Posts Tagged ‘RPG’

Is morality a black and white issue? Senior Producer on The Witcher 2: Assassins of Kings, Tomasz Gop, clearly explains the game will not be heading down the conventional “good versus evil” path familiar to Mass Effect and will instead draw inspiration directly from award-winning Polish fantasy writer and short-story author of The Witcher, Andrzej Sapkowski; Geralt, the main character of The Witcher, operates on his own moral code in an ethically hazy universe or in “grey areas,” so to speak and Gop wants The Witcher 2 to closely resemble the novel in this regard. Also, The Witcher likes boobies.

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Oh, Dragon Quest, how they love you.  In Japan, anyway.  With the recent release of Dragon Quest IX for DS, however, Nintendo hopes to change that.  Through a careful combination of old and new, Nintendo, Square Enix, and Level-5 hope to make the West crazy for (or at least more familiar with) the iconic, “smiling slime” RPG.  Still, as gamers, we all know that while avoiding innovation can make a franchise feel stale, changing things up too much can ruin the core experience (just ask Sonic).  So has this group of developers and publishers succeeded in crafting something that can be successful outside of Japan?  An experience not just for the die-hard few, but something perfectly palatable for a wide-range of Western gamers?

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Did you think the problem with Dragon Age: Origins was there wasn’t enough micromanaging of your character and party’s everyday life?  If you did, then EA has the game for you: The Sims Medieval, announced cryptically today, apparently plans to merge the world of The Sims with more RTS- and RPG-like gameplay.

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Atlus really does treat their fans well.  Many associate them with the lavish pre-order bonuses they include with their games, usually without any additional charge, running the gambit from collectible figurines or plushies to art books, soundtracks and more.  And while they are as willing and eager as most other developers/publishers to re-release games (i.e. for a new platform), they almost always are sure to update and add something extra to reward those who might be buying a title for the second (or third) time.  Obviously, Persona 3 Portable is a prime example of this.  Originally released in August 2007, the game was later re-released in a “director’s cut” version (with added content) less than a year later, also for the PlayStation 2.  Now, almost three years to the day after the first game came out, gamers old and new to the title can play it once again in a third iteration, this time for the PSP, with Persona 3 Portable.

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Atlus, forever showering gifts upon its loyal devotees, today announced those who pre-order Etrian Odyssey III will get a full-color, 60-page art book chronicling the art of the entire series (not just this third installment).  The artbook is entitled, Etrian Odyssey: Forests of Eternity, and the publisher has even been kind enough to provide a preview, which you can view here. (more…)

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BioWare fans, you know one of the big disappointments of E3 was the lack of any news about the sequel to Dragon Age: Origins.  Never fear, friends, for today BioWare has revealed Dragon Age II. As usual, Game Informer has snagged the exclusive 10-page reveal, and those of us who don’t subscribe (or don’t have a GameStop nearby) will be forced to suffice with the bare-bones webpage BioWare has provided, which you can find here(more…)

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When Natsume announced that the original developer Neverland would be remaking Lufia: Curse of the Sinistrals for the DS, it immediately sparked feelings of nostalgia and warmth in me.  The two Super Nintendo Lufia games had given me hours of pre-teen enjoyment, and I never forgot the tender love story that each game attempted to convey.  It was games like Lufia, and obviously Lufia itself, that attached me so firmly to the JRPG genre of games.

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The recent trailer released showcasing Deus Ex: Human Revolution was met with near-unanimous praise.  It’s very well-done, showcases some of the great aspects of the game, and is cinematically gorgeous. What hadn’t been shown off until E3 was actual gameplay footage. Those of us lucky enough to land meetings with Square-Enix this past week were able to see the game in action, and I can allay any fears right now.  This game has massive potential.  Some of the combat options, both stealth and action, had me almost drooling on Square’s lovely booth carpet.

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Bethesda wants to assure all of you that they indeed bring the goods. Their upcoming co-op RPG experience Hunted: The Demon’s Forge made its video debut at the in-progress E3. The trailer focuses on the different abilities of characters Caddoc and E’lara fighting against undead-looking ruffians.

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Review: Nier

Posted by David "Snarkasaur" Stewart on May 22nd, 2010

History will probably call Nier a flawed action role-playing game.  It involves swinging around a sword and leveling up, so this description isn’t entirely wrong.  It’s not a complete description, but not wrong.  What history will forget is that Nier is more than an action-rpg.  It’s a dual-stick shooter.  It’s a top-down adventure game.  It’s even a text adventure at times.  Somehow, it manages to incorporate elements of almost every genre in gaming in one way or another.  Regrettably, history might write off Nier as something simple or flawed or not living up to its potential.  And as it has been with so many other things throughout mankind’s existence, history will be wrong.

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There’s been lots of speculations and renderings of what the new Pokémon Black & White starters will look like, but this scan from Japanese magazine CoroCoro seems to be the most legit.  While the dark silhouettes of the three were released a week or so ago, this may be the first official unveiling of the newcomers.

