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PS Vita

Ray Gigant photo
Ray Gigant

Sound the Alarm: Ray Gigant to wreck havoc in the West next Spring

No one is safe
Nov 20
// Salvador GRodiles
Now here's something that came from the left field. Acttil has announced that they're bringing Bandai Namco's dungeon crawler RPG, Ray Gigant, to North America and Europe. Compare to most titles of its genre, one neat th...

Review: Superbeat XONIC

Nov 11 // Red Veron
[embed]34458:5161:0[/embed] Superbeat XONiC (PS Vita)Developer: PM Studios & NurijoyPublisher: PM Studios & Acttil Released: December 17, 2015 (JP) / November 10, 2015 (US) / November 10, 2015 (EU)MSRP: $39.99 Superbeat XONiC's overall visual presentation is very slick and stylish, not only with its menus but every bit of the game looks really good with its use of contemporary design language. DJMAX fans will feel right at home when the game starts up. Superbeat XONIC's gameplay is something rather new to audiences that aren't up-to-date with the latest rhythm music games. The music game interface features the notes moving on tracks from the center of the screen outward to the "Gears" on the left and right sides of the screen. As with many music rhythm games, you push the corresponding buttons (or tap/perform the screen button/action) when the the Notes on the track line up with the "Gears" on the sides of the screen. Those who played Persona 4: Dancing All Night earlier this year will be familiar with this game play style.  To get a better idea of how this works, just watch the trailer video above. There are three ways to play Superbeat XONiC; the physical Vita buttons, the Vita's touch screen, and using a Dual Shock 3/4 controller on the Playstation TV. The physical button controls is there for you out there who like to play traditional physical controls. The touchscreen controls feel surprisingly good, I did better with the touch controls with harder songs. The Dual Shock controller also worked really well (though some have reported have experienced input and display delay on Playstation TV). The touch screen controls suggest that we might see this title on mobile and tablet in the future. While you play, the backgrounds provide nice atmosphere to the song much like those song visualizers in your computer's music player applications. Those who are familiar with the DJMAX games will be a bit disappointed that music video styled background videos are not in this game due to the way the game plays but the nice song cover art are still present. Superbeat XONiC offers many modifiers or "Effectors" to the central gameplay. You can choose the Note (Fade in, Fade Mid, and Fade out), Gear (Flicker, Flicker 2, and Ghost), Note chart (mirror and random). You can also change the speed of the note tracks while selecting the song and even while playing the song.  Playing through the songs allow you to gather experience to level up which then unlocks songs and "DJ Icons" which is used for your in-game profile for ranking and grants you bonuses such as experience bonuses, health, shields, etc. The difficulty of this game varies and can be accessible to rhythm music beginners. You can change the difficulty which will allow you to miss more notes on easy, allowing you play through the game more and unlock more of the game. There is a "Health" meter in the game that goes down when you miss a note, there are bonuses that boost your health or help you recharge to keep from failing. Superbeat XONiC's soundtrack will definitely please with its variety and really good quality. Some may see some familiar artists from the DJMAX series and some songs are even from Arc System Works (who published the game in Japan). Songs are just the right length for portable play which makes it so much easier to marathon the games. Genres include electronic, pop, k-pop, rock, metal, RnB, and different fusions of the genres for even more variety. Music game play styles include are in three different styles: 4 Track, 6 Track, 6 Track FX. 4 Track uses four "tracks" in the visual interface on the game screen (two on each side of the screen) and correspond with four physical buttons: left, down, cross, and circle. While 6 Track adds two more tracks (one to each side) that correspond with the up and the triangle buttons. 6 Track FX adds the L and R shoulder buttons. All modes make use of the left and right sticks when using the physical controls. There aren't other modes in the game other than the World Tour mode that features a set goal that gives you a set of songs to play on three different difficulties. These give you an extra challenge to do on the side but isn't required to unlock different parts of the game. Your game performance in the different game types add to your DJ Ranking, which you can compare to other Superbeat XONiC players around the world when you connect to PSN. Superbeat XONiC provides a great core rhythm music game experience, even though it doesn't offer much in the way of bells and whistles like other games in the genre. It doesn't need any of the fluff though, the great music and solid experience is worth the entry alone. DJMAX fans should check out this game, sure it's not the same game but they should feel right at home here once they familiarize themselves with the game. The same goes for those interested in the rhythm music game genre, there are enough features to ease in beginners while keeping genre enthusiasts satisfied.
Review photo
Get into the Beat!
I know I am not the only one who felt crushed when I heard that there wouldn't be any more games of the super fun music rhythm game series DJMAX. I remember seeing the cover art for DJMAX for the first time and being very int...

