Showing posts with label xseed. Show all posts
Showing posts with label xseed. Show all posts
Friday, May 26, 2017
Akiba's Beat (PS4) Review
I had a lot of fun playing Akiba's Trip on the Vita and the PS4. It was a unique action RPG where you defeated synthetic vampires by ripping off their clothes, exposing them to sunlight. It was goofy and fun. This made me eager to get my hands on the sequel, Akiba's Beat.
After starting the game, I quickly realized this has very little to do with the previous game, so I guess it's more of a side story rather than sequel? The story is set in the same place, but involves no one from the first, and the battle system is completely different. Gone is vampire stripping and in its place, battles straight out of the "Tales of"series. You fight on a 3D plane, and pressing left or right toward your target will move you toward them, and the opposite direction moves you away. Holding L1 allows you to free run, which I found very useful for 90% of the game. Dodging wasn't as reliable as just running away or around targets to avoid attacks. Plus, the dodge button was either not responsive, or too much so.
You have an AP number, which dictates how many times you can attack before you have to stop for a few seconds and let it fill again. Even if you have more than your standard attack string, you will pause after it, unfortunately. Attacking while holding up or down will do high and low attacks respectively, which mixes up what you can do. Pressing the special attack button with different directions on the left stick can also give you different special moves, which you set in the menu. Thankfully, you can set another set on the right stick. I like this since you get so many useful moves, that one set isn't enough when at the end of the game. You can also set the buttons in the options, which I did since early on I mixed them up often enough. Like the dodge button, the attacks weren't always responsive either, and not just because I ran out of AP. It's a fairly big deal in such an action heavy battle system, and was pretty annoying.
Fights with normal enemies tend to be over very quickly, as quick as a few seconds early on. This is nice, since it means you can usually make your way through the dungeons without sacrificing an afternoon. Then come the boss fights. The first two are longer than normal fights, but not by a lot. After that, the bosses become standard JRPG massive HP slogfests. Toward the end, I was dreading the thought of duking it out with dungeon bosses, simply because it would take several minutes of mashing attacks. This gets compounded when they start having two boss fights back to back, which sadly happens more than once.
However! As you do damage, you build up the Imaging Gauge. When you do, you have infinite AP for a few seconds, and your damage is increased. If you use it when the gauge is fully filled, your damage increases as you land attacks, and it lasts for the duration of the song you equip. Near the end of it, the percent jumps up, and you will output a lot more damage than normal. The Imagine Gauge is way too strong for normal fights, and does make boss fights a little shorter. Still, I would have liked it to be more effective on the dreary boss encounters, or even do something great like making casting instant, or even making special moves free/cheap. Bottom line: it works okay, but could be more interesting.
The story places you in the role of Asahi, a career NEET that does little but stay up late, watch anime, and play games. I'm pretty sure I went to college with someone who lived like this and also woke up at the crack of 2pm, but I digress. Progress is broken up into two parts, one where you run around the map, talking to people, and another where you traverse the dungeon, fighting monsters and then the boss, dissolving the delusion. There are times where you go into the dungeon in the middle of the talking parts, but it's still a back and forth between these two scenarios. It's not the best balance, since sometimes the running around and talking is a bit long, or the dungeon is, but the fast travel can help with some of that.
As for the story itself, it starts off pretty strong. Then toward the middle of the story, it starts to go down. A chunk of that is from my own pet peeves. I won't spoil things, but one character that behaves a certain way does something that doesn't make sense in context. Sure, they try to explain it later, but I still think it just doesn't work. There are other instances, like when the main character has their stereotypical "doubting themselves" arc. Again, it just doesn't work with how it is presented. It could, and I get what they are going for, but it's just not pulled off well. Also at the end they shoehorn in some nonsense, and stuff in some more to pad the length a little too much. It's a shame the story went so bad for me, since the localization and the dubbing are top notch...probably the best I can remember in an XSEED game.