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We’ve all been there.  You know what I mean.  That game that you’ve been following since its very first announcement, the one that you anxiously await any tiny morsel of info to gobble up in delight, the one that can never come out soon enough, whether it takes years or months from first reveal until its street date. Fragile is one of those games for me.  After first hearing about its Japanese release, I crossed my fingers and hoped it would eventually be localized.  When XSEED decided to pick it up for North America, I was overjoyed, and eagerly read anything I could about the game that promised to bring something fresh and beautiful to Nintendo’s often overlooked console.

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For a long while, PSP owners had a drought where RPGs were concerned.  Crisis Core is a great game and Half Minute Hero is probably the most innovative RPG on any console, but compared to the massive catalog of RPGs over there on the DS, PSP owners have been poorly served.  Because of this inattention, many might find Mimana Iyar Chronicles a welcome addition to the catalog.  They might be blinded to its faults out of sheer need for something in the role-playing realm.  They might tell people it’s a good game simply because there is so little to compare it to.

Do not be fooled, because this is not the RPG you’re looking for.

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The Gothic series has long been a staple of RPG gaming for PC enthusiasts.  The latest addition to this venerated series, however, seeks to change all that by not only moving away from longtime series developer Piranha Bytes, but also by releasing the 4th installment to 360s and PS3s alongside its PC rendition in an effort to create an AAA title.  I’ve personally never dabbled in the Gothic landscape, surprisingly enough as for a long time I considered myself a PC gamer and an RPG nerd, but even the best games can sometimes slip by us.

What does make me wary is a series known for PC gaming being ported to console systems.  Dragon Age was a fantastic game on the PS3 and 360, but after experiencing it on its home system I felt silly for having bothered with a controller.  Hopefully this particular installment won’t fare similarly.

The story takes place 10 years beyond the events of Gothic 3: Forsaken Gods and introduces a new hero into the fantasy medieval world.  It also travels off the mainland to the Southern Islands.  There’s a king turned rogue who destroys a settlement and thus does our tale of revenge begin as the hero rises up from the ashes of destruction.  It certainly sounds like your standard medieval fantasy fare, but it’s a tried and true formula.  Anyway, if you’ve any interest in this series or in the direction its heading, be sure to check out the new screens below.  They look familiar, but good.

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Some guy once sang that “people are strange, when you’re a stranger.”  He’s dead now, but the words are no less true.  SMT: Strange Journey is indeed strange to players unfamiliar with its mechanics or its universe, but to those of us experienced with both, it’s not strange at all but rather a wonderful mesh of dungeon crawling, role playing, and Shin Megami Tensei.  However, it’s called Strange Journey for a reason.  The majority of the SMT games, of which Persona and Devil Summoner are prominent examples, are set in Japan and feature young people in desperate situations.  The popular and constant attributes that just about every game carry over are the ability to summon or control demons, usually fuse those demons, and use their skills to exploit enemy weaknesses.  Strange Journey keeps the latter but changes up the former by throwing characters from all over the world into the coldest reaches of Antarctica.

In many ways, Strange Journey adds a new layer of depth to the some of the series’ standbys.  But before we get to that, let’s talk about just what is so strange about this journey.  The game takes place in the not too distant future.  Technology is advanced, but not beyond the scope of our present imagination.  Unfortunately for mankind, a giant field of weirdness has all the sudden appeared where Antarctica usually slumbers, and it seems to expanding.  And when I say weirdness, I mean everything it touches evaporates into non-existence.  This is troubling.  It’s troubling enough that the countries of the world send in a team of the planet’s best scientists, engineers, and soldiers to find a solution.  They are equipped with the latest technological wonders and told not to come back until this issue is solved.  As soon as they arrive, things get hairy and they become trapped, with escape and discovery as their only options.  The story is very unique, and despite the dungeon crawling nature of the gameplay, really sucks players in with its mystery and odd twists.

The area that our intrepid world-savers head into is dubbed the Schwartzveldt, and for players this becomes the massive dungeon that they will crawl through.  It is layered into sectors, with each sector boasting multiple floors and intricacies that will make players wander around for hours just attempting to complete an entire map.  As players progress down the dungeon, they encounter tougher enemies and more story.  To anyone who has ever picked up an Etrian Odyssey game, the look and feel will be very familiar.  The maps even look nearly identical with their grid-based structure that opens up as players walk around.  However, Strange Journey does some things flat-out better than its peers.  For one, maps are automatically drawn as the characters walk around, so none of that pesky “I have to draw this myself?” business.  The protagonist’s suit of armor actually acts as a giant walking computer that records nearly everything seen, heard, or touched in the game.  It’s called the Demonica, and though it never had the power to summon or control demons before it entered the Schwartzveldt, it picked up a few new tricks thanks to the trip.