Muv-Luv photo

Mission Complete: Muv-Luv Kickstarter comes to a triumphant close

The Earth is now saved!
Nov 05
// Salvador GRodiles
Ladies and gentlemen. It looks like we've successfully vanquished the BETA, as the Muv-Luv Kickstarter ended a total of $1,255,444 on Nov. 3. Not only did they managed to achieve every stretch goal possible (such as...

Review: One Piece Pirate Warriors 3

Nov 02 // Red Veron
One Piece Pirate Warriors 3 (PS4 [Reviewed], PS3, PS Vita)Developer: Omega ForcePublisher: Bandai Namco GamesReleased: March 26, 2015 (JP) / August 25, 2015 (US) / August 28, 2015 (EU)MSRP: $59.99 From Gundam to Fist of the North Star, the Dynasty Warriors formula works well with anime-styled action and the One Piece series is one of those that excels using that gameplay style. This new entry to the Pirate Warriors series has us playing through some of the official One Piece story arcs from Romance Dawn to the latest Dressrosa Atc, unlike the previous game that had its own original game-exclusive story. Though a "Dream Log" mode is there to satisfy those who would like to play some "what if" scenarios with their favorite characters and/or various team-ups/duels. The Dream Log mode is somewhat similar to Samurai Warriors' Chronicle mode. You get play through a map filled with different points that each have scenarios with certain objectives. These scenarios are short and have different choices to change things up, such as choosing to side with different factions of different characters.   The action in this new Pirate Warriors provides more variety than most Warriors games, each character will play differently whether it is in their speed or strength. Each character will have their own combos and even those who seem to have similar weapons do play differently, which adds plenty of replay value. This is a great way to showcase the uniqueness of the One Piece characters in more than just the way they look, button-mashing isn't going to work here. Another thing that differentiates this title is the use of a dodge button that replaces the jump button, this lets you dodge in any direction on one plane and works well when timed right. Co-op play adds much fun to the game but the online co-op is limited to the Legend and Free logs, while local split-screen co-op works with all modes.The different ways to play against or with characters feed into the way you increase your character's stats. Beating or teaming up with the differing characters gives you access to the specific character's coins. These character coins will upgrade each character's specific stats, adding a loot aspect to the game. Leveling up characters is easy, especially for those who like sticking to one character. You can just boost other characters' level to the highest level character you have using the generously abundant in-game currency. There are more playable characters in this new entry, which is great for local split-screen play and also adds to the new "Kizuna Rush" attack mechanic. The new "Kizuna Rush" system allows your player character to team up with up to three other characters for support that provide more stronger attacks at the end of your combos as you level up your Kizuna gauge. When you max out the Kizuna Gauge, you can perform a Kizuna Rush that obliterates all non-special characters onscreen and deals a good damaged to special characters. This adds more to your combat variety and timing your Kizuna attacks just feels satisfying, especially when clearing out huge mobs quickly.The Kizuna system works with "Hero Powers", filling up the Kizuna gauge beyond level 3 with certain characters allow for map-wide affecting specials which can range from healing your allies to landing attacks that damage all acitve enemies on the map. One thing that kept from enjoying the different Warriors games in the past was the performance and visuals of the games. I am very pleased that this latest Pirate Warriors game on the Playstation 4 runs great (with very rare minor hiccups) and looks great. This game is also on the Playstation Vita which looks good and runs just as well as its console counterparts. Pirate Warriors 3 also features cross-save support which allows you to upload your save to the cloud and lets you continue your progress on any platform. Pirate Warriors 3 being on the Playstation Vita is probably why the levels can be finished in around 10 minutes and have reasonably sized maps, this is great as it keeps you from getting bored in running around a map or dying accidentally and losing a lot of progress like in the mainline Dynasty Warriors game. Levels that have those timed objectives are much more balanced compared to the strict time limits or easily killed allies that end up in mission failure in the previous game. Presentation of the story is pretty but a bit inconsistent. There are nice looking full CG animated scenes adapted from the show but not all parts are presented in this manner, some scenes are done in the minimal animated voiced character models with a text box; then there there are the plain text exposition voiced over by the narrator. It may be confusing to those unfamiliar and the drama that fans love from the anime will be lost on One Piece newcomers since it just doesn't have the impact. There's plenty of content in this game for fans and those just wanting to play some Warriors action. Those wanting a different take on the Warriors formula and die-hard One Piece fans should find something in this new game, it's an improvement over the previous game but those tired with the second game won't find much different here. If you've never played a Pirate Warriors title and want to play a great take on the Warriors formula, Pirate Warriors 3 provides a great fun time.
One Piece photo
King of the Pirates!
As someone who isn't into One Piece, it's always a surprise for me every time I am reminded that the franchise is still wildly popular around the world. Its enduring popularity remains strong especially in its native Japan wi...

