least, during the final part of the first trial, it was very on par with the game—with both the dramatic and intense feel that it emitted as well as the soundtrack from the game.
While not really a gripe, this episode made Maya look a lot more young compared to previous episodes. I thought she look really cute but maybe a little a little bit too cute for her age. While she is indeed a fun and charismatic character, I feel like the anime series is obviously trying to make her too “moe.”
A Hero On Trial So Episode 5 is the start of "Turnabout Samurai,” the third case in the original Phoenix Wright game. Just like the game, it begins with Maya watching “The Steel Samurai: Warrior of Neo Olde Tokyo,” a ...
The time has almost come for the PlayStation 4 to be graced with a proper [email protected] presence, and Bandai Namco has seen fit to remind us all of that fact, with some new gameplay footage straight from the Nico Nico Chou...
[Update: The stream is over, but you can watch it here.]
I'm still on Danganronppa 2's first chapter and the game placed me in a weird corner, as my reaction to the first person getting murdered threw me into a state of ...
Sony isn't the only place putting the deals out for Golden Week. Steam, that hive of all other things Japanese when it comes to gaming, has just pulled the trigger on its Anime Weekend Sale. Running through Monday May 2nd, th...
Apr 28 //
1.) With the Stand Alone Complex subtitle, First Assault Online seems to be related to the Ghost in the Shell: Standalone Complex TV series. Does the game take place during a specific moment in the show's timeline, or its premise related to events in the show?
The game is inspired by the Stand Alone Complex TV series, but when we were watching the series, we were particularly excited by Episode 24 of Season One, in which Section 9 is forced to take on an opposing Special Ops team to clear their names. The episode really made us imagine what it would be like to fight together as a perfectly synchronized team like Section 9, which is what helped us decide to bring it to life in a team-based shooter.
2.) Players can choose which member of Section 9 to play as during a match, each of whom has a special ability or trait (like Thermoptic Camo for the Major). How did the team decide which special abilities to assign to which character? Were there disagreements?
We worked very closely with the anime creators and discussed what skills would match each character from the original anime. In result, the currently designed skills are in line with the original characters. We also designed these to add more excitement within the FPS game. We plan to consider these also when we design more skills in the future. Another part that we'll also consider is player feedback. We are all open to the players thoughts and would love to hear any great ideas.
3.) On menu screens and in-the game, players can view clips from the Stand Alone Complex anime series. Are there plans to add ways for player to view whole episodes or acquire the series to view on their own?
As we chose to make the game an FPS, we found that it was not easy to to deliver the feel of the original anime. Making the game an FPS might have been slightly easier, but we were most confident in making a FPS game and put our efforts into melting the original anime within our game. We used these short cuts to give the fans something close to the anime and also make other players interested in the Ghost in the Shell story making the game more enjoyable.
4.) More recent works in the Ghost in the Shell universe have concentrated on Arise, a series set earlier in Motoko's career. Are there plans to add content related to the Arise series to the game?
We believe that both SAC and ARISE are great series. We think that more recent fans would be more familiar with ARISE and previous fans would be more familiar with SAC. If we have the chance, we would definitely like to add contents related to the ARISE series. We'll have to see what we can discuss with the anime creators.
[Check out more of Ghost in the Shell: Stand Alone Complex - First Assault Online for free this weekend on Steam!]
A 'major' incursion A team-based multiplayer shooter isn't the first thing that comes to mind when thinking about a Ghost in the Shell video game - the first thing is a Basset Hound simulator. But after that, Nexon and Neoples have done a p...
If you have an interest in cool Japanese things - and I'd wager you do, having visited this site and all - you might be aware that Golden Week, that most anticipated cluster of Japanese holidays, begins tomorrow, on April 29t...
It's time for us to have a scary celebration as the original PC version of Corpse Party has crept its way to Steam, GOG and the Humble Store on Monday. In this case, it might not be a good idea to drink the punch.
It's been a long time since it has truly sucked to be a European gamer, but this latest development certainly qualifies, particularly for Europeans and residents of Australia and Oceania that are fans of Atlus' games. NIS Ame...
It's been a while since we last heard from Valkyria: Azure Revolution, Sega's PS4 follow-up to one of the PS3's (and PSP's) best games, Valkyria Chronicles. Now the company's loosening the tap a bit as the game's planned late...
With two God Eater titles heading West within the same timeframe, the gang at Bandai Namco have prepared a banquet that'll please those who want to feast on roasted Aragami.
For the folks in North America, anyone who gets th...
[Update: The stream is over, but you can watch it here.]
So I finally took down Danganronpa's mastermind, and boy was the big reveal a phenomenal moment during the game's final case. Even though the ending left me with some s...
It's been a while since we last heard from Persona 5, following the delay in the game's release date from late last year to sometime this year. Atlus seemed content to know that most folks who cared knew what Persona w...