The dungeons in the game are pretty basic, just rooms connected by hallways, all very block-like. Some have switches to open doors, and there are treasure chests to find. Later dungeons get pretty long, but thankfully, several floors are shorter on repeat visits. Any shortcut is welcome because they get a LOT of mileage out of these dungeons (so get used to seeing them). There are also enemy encounters littered throughout the dungeon floors. Getting the spacing and timing for the first strike is a bit of a chore, but it helps. Assuming it works, as I've had times I was back attacked while facing the enemy. While I'm usually okay with palette swaps of enemies, Akiba's Beat goes all in. There aren't many types of enemies, and you will see most of them in all of the dungeons. I remember remarking to my son when I finally saw a new enemy type after 30+ hours. The boss designs are pretty good, though.
The story and side quests took me over 60 hours to complete. If you cut out the side/character missions and the monster killing quests, you could shave some time off of that. Even so, the main story itself went on for about 10 hours too long. It felt like the third Lord of the Rings movie, where there were several places it could have ended, but didn't. It really could have cut out the last chapter or so, and be a much more concise (and better) story. Admittedly, you will get your money's worth completing the game because of this. I'd say it's worth trying for "Tales of" fans, but fans of Akiba's Trip should know it isn't really anything like that game.
The Good:
If you like "Tales of" combat, the fights will make you feel right at home. Good references, localization, and voice acting.
The Bad:
Story goes down as the game goes on...and it lasts longer than it logically should.
The SaHD:
My favorite reference had to be the sequence from the children's trading card game.
(Review code for Akiba's Beat was provided by the publisher)
Monday, November 7, 2016
Exile's End (PS4) Review
When I first saw footage of Exile's End, I was definitely intrigued. It appeared to be a metroidvania game, which is a genre I very much enjoy. When I tried the game out, I soon learned that is only part of what the game is. Especially in the beginning, the game feels more like a survival horror game.
Why is that? Well, you don't have any weapons at the start of the game. In fact, you can't even fall too far without taking damage. I already dislike fall damage, and putting it in a game like this doesn't make me like it any more. It slows down the first few minutes of the game. While it gets corrected quickly, it still leaves its stain on the rest of the experience.
The weapon situation, though, is far more annoying. While I can accept not starting the game with a weapon, the first one you get is a rock. Yup, just a plain rock. You can hold a few, and even retrieve them after thrown (as long as you don't leave the screen), but they are next to useless. For starters, they fly in an arc. If that doesn't sound bad to you, you obviously have not experienced that, or seen the AVGN video on Friday the 13th on NES. After what feels like forever (although it is only about 15-30 excruciating minutes), you get a pistol. It thankfully has unlimited ammo, and works pretty well, even if it is weak. Other weapons you get are limited by either ammo or energy, making them useful only in certain situations. Otherwise, stick with the pistol.
One of my biggest problems with the game is some poor design choices. The best example is a point where you have to destroy alien...thingys...sitting on the ground. You come across one, the character remarks about it, and you move on. Trouble is, you can blow them up with grenades. It's not mentioned, so you would have to try that to see it's possible. Furthermore, you don't even know you have to do it. It removes some stone barriers that block your path. Too bad the alien devices are far enough away that it's far fetched to think there is a connection. However, there is one that is that is right in front of one, so you can see it.
It's behind another one, meaning you have to figure it out before the game shows you it is possible.
Now, I don't want it to have a cut scene every time a door opens (thanks, Legend of Zelda!), but it's not too much to ask to have something designed well enough that it can be figured out in a reasonable amount of time. There's more stuff like this in the game, such as the black background of the health and energy meter blending in too much, staying crouched after landing from a high jump/fall, or the disproportionate amount of energy pickups to health ones. They may be small on their own, but adding them all together makes it a big problem.