Kamen Rider photo
Kamen Rider

Eyes Wide Open: Kamen Rider Battride War Genesis gets a new trailer

Get Ready People!
Oct 30
// Salvador GRodiles
As we get closer to Halloween, the folks at Bandai Namco have channeled their spiritual energy to bring us a new trailer for Kamen Rider Battride War Genesis. Honestly, it looks like it isn't much of an improvement over the ...
Trillion photo

The Underworld is saved: Trillion: God of Destruction goes West

Disgaea: Compile Heart Edition
Oct 22
// Salvador GRodiles
I don't know about you, but when I first heard about Compile Heart's newest strategy RPG, Trillion: God of Destruction, I almost confused it as a title that was a spin-off of Makai Kingdom or the Disgaea games. I guess t...

Review: Danganronpa Another Episode: Ultra Despair Girls

Oct 03 // Josh Tolentino
[Note: This review will mention certain elements from both Danganronpa games that may be considered spoilers. No major plot developments in Ultra Despair Girls will be discussed but some details that hint to towards the circumstances of the other games are unavoidable.] Danganronpa Another Episode: Ultra Despair Girls  (PS Vita [reviewed])Developer: Spike ChunsoftPublisher: Spike Chunsoft (JP) / NIS America (EU, US)Released: September 25, 2014 (JP) / September 1, 2015 (US) / September 4, 2015 (EU)MSRP: $39.99 The change I'm referring to, of course, is the swapping of the core games' visual novel mechanics with third-person shooting gameplay. Players will use a specialized, bullhorn-shaped "hacking gun" to shoot "truth bullets" with varying effects at the legions of Monokuma, the two-tone robotic death bear that serves as the series' mascot.  The mechanics themselves are serviceable but unremarkable, with the act of shooting resembling nothing so much as a stripped-down version of the laser-sight-guided gunplay of Resident Evil 4 and the like. Different truth bullets have different effects and enable varied tactics against enemies. Knockback bullets send hostiles flying while Dance bullets stun enemies with the power of funky music. Link bullets take control of enemies by remote while the Detect "bullet" is more of a flashlight that highlights puzzle clues, rather than a tool for combat. Ammunition is kept relatively scarce, privileging good aim as players can save on shots by hitting oncoming foes in their weak spots, and enemies come in varying shapes, sizes, and attack patterns. The game also mixes things up with "game rooms", essentially puzzle sections with specific win conditions and restrictions on ammo type. One room might demand that players clear every enemy in a single explosion, or by exploiting both the special functions of the different truth bullets in conjunction with environmental elements. [embed]34161:5059:0[/embed] It's all solid and works fine, for the most part, but Ultra Despair Girls hardly distinguishes itself against any dedicated shooters on the strength of its gameplay. And for the most part, that's not what fans of the Danganronpa series will be playing the game for in any case. Thankfully, the parts of Ultra Despair Girls that Danganronpa fans will be playing the game for - the bizzarro narrative twists, the off-the-wall characters and unpredictable storytelling - are all intact and fully present. Any fears that becoming a shooter would diminish the series' ability to spin an engrossing yarn are quickly proven unfounded. As with the core games, virtually all but the most cursory discussion threatens spoilers, so I'll keep the summary somewhat vague: Players take on the role of Komaru Naegi, sister to Danganronpa protagonist Makoto, as she and a partner fans will find familiar roll through the ruined city of Towa, fighting