Star Fox is back, folks! And it seems back in a way that explicitly recalls the glory days of SNES-based 3D games and peppy animal-people bloodlessly fighting other animal-people. If nothing else, that Saturday morning carto...
Apr 19 //
Project X Zone 2 (3DS [Revieweed])Developer: Monolith SoftPublisher: Bandai Namco EntertainmentReleased: November 12, 2015 (JP), December 10, 2015 (KOR), February 16, 2016 (NA), February 12, 2016 (EU, AUS)MSRP: $39.99
Project X Zone 2 is a strategy role-playing game featuring characters from SEGA, Namco Bandai, and Capcom. It will be one of the most bizarre crossovers for players that are not familiar with a lot of Japanese franchises as the game goes deep into each company's library bringing out characters from Sakura Wars, God Eater, and yes, even the Sega Saturn Mascot Segata Sanshiro. The large variety of characters can be intimidating but the game doesn't go too in-depth narratively into any one franchise going for generalised statements around the lore of each one. The game contains an encyclopaedia or "Crosspedia" for players wanting to learn more about each character, terminology, and aspects of the game. It's an all-inclusive document that works well for explaining the background behind each character but not so much for teaching players the advanced aspects of gameplay.
This title is a sequel to Project X Zone and continues the story of two warring factions Shinra and Ouma. They're original teams containing original characters for this cross-over series that recruit heroes and villains from games to fight for their cause. As the story progresses you will collect a bevy of different heroes, anti-heroes, and even antagonists to fight for Shinra as they try to stop Ouma and their plans. The story is pretty thin and serves as a means of delivering all the characters to different franchise locals like Kamurocho, Mallet Island, and Sword Valley. It is thrilling to see where the game will take you next and which character will be recruited into the party. As a newcomer to the Project X Zone games, I did not feel I was missing much from not playing the prequel. A lot of the story is self-contained bar some lines of dialogue making light reference to previous iteration or characters mentioning that they have met before. Plot progression can be meandering at times especially during the middle-end of the game as once you've seen all the characters the circumstances you end up in makes you feel you're taking one step forward followed by two steps back.
On the gameplay side, Project X Zone 2 is fairly shallow on both the strategy and role-playing sides of the SRPG. The game is too easy for strategy and positioning to have any impact on battles and choosing upgrades feels less of a customizable choice but rather a necessity so you aren't underpowered for the next stage. I never felt my choice in upgrades affected my gameplay or strategy when going into battle. In the later game when your party size balloons, micromanaging equipment, and upgrading attacks become tedious and would have benefitted from an auto-assign function. The positioning of units only mattered when it came to the combat portions as they adjacent units can be called for assists or support. Therefore, bunching units together as much as possible was the strategy I utilised throughout the game with little consequence. Almost all the stages require the player to eliminate all targets so more variety would have been welcomed to incorporate more strategy in the game.
The actual combat is an area where the game really shines. Having to choose attacks carefully and choosing the right time to attack confirming critical hits helps keep the fights engaging each time you do them. I really enjoyed the displays of signature moves that can be combined with support attacks and assists to become a large ball of chaotic numbers flying around with a cinematic finish. The developer had fun to include as many nods and authentic moves from each series' to help sell the game as a large collaboration of different franchises.
I think my favourite thing about Project X Zone 2 is the way it treats each franchise. The title gives each one respect and an opportunity in the limelight. Having the music change to the respectful game track of the character being controlled tickles my nostalgia nerve and is a very nice touch. It works especially well when the music cue kicks in before the character is introduced giving hints of the next party member. As a game light on story, it is also light-hearted with the scenarios it puts the party in. One moment you are walking down the catwalk Space Channel 5 style then frolicking amongst sakura petals recreating a Sega Saturn commercial. If you find this baffling, the game does too with characters acting appropriately to the situation. It's goofy, funny, and really endearing to the each franchise. It's the characters portrayals that I really like within this title and the ways they interact with each other. Sleaze ball characters like Majima and Vashyron will get rebuffed by females, Chun Li's maternal relationship with her partner Xiaoyu, and Ryu's obsession with training. Sadly the same cannot be said for all original characters as Reiji is a boring straight man present to move the plot forward.
The art for Project X Zone 2 does a good job in normalising all the characters from the different series into one style. Some realistic characters like Natsu, KOS-MOS, and Segeta Sanshiro look great in their stylised cartoony form while Kazuma Kiryu didn't fair so well in transition. The sprite work and animation are phenomenal keeping everything smooth during fights and looking amazing as each move is executed. Due to the gameplay, everything meshes together into a flurry of attacks and numbers but heading into training mode and trying each move individually you can see the sum of their parts and it is excellent.
Overall I enjoyed my time with Project X Zone 2. The action portion of the combat felt like a good mix of action and strategy, I had a lot of fun with the character interactions, dialogue, and premise of the game. The game works best in short bursts as each stage is 30-40 minutes long bracketed by dialogue scenes that allow players to quickly catch up with the skirmish before engaging in battle once more. The title does have issues with narrative pacing, strategic and gameplay difficulty so while not posing a challenge for strategy fans, it will allow more action centric players to complete the game without frustration. It's a great game to have in your collection if you want to experience a fun wacky side quest with many special guests along for the ride.
[This review is based on a digital retail copy of the game provided by the publisher.]
Kizumonogatari: Wound TalePublished by: Vertical Inc.Written by: NisiOisiNIllustrated by: VOfanTranslated by: Ko RansomReleased: December 15, 2015MSRP: $14.95
Hey, I think I know that guy! As an idea Project X Zone 2 is wonderful. It takes players through different worlds celebrating the creativity and unique aspects of each game. Having our favourite characters mingling together as they form a vanguard against...
It looks like it's almost officially A Thing now: After weeks of rumblings and rumors regarding its existence swirled, more concrete (though still unconfirmed) information has emerged around supposed plans by Sony to produce ...
Apr 18 //
Trillion: God of Destruction (PS Vita [Reviewed])Developer: Compile Heart & Preapp PartnersPublisher: Idea Factory InternationalMSRP: $39.99Released: March 29, 2016 (US), April 1, 2016 (EU), July 23, 2015 (JP)
Well, saying Trillion is "a game with one battle" may be a bit misleading. Players will actually fight the titular boss quite a few times as they trudge towards victory. Trillion is an ancient god out to consume the underworld, and the Great Overlord Zeabolos is all that stands in his way. After being killed in his first battle with the beast, Zeabolos makes a pact with a mysterious interloper (she's named "Faust", just to give you a hint of what she's all about), granting him the ability to bestow his power onto one of his subordinates, tasking them with training up to eventually take on the threat and kill it - or die trying.
The wrinkle in this grand plan is that only one of these lesser Overlords - who just so happen to all be cute anime girls themed after various Deadly Sins - can take Trillion on at a time, and will likely buy the farm doing so. But progress is guaranteed, as any Overlord that wounds Trillion will pass on her strength to the next girl in line, and so on until victory. It actually makes for a touching story about sacrifice, legacy, and struggle against certain death, and in my opinion is one of the most effective stories produced by Compile Heart. Given that Compile Heart is known mainly for Neptunia titles, one shouldn't go in expecting Shakespeare, but the moments it goes for "work" more consistently than the comparatively inconsequential narrative offerings that are par for the course for the studio.
In fact, there's a certain irony to this, as these types of games are usually much stronger in gameplay than story. While charming characters and cutesy anime-soaked banter is to be expected, it's usually deep, complex battle and progression systems that are the true draw. Unfortunately, this is where Trillion is least compelling, or at least makes the worst impression.
Trillion isn't a tactical strategy game, as some folks who assumed it would be Disgaea-like were thinking. It's actually closer to a hybrid of Nippon Ichi's ZHP: Zettai Hero Project, and an old-school dating sim/training game, the kind with character stats to raise periodically, such as in the Tokimeki Memorial series, the newer Long Live The Queen.
And raising your stats is the name of the game, as Trillion, the final boss, is a tough nut to crack. Simply getting close enough to land a blow will be any given player's first real achievement, and after that, it's a matter of whittling down the boss's trillion hit points. Yes, one thousand billion HP. That and other absurdly large numbers are Trillion's primary stylistic gimmick, and while somewhat inconsequential in the grand scheme of things (the game's approach to shorthand quickly reduces these numbers to easier-to-manage sums). They do help set the game apart from some of its peers, as well as hammering home the idea that the whole game is about making incremental progress, grinding away at a threat rather than challenging it to a brief, flashy showdown. Getting your Overlords strong enough to burn through all that health is the game's primary goal, and that takes a lot of grinding and raising your Overlord's stats.
That takes grinding...a lot of it. Which brings me to Trillion's primary problem, that being that the bulk of its gameplay consists of puttering through various menus to assign your Overlord to train her stats. You'll go through a menu, select a task, and a brief animation will play, showing how well the Overlord did, earning her some points to spend on buying stat increases. Training increases her fatigue, which in turn increases the chance that she'll be injured and unable to train for several days. Fatigue in turn can be managed by resting or doing fun things like going on dates with Zeabolos himself. Some of these "dates"can take on an awkward air given that some of the Overlords are Zeabolos' blood relatives, but they are technically demons, so...