The Demonica is really the most important part of the game, even if it is just a glorified menu screen or user interface.  It does a few things better than most RPG menus, however.  For one, it’s upgradable and customizable.  There are applications that can be added that will find hidden treasure or hidden enemies, provide battle or victory bonuses, etc.  So aside from its general record keeping and maintenance duties, it actually provides a whole new way to customize one’s character.  And as said before, it allows the summoning and control of demons.

Ah demons, you provide such a welcome staple of the Shin Megami series that it’s becoming hard and harder to…demonize you.  The demons are always so friendly, even if at times it’s merely to sucker you into giving them health.  Strange Journey adds a combat option, much like the original Persona did, to converse with demons.  Talking to a demon instead of bitch-slapping it around can get players items, money (called macca), and most importantly, it can get them to join the team.  How a demon reacts to a player’s dialogue is dependent on what answer a player gives from the little multiple choice list of options, as well as alignments.  Alignments are a relatively unfamiliar addition to Shin Megami Tensei.  There are three different main alignments, as well as some subgroups within each main vein.  For any Dungeons and Dragons veterans, this is familiar business.  One odd aspect about the game is that players never really know what alignment the main character is.  Demons, the party members that share the spotlight in combat, are all color-coded and even have the title description of their alignment.  My Jack Frost, for instance, is Chaotic Neutral.  Players are color-coded, thankfully, but the subtle shifts are never known.  What alignment does exactly is pretty interesting.  In combat, if a player finds an enemy’s weakness and exploits it, every member of the party with the same alignment will team up to throw an attack on to that enemy.  For instance, if I cast Bufu with my main character and it shows up as a weakness to what I’m fighting, I’ll then basically get an extra attack added on that increases in damage with every member of the party that shares my alignment.  It’s a bit of a double-edged blade as building a party of like-aligned people will benefit players wishing to do well in battle, however, those of us with a Pokemon-like need to catch ‘em all (and use ‘em all) mentalities, will often be left with mismatched parties.  There are benefits to leveling up every single demon in the game, so it’s not just a compulsive thing either.  When demons reach a certain level, they’ll gift the protagonist with a source.  The source can be used in other demon fusions to give created demons a chunk of skills.  It adds an even deeper dimension to an already deep system, and it gives players a measure of control over just what their demon might inherit.  No more trial and error at the fusion screen.

Exploration and combat take place in the first-person perspective in a classic style we don’t see much anymore.  Do I prefer it?  No.  No, I don’t.  Perhaps I’m a little too in love with the new Persona combat styles where I get to see my dudes kicking butt.  Honestly though, with this game and with Devil Summoner I can see why they would make it all 2D.  I’m sure the task of even drawing the portraits for the 100+ demons they offer is a monumental undertaking.  Rendering all those in 3 dimensions would probably have delayed the game quite a bit.

As far as the game’s problems go, there really aren’t any.  Technically this game is nearly perfect.  Its pacing is excellent, it offers a wide array of customization, it’s bug-free and looks great.  It sets out to be a dungeon crawler with some heart, and it does that 100%.  So what do I say bad about it?  Anything apparently negative is going to be completely subjective, so instead of listing cons, I’m going to give some ifs.

If you’re as in love with the SMT universe as I am, chances are pretty solid you will enjoy the familiar here.  If dungeon crawler is your thing and you sailed through both Etrian Odysseys, Dark Spire, and Class of Heroes with nothing but love, Strange Journey will become your idol of worship.  If you like your RPGs difficult, but rewarding, you’ll probably like Strange Journey.

If you can’t stand exploration, I’d advise against this game.  The same goes for backtracking.  If you like your RPGs to be light-hearted and simple to navigate, stay away.  If you’re looking for something short on a handheld that you can slip through in a dozen hours or so, pretend you never saw this review.  Strange Journey is a massive affair.  If you tried but disliked the stand-by traits of the SMT universe, this one will probably turn you off as well.

With all that said, Strange Journey might be the single best original RPG on the Nintendo DS.  It is simply that good, that deep, and that expansive.  If nothing else, it should at least share the crown with The World Ends With You.  The main difference between the two simply being that Strange Journey does not innovate.  It uses timeless conventions in an updated manner with near perfection.

I conclude this review with a bit of a disclaimer.  95% of the time I will finish a game before I review it.  I wanted to do that with Strange Journey, particuarly as I received it in advance.  However, it’s just too long.  On top of that, it’s not exactly smooth sailing throughout the majority of it.  That said, I believe my review score is accurate, and if my opinion happens to change in the next 20 hours or so of gameplay, I will come back and update this review.  I can’t see that happening though because this game is very, very good.



Title: Shin Megami Tensei: Strange Journey
Publisher: Atlus USA
Developer: Atlus USA
Platform(s): Nintendo DS
Release Date: March 16, 2010
Doin It RIGHT:

- One of the deepest and most engrossing experiences on a handheld.

- Classic SMT fusion mechanics and series standbys.

- Outside the box story replete with weirdness and oddities galore.

Doin It RONG:

- Could have been an amazing console RPG.

- Very difficult at times.




FINAL SCORE: 9.5 / 10

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