a group calling themselves "The Warriors of Hope". The narrative is quick to let on that virtually nothing is what it seems at first, and even subverts some of the core games' key themes through its story beats. Fans of the deeper lore will also find plenty of interesting references and callbacks to both Trigger Happy Havoc and Goodbye Despair, as Ultra Despair Girls functions, chronologically, as a bridge of sorts between the two games. Twists and turns aside, Ultra Despair Girls also features good characterization, quickly and effectively establishing its cast in the over-the-top manner unique to the series. The English dub is effective, with key performances from actresses Erin Fitzgerald and Cherami Lee anchoring the project. The quality of the other voices is a bit more variable, but overall it works, and purists have the option of grabbing the original Japanese voice track (which helpfully adds subtitles to the cutscenes) as free DLC on the PSN Store. Side content is also plentiful, as collectible books poke fun at common tropes in Japan's geek-literary scene. Fans who don't mind reading on the Vita's screen can also peruse a tie-in novel included on the game cartridge, starring Danganronpa alumnus Hiro Hagakure.  All this in mind, one can't help but feel that Ultra Despair Girls' greatest flaw isn't that its adoption of shooting gameplay doesn't work - it works fine - but that the game is almost as good without it. Just as some may make the credible argument that the original games' minigame sections were a blemish on an otherwise pristinely entertaining visual novel, here, it's the gameplay portions of this game that are the least remarkable aspect. In the end, though, that's hardly an offense, and everything works well enough that it's quite easy to recommend putting up with mediocre shooting to get to a meaty and substantial entry into the Danganronpa canon.
Danganronpa Review photo
Shot Through The Heart
When it was first announced that Spike Chunsoft's third Danganronpa game wouldn't be a visual novel, a lot of folks, including yours truly, were understandably apprehensive. Trigger Happy Havoc and its fantastic seq...

Gundam VS Force photo
Gundam VS Force

Praise G: Gundam Extreme VS Force heads to Asia in English

Cheers, Mobile Suit fans!
Sep 17
// Salvador GRodiles
Now here's something that you don't see every day: During TGS '15's SCEJA Conference Asia Session, the folks at Bandai Namco have announced that they're bringing Mobile Suit Gundam Extreme VS Force, the upcoming title i...
Kamen Rider photo
Kamen Rider

Kamen Rider Battride War Genesis' first trailer misses its Climax

Catch the waves!
Sep 10
// Salvador GRodiles
Wow. That was fast. I didn't expect for Bandai Namco to upload Kamen Rider Battride War Genesis' first trailer so soon. Then again, the Tokyo Game Show '15 is almost here so it would make sense for them to start building peo...
God Eater Resurrection photo
God Eater Resurrection

Behold your next look at God Eater Resurrection

Now with more story
Sep 10
// Josh Tolentino
God Eater might be the hot new anime this season, but in the world of gaming, God Eater 2 is already a couple of years old. What Bandai Namco has on its hands is a problem of synergy. After all, folks turned on to ...
Kamen Rider photo
Kamen Rider

Finally: Kamen Rider Battride War Creation has more playable secondary Riders

It's about freaking time!
Sep 09
// Salvador GRodiles
[Update: Images from Dengeki's latest issue confirms that Kamen Rider Ibuki is playable.] For a good while, it's been confirmed that the latest installment in the Kamen Rider Musou-like game series was in the works. Prio...
Gal Gun Double Peace photo
Gal Gun Double Peace

Some madmen want to bring Gal Gun: Double Peace overseas

Friendly Fire!
Aug 10
// Josh Tolentino
Far be it from me to play "cultural gatekeeper" when comes to deciding which products warrant the privilege being adapted for overseas consumption, but I think it's not a controversial opinion to think that some things are be...
Attack on Titan photo
Attack on Titan

Oh, finally, a proper Attack on Titan game

Dynasty Warriors: Giant Cannibals
Aug 09
// Josh Tolentino
What's that, you say? There's already been a proper Attack on Titan game? Well, that is technically true, and Atlus USA even brought it to English-speaking shores as Attack on Titan: Humanity in Chains. Unfortunately, that t...
IA/VT Colorful photo
IA/VT Colorful

Blame the music industry for this rhythm game not going west

As if you needed another reason
Jun 29
// Josh Tolentino
Any true fan of the Vocaloid scene will tell you that it's not all about Hatsune Miku and her Crypton-sponsored friends. After all, Vocaloid itself is a "neutral" platform, allied to no one character. That's a roundabout way...
Steins;Gate photo

Steins;Gate finally gets a US release date on console

Including the version with a metal Upa
Jun 29
// Josh Tolentino
Dust off your lab coats, American nerds: Steins;Gate is coming.  Wait, what? Wasn't it already out in April? Indeed, it was out on the PC, but thanks to the folks at PQube, the game is coming to PS Vita and PS3...
VA-11 HALL-A photo

Drown away your sorrows with a new VA-11 HALL-A trailer

Just what the bartender ordered
Jun 26
// Salvador GRodiles
Back when Japanator Managing Editor Josh Tolentino wrote about VA-11 HALL-A, the bartending game that's set in a cyberpunk setting, my interest for the title was at a normal level. While I didn't get to play the project's pr...
Persona 5 photo
Persona 5

But of course Lelouch is in Persona 5 trailer!

Also, dancing!
Jun 25
// Josh Tolentino
[Update: Courtesy of Gematsu, an alternate link to the trailer has been found. Check it out below!] Much to some fans' disappointment, Persona 5 didn't make a huge splash at E3 this year. Rather than put Atlus' lat...
Sword Art Online photo
Sword Art Online

Let's log into Sword Art Online: Lost Song and Re: Hollow Fragment's E3 trailers

Now featuring catchy music
Jun 17
// Salvador GRodiles
For a good while, we've known that Sword Art Online: Lost Song and Re: Hollow Fragment were heading West. With E3 '15 happening as we speak, Bandai Namco has conjured up a new trailer for both games that show off their ...
Persona 4  photo
Persona 4

Such a beary awesome dance move

This game will own you
May 29
// Hiroko Yamamura
There has been quite a few videos floating around for the upcoming Playstation Vita game, Persona 4: Dancing All Night. All of them have been absolutely adorable, but now that it's Teddie's turn to cut a rug, there's no way I couldn't share my excitement! Please hurry up, I want to dust off my Vita! 
Sword Art Online photo
Sword Art Online

Rejoice? Sword Art Online: Lost Song and Re: Hollow Fragment go west

Double the pleasure with two SAO games
May 28
// Salvador GRodiles
It was only a matter of time until Bandai Namco would announce that Sword Art Online: Lost Song, the latest SAO video game that takes place in Alfheim Online, would cross the pond. Lo and behold, this inevitabl...
Steins;Gate photo

Grab a Dr. Pepper: Steins;Gate gets a release date for Europe

Just in time for the Summer
May 15
// Salvador GRodiles
Well, folks; May has arrived and it turns out that PQube's release of Steins;Gate for the PS3 and Vita has been pushed to June 5 for Europe. While it's unfortunate that we won't get to experience the Future Gadget Lab's adven...
Dungeon Travelers 2 photo
Dungeon Travelers 2

Atlus tweaking Dungeon Travelers 2 to not get banned

Doing what's needed, I guess
Apr 26
// Josh Tolentino
Fans of the To Heart series, or of developer AquaPlus' various visual novel franchises, are no doubt pretty excited by the impending release of Dungeon Travelers 2 on the PS Vita. Like Aquapazza, Dungeon Travelers 2&nbs...
Steins;Gate photo

Praise Dr. Pepper: Steins;Gate's special edition includes a Metal Upa

The future has been saved
Mar 20
// Salvador GRodiles
For a good while, I was on the fence on whether I should play Steins;Gate on the PC or consoles. Now that PQube has announced a special edition for the game's PS3 and PS Vita release, I might have to lean towards the latter f...
P4: Dancing All Night photo
P4: Dancing All Night

Persona 4: Dancing All Night's new trailer is fixated on...meat

Well, I guess that's one way to talk about yourself
Mar 06
// Josh Tolentino
Mention "meat fixation" to a fan of Persona 4 and you'll most likely trigger fond memories of Chie Satonaka, the franchise's resident martial arts junkie and legendary carnivore. That said, I think even Chie would find ...

Review: Oreshika: Tainted Bloodlines

Mar 03 // Josh Tolentino
Oreshika: Tainted Bloodlines (PS Vita, PlayStation TV)Developer: Alfa SystemPublisher: Sony Computer EntertainmentReleased: March 3, 2015 MSRP: $19.99 About that "dead soon" thing: It's the premise of the game. Players start as the head of a Japanese clan (that they construct themselves in a rather detailed character-creation interface), murdered to a man in a gruesome ritual of human sacrifice after being framed for the disasters rocking 12th-century Kyoto. Fate is kind, though, and a few members are brought back to life to exact revenge upon the wrongdoers. Unfortunately, everything has a cost, and the price for a second chance is the dual curses of Ephemerality and Broken Lineage. The first curse dooms all members of the clan to drop dead two years after their birth. The second prevents them from having offspring with humans. Talk about a double-whammy!  Thus the mission is set: Continue the family line long enough to break the curses, by having children with willing gods and spirits (sidestepping the "Broken Lineage" part), and having those children have their own children before their two years are up, in addition to becoming strong enough to defeat the villain that cursed the clan in the first place. It's a morbid and deliciously effective premise, so much so that one wonders why it hasn't been thought of before. [embed]33597:4548:0[/embed] has, for Oreshika is technically a sequel to 1999's Ore no Shikabane wo Koete Yuke, an influential PS1 RPG that involved largely the same concepts. That said, the game never made overseas, which makes it completely new to most players. Its relative age, though, would explain why Oreshika feels like a pleasant throwback to the early years of Japanese RPG-making, when the primary influences on design came from free-roaming dungeon-crawlers like Ultima and Wizardry. That same narrative-light, systems-heavy approach largely defines Oreshika's play experience, which should delight fans who've begun to chafe under the typically linear storytelling of most JRPGs. That isn't to say the story beats are absent. Oreshika has its own complement of directed cutscenes and dialog sequences, most involving named, voiced side characters. They appear during certain missions to drop some exposition or plot twists, and in some cases join the party. The meshing of traditional narrative with the game's more free-form structure isn't perfect, and it's during these moments that the player's own created clan can feel like extras in what is ostensibly their story. The missteps are mostly inoffensive, though, and to be fair, the story does end up going deeper than might have been possible without the benefit of more defined characters to fall back on. Then again, perhaps that more traditional story wasn't that necessary at all, because for me, the most memorable moments in Oreshika come with each passing minute of my family's short, short life. The game is conducted on a month-to-month basis, either raiding or preparing to raid one of the land's many labyrinths. The preparation involves buying gear and items for use during the raid, improving the local town to upgrade the various shops' offerings, or performing the "Rite of Union" with many gods and goddesses to create offspring and ensure the family's continuation. That might sound like a lot of babies to magic up, but considering that thanks to the rigors of dungeon-raiding many of the clan's members will kick the bucket long before their two years are up, a deep bench is critical. Longer games can go for hundreds of generations, and every death can hurt, thanks to the "XCOM effect" of growing attached to people one had a hand in creating and customizing themselves. Dying family even leave semi-randomized "parting words" upon their passing. Oreshika's also quite adept at making that customization feel like it matters. Every new addition to the family takes on the characteristics of their parents, including inheriting physical features (which can turn out hilariously when uniting with some of the less "human" gods), and statistical traits. The game's item creation system allows "heirloom" gear to be created that gains power every time a departing family member bequeaths it to a new generation. And the game is all too happy to use the PS Vita's built-in screen capture function to take "family album" photos and collect them like fond mementos of bosses beaten and dungeons delved. It's almost strange that for all the time one spends preparing for dungeon raids, Oreshika's combat and exploration are designed to be over and done with as quickly as possible. When out in the world, players are literally on the clock. A real-time counter ticks down towards the end of a given month, which lasts between five and ten minutes, depending on how many battles one gets into. At the end, players are given the option to go home, or continue the raid through the next month without rest, increasing the chance that tired or injured party members might die permanently. Given that every character is already born with a very short lifespan, the timers instill a kind of frenzied pace and tension to what could otherwise have been a ponderous affair. "Frenzied" is also a good way to describe Oreshika's visuals, which are a riot of color and animation. The game's watercolor tones and melding of Japanese ukiyo-e woodblock style, traditional folkloric creatures, and anime character design make it one of the best-looking titles on the platform, and possibly one of the prettiest "anime" games since the originalValkyria Chronicles. And thankfully, unlike many games that involve procreation as a concept, Oreshika lacks much of the prurient undertone that make such titles slightly embarrassing to play at times. As lovely as the characters are environments don't fare quite as well, as the pace at which a typical dungeon run is conducted doesn't leave a lot of time to admire the sights. A limited camera setup and frequent use of revisiting (often to unlock a shortcut using a key found in some other dungeon) can also sap locations of their initial charm. Despite the fact most of us will never have played the game it's a sequel to, the quality of Oreshika: Tainted Bloodlines shines through its gorgeous visuals and deep mechanics. Come to think of it, there's no more fitting way for a game that's about leaving a worthwhile legacy to conduct itself. 8.5 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.) [This review is based on a digital retail build of the game provided by the publisher.]
Oreshika Review! photo
Generations of Phwoar
[This review originally appeared on Destructoid] Like many games of its type, Oreshika: Tainted Bloodlines features a tiny graphic in its text boxes to remind players they can press a button to advance to the next l...

3rd Super Robot Wars Z photo
3rd Super Robot Wars Z

Brighten your day with a lengthy 3rd Super Robot Wars Z Part 2 trailer

The best part of waking up is Super Robot Wars on your screen
Mar 02
// Salvador GRodiles
Attention, people; Bandai Namco has launched a 14-minute trailer for 3rd Super Robot Wars Z: Tengoku Hen, which is the perfect cure to obliterate anyone's bad mood. This time around, we're treated to more of the usual action...
P4: Dancing All Night photo
P4: Dancing All Night

Let Risette navigate you through Persona 4: Dancing All Night

Cue the Quelorie Mate endorsement!
Feb 23
// Josh Tolentino
I don't usually cotton much to so-called "character trailers" when they pop up in the usual game and anime hype cycle. They're usually nothing more than bits of voiced fluff, when I'd prefer to let the full work speak for it...

Review: htoL#NiQ: The Firefly Diary

Feb 22 // Josh Tolentino
htoL#NiQ: The Firely Diary (PS Vita)Developer: Nippon Ichi SoftwarePublisher: NIS AmericaReleased: February 24, 2015MSRP: $19.99 First, to that bit about minimalism: htoL#NiQ has virtually no written or spoken dialog, or even text. Apart from some prompts explaining the basic controls and a brief crawl in the opening, players won't even encounter so much as a lettered sign in the background. The plot, such as it is, is delivered almost entirely in-game, via environmental clues and lightly interactive flashbacks.  The game screen itself is largely free of HUDs and icons, and combined with low-lit environments that flicker as if beaming from a vintage film projector, gives off a universally gloomy, unsettling aura that contrasts well with the cutesy character design. The flashback scenes are rendered in a totally different, isometric style that recalls older RPGs like Contact. [embed]33553:4522:0[/embed] Exploring this downbeat dystopia is Mion, a silver-haired waif with big eyes, a pair of branches growing from her head, and all the self-preservation instinct of a videogame lemming. Accompanying her are Lumen and Umbra, the titular fireflies and the only means by which players can guide Mion through the wilderness. Players can use the touch screen to move Lumen, with Mion following her Navi-esque companion wherever it goes. Lumen can also signal Mion to throw switches, push boxes, and other puzzle-solving interactions. Umbra, on the other hand, resides in Mion's shadow, and can only be controlled by shifting to an alternate dimension with a tap of the rear touchpad. From there, Umbra can move through shadows freely - including those cast by Lumen's glow - and interact with objects too far away for Mion to reach. Manipulating the environment and using the firefly duo to help maneuver Mion past various hazards forms the bulk of htoL#NiQ's mechanics. This all sounds simple enough, but the game in which these mechanics are employed is an artifact of what I can only describe as gleeful, knowing sadism. htoL#NiQ is one of the most difficult games I've ever played, and the bulk of my playtime has been spent dying, over and over and over again. That's not necessarily a bad thing, seeing as the last few years have brought a new renaissance for tough, uncompromising game design, but the type of pain dealt by htoL#NiQ is of a very particular type, one that's been justifiably abandoned by most modern titles. Simply put, this game trades in pure, trial-and-error frustration. Thanks to a combination of deliberately lethargic controls and deathtrap-obsessed level design, virtually no challenge the game poses can be passed on the first try - or the 48th try, for that matter. That's how long it took me to overcome just a single checkpoint in the second level, a checkpoint that, performed successfully, takes about a minute to transition through.  