Anyway, this kind of light time management makes up the bulk of the game, and can feel quite tedious thanks to a lack of fun stuff like flavor text or a more detailed, interesting approach to presentation. Story events pop up during the daily cycle of activities, like the "skits" in a Tales game, and these are easily the best part of the Trillion: God of Destruction. In many ways, these events were what kept me pushing through the menus long after the daily grind had ceased to be interesting. I normally dislike bringing a game's price into the argument considering that value is such a personal thing, but one feels that a game charging this price should have more. The event scenes and character art are cute, but there isn't enough of it to balance out the inherent repetitiveness of the training cycle.
Overlords can also be assigned to delve into the Valley of Swords, a randomized dungeon complex. Delving the dungeons resembles a roguelike in the style of Shiren the Wanderer, where your girls and enemies take their turns simultaneously, with tactical positioning and turn sequence being the key to surviving. Expeditions into the Valley can net your girl stat-boosting gear or usable items, but are given hard turn limits, necessitating careful planning of a route to the good loot.
All of this grinding must be done before Trillion wakes up. Each phase of the game is divided into multiple weeks of training occasionally interspersed with training matches against Mokujin, a Trillion-sized simulacra. The training matches are important for figuring out the bosses' pattern and how to deal with the smaller minions and hazards that appear in your Overlord's path. And once Trillion himself wakes, your Overlord goes to battle, armed only with the gear you collected, the knowledge you gained, and the stats you grinded, all of it shielded by "affection points" gained by treating her nicely during the cycle.
Chances are, though, is that she'll eat it trying to take him down, leaving the next girl, armed with her predecessor's knowledge and stat bonuses, to grind through the next phase and try again, stronger than ever.
Unfortunately, the battles themselves aren't especially engaging, mainly consisting of walking up a long corridor full of minor enemies and deadly squares, while trying to keep out of the instant-kill areas and get close enough to start attacking. The controls for some reason are extremely unwieldy, and never stop feeling awkward. Movement simply should not be this much of a hassle in a game this outwardly simple.
Add to that the fact that fights with Trillion are easy to predict. Once the pattern is found, it's only a question of having high enough stats to succeed. This tends to exacerbate the tedium of the training sections, and highlight how thin the content can feel once you've stopped fully engaging with the game's other systems.
Trillion: God of Destruction is a spirited game with a number of interesting concepts, brought down by fumbled execution and anemic presentation. Like its titular final boss, its big, strong idea is hobbled by a swarm of niggling flaws. Though its strengths in narrative and characterization will persuade some to put up with these issues (perhaps enough to finish the game multiple times to get all the endings), there's no avoiding the feeling that putting a dent in a boss deserves to be more fun than this.
By A Thousand Billion Cuts The Final Boss Battle has been a staple of game design since about as long as games have had combat in them, and for the most part, a game is about how players lead their heroes to that final encounter, often plowing through ...
Rin Haruka Oh my gosh i just finished clannad after story for the second time and i need at least 5 more tissue boxes sniff sniff Hiroko Yamamura hikevinperdue Yeah! I ordered three things all at different times and they all came in at the same time. Thanks name withheld ordering company!Salvador GRodiles Since my condition hasn't improved that much from yesterday, my Jtor Live segment won't be happening tonight. If anything, it should be back this Saturday.Salvador GRodiles Since I'm feeling under the weather right now (curse you, spring season), this week's Jtor Live shall be pushed to Sunday.Anthony Redgrave Hearts over Hanekawa! <3Salvador GRodiles As a heads-up, this week's Jtor Live is being pushed back to Sunday. Anthony Redgrave Someone's got a new desktop background :DAnthony Redgrave I don't know what this is, but it's tres Adorbs!OverlordZetta I am choosing to believe Umaru randomly decided to make this reference and no one can stop me.Anthony Redgrave Just going to leave this hereAnthony Redgrave "In the name of the moon I will punish you!" with a posed lookAnthony Redgrave Double the Onodera. Double the festive fun!OverlordZetta I swear it looks like the Red one just wants to jump out and kill whoever is looking at the picture.Anthony Redgrave WoahOverlordZetta Hi everybody! I posted a blog about Symphogear today, but for some reason it decided to go up on the day I started it, rather than today. URL is here: http://www.japanator.com/blogs/OverlordZetta/symphogear-we-need-to-talk-34502.phtmlSalvador GRodiles As a heads-up, this week's Jtor Live will go live on Sunday.OverlordZetta Next year's Super Sentai robot has been leaked! And it... is a Minecraft robot: [img]http://i.imgur.com/2awbJSM.jpg[/img]OverlordZetta Why is Tsuburaya so much cooler than Toei? Coming soon to Crunchyroll, now (ep1 only) on YouTube: Ultraman Nexus! [youtube]https://www.youtube.com/watch?v=zEwPG4yEiS4[/youtube]OverlordZetta I think some of you will be able to really appreciate this one. [img]https://i.imgur.com/jRneXHn.png[/img]