There are no save point areas in the game, as the game auto saves whenever you enter a screen. This is both good and bad. Good because
That might not be as big of an issue, but the game is filled with cheap hits and deaths. The cheap deaths, usually done by floors of spikes you can't see until it is too late, are easier to deal with, since they are spaced apart and the frequent auto saves mitigate their threat. The cheap hits are far worse, since they take advantage of those frequent saves to hurt you. Besides instantly turning and shooting enemies, there are also enemies that pop onto the screen, leaving you next to no time to react to their inclusion. Top it off with numerous places that have ceiling spikes just outside of your camera range (and above ledges you have to jump to), and you have a recipe for making people quit.
Exile's End ended up being a disappointment. Even thought the graphics are great, I was expecting a more metroidvania style game, not a awkward 2D wannabe Souls game dressed up like one. It thankfully isn't very long (there's a 3 hour speed run trophy), but it will definitely leave an impression. If you have exhausted all other metroidvania options on the PS4, then it might be worth trying out the game, but I definitely can't recommend it over other offerings on the console.
The Good:
The retro graphics, enemy and location designs are really good.
The Bad:
Many puzzle and gameplay design choices. I'd be more specific here but you can just re-read above.
The SaHD:
I'm surprised there is no option to end your exile by turning the pistol on yourself. It would only take 10 shots...
(Review code for Exile's End was provided by the publisher)
Friday, September 30, 2016
Touhou: Scarlet Curiosity (PS4) Review
Touhou: Scarlet Curiosity takes the characters from the popular PC-only Touhou shmups, and this time puts them into an action RPG. Only two of the characters are playable, but more make appearances during the course of the story.
You can choose which of the two ladies to use. Thankfully my new favorite Sakuya the time manipulating maid is one of the two. Her boss Remilia is the other. They both have separate equipment and learn different skills. Both characters have separate save files, too, with multiple slots for each. Their story dialogue is different, but they appear to follow identical paths through the game.
The game itself is pretty simple, you run around the 3D environments attacking enemies. There is a default attack string and three skills, one of which is a spell. Under your HP are little diamonds that represent your skill points (in groupings of 100). Each skill takes a certain amount to use, and the points will refill fairly quickly over time. The large diamond to the side of the HP is the magic meter. It doesn't fill automatically, but by doing damage. Using a spell will pause enemy movement and make you invincible while it is happening, as well as doing a hefty chunk of damage to any targets caught in the attack range. As you level up, you unlock more skills, and you can change them just about anytime. I routinely used skills that were better for groups, but switched to my stronger ones when facing bosses.
The flow of the game is pretty consistent throughout. After some story, you can select your next destination on the world map. There may be times that you can choose to do one or the other location first, but the game is pretty linear. It isn't until the end of the game before you can return to any of the previous locations. Also when you beat the game a bonus dungeon opens up. It even takes a few dungeons before you get a store, which seems like an odd choice.
The dungeons can get pretty long and sometimes have multiple paths to get through them. There are treasure chests to find and pots to break, and plenty of enemies to fight. Strangely, only half of the areas or less have mini-maps. I see no reason why they all can't have them, so it would be easier to make sure you explored every nook and cranny. I felt the enemies are a little too good at blending in to the scenery, and sometimes the environment restricts your sight. Enemy attacks are pretty basic, but true to the series' shmup roots, many enemies have bullet spreads that you can try to dodge. Bosses have very bullet hell-like patterns, and plenty of cheap hits. The only real option you have to avoid damage is jumping, since there is no block or other defensive move.
Your characters can each equip one weapon, one piece of armor and one accessory. The equipment slots go in this order, but they strangely don't label them. There are several different pieces of each, and the stats of each are random within certain ranges. Therefore, even though you get multiple of the same pieces, they are different from each other. They also have equipment at different rarities.
Since you can jump, they also throw in some platforming in the dungeons. There are ledges to jump up, and even pits to cross. Unfortunately, near the end of the game, the platforming gets really obnoxious. There are a few parts where you have small platforms to jump around, and some enemies that are more than happy to knock you back and off the platform. Or, there are crazy trap-filled platforms to run through. Thankfully, there aren't as many as they could have had, but they still all result in character death.