Since Mion can only be moved by moving Lumen ahead of her, a slight delay accompanies every movement, and Mion herself hits her top speed at "leisurely stroll", even when pursued by rampaging hellbeasts made of shadow. The awkwardness of using the touch screen and rear touch pad to control Lumen and Umbra can be alleviated somewhat by switching to an optional control scheme that uses the analog stick and face buttons, but the precision and sluggishness in movement remains. Worse still, some challenges demand precise timing to trigger environmental actions using Umbra, but the pauses that accompany attempting to switch to Umbra's dimension make that timing even tougher to nail down. Add in hidden enemies, barely-telegraphed hazards, instant death, and occasional randomized factors that cheapen every death, and htoL#NiQends up embodying a strange sort of videogame Murphy's Law: Anything that can kill Mion, will kill Mion. Several times.  To clarify, there's nothing wrong with deliberate, "slow" controls. As a fan of Monster Hunter and the Souls games, I can appreciate that style, and intention behind them being in this game is fairly clear. htoL#NiQ aims for the kind of dynamic that defined the likes of classics like Ico. The problem here is the decision to combine the tension of having to escort a helpless charge with such demanding level design. The stress of both having to keep the charge safe as well as perform feats of precision timing and speed is almost too much that would stand to gain the most from the game's low-key storytelling and unique aesthetic. Extending the comparison further, if htoL#NiQ were to be compared to Ico, the difference between the two in terms of difficulty would be akin to trying to shepherd Yorda through the Tower of Latria from Demon's Souls.   It simply isn't fun to have to redo every section just to pass - or replay certain portions perfectly just to access all the game's collectible flashback scenes (which form its most substantial narrative payoff), but then again, I did retry a single section forty-eight times in a row, so there may be something to htoL#NiQ, after all. The creepy atmosphere and interesting visuals were just enough to keep me hooked alongside its grim, intriguing story. And of course, there's the stubborn, bitter, vengeful thrill of finally defeating a game that's seemingly designed with the middle finger extended towards its players.  I won't lie: htoL#NiQ: The Firefly Diary feels like an ordeal to play, but it is worth noting that historically, surviving an ordeal was often taken as a sign of being blessed by a higher power. That notion may appeal to some types of players, and it's they who'll find the fun in this gorgeous, cruel game. Everyone else should just hang back and ask how it went. 6 -- Alright (6s may be slightly above average or simply inoffensive. Fans of the genre should enjoy them a bit, but a fair few will be left unfulfilled.) [This review is based on a retail build of the game provided by the publisher.]
htoL#NiQ Review photo
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[This post originally appeared on] No, that isn't an encoding error up there in the headline: "htoL#NiQ" is indeed this PS Vita game's title, and is essentially a very stylish way to type "The Firefly Diary" i...

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