Dying in Scarlet Curiosity takes a percentage of your money (ugh) and puts you back a bit before the pit you fell in. The only times I died in the game were because of the pits. There were a few close calls on two or three of the bosses, but other than that I had no difficulties making my way through the game. While you go around the different levels, there are plenty of pots to smash. A lot of these have healing pick ups, making it easy to keep your HP high enough to mash your way through the game.
Touhou: Scarlet Curiosity is a decently fun game. It took about 8-10 hours to complete, but this felt like it lasted just a bit too long for what the game is. It's not too hard, save for a few tricky platforming parts. The game is probably best for Touhou fans, since it is a pretty average game otherwise.
The Good:
A competent action RPG. Two playable characters is also a plus.
The Bad:
Game felt like it went on just a bit too long, Too many pits for cheap deaths.
The SaHD:
Even though I've only played two Touhou side games, I already have a hated rival: Utsuho the tengu girl.
(Review code for Touhou: Scarlet Curiosity was provided by the publisher)
Wednesday, June 24, 2015
Lord of Magna: Maiden Heaven (3DS) Review
Lord of Magna was one of the silhouetted games teased by XSeed a few months ago. It is a 3DS game that follows the story of Luchs (thankfully you can rename him) and how his life changed once he met a mysterious girl named Charlotte. Together they find more women like her and must discover their true origin and purpose.
I have to first talk about the battle system, since it is by far the most unique aspect of the game. It first appears to be a grid-less strategy RPG, which it mainly is. However, the main enemy units are "leader" units, and they can summon up to 10 grunts. These grunts have very low HP and attack power, but move together with the leader as a unit. Attacking the grunts will kill them and send them flying backwards. If they collide with another grunt, that grunt will die and roll backwards. If they hit a leader or generator, they will do a bit of damage to them. The idea with the grunts is to try to knock them into each other to kill as many as possible, almost like dominoes or bowling. It sounds strange on paper and works...ok. They don't always seem to get knocked back as you think they would, and they don't like to line up in ways that allows you to get a lot with one hit. If you do manage to hit 10 with your attack, you get another turn for that character.
The leader units can summon more grunts, but it costs them HP to do so. Generators are stationary and don't attack, but every few turns will summon leader units, again at the cost of some HP. While it is more efficient to take out the leaders first, it is very viable to keep taking out the grunts until the leaders don't have the HP to summon any more. It is a much longer process though. Grunts give no experience when killed, but there are many sub-missions to kill all enemies that reward you with an item, so there are reasons to clean house. All experience gained is shared with the four people in the battle. That makes it less painful to train up lesser experienced characters.
Lord of Magna's story is decent. The dialogue is fine, but there are a few story points that are just glossed over, leaving a few questions that work against the story as a cohesive whole. Plus, you can't skip scenes. You can fast-forward, but not skip entirely, which really hurts when replaying the game. I'm sure you can't skip because there are dialogue choices, but I would prefer to skip at least the scenes without them in subsequent playthroughs. It is pretty easy to see what will advance the plot, since it is often talking to the character(s) with crowns over their heads, so I never got lost, plot-wise.
There are also Heart Events, which will help the main character get closer to the seven girls. They have three each, and you usually have to choose among several of the girls which event to do. The Heart Events are time sensitive to the plot. If you miss Lottie's second one, for example, the next time it is possible to do hers it will be the third. While any missing ones can be done on subsequent runs through the game, it makes character development seem sudden if you first do the girl's third event, or something along those lines. Plus, it seems that you have to do one when they are presented. This is fine until you have them all. There's no real reason to repeat them, so why force repeat players to do them?
My first run through the game took just shy of 24 hours. It would have been 20, but the final boss fights are stacked against you in ways that will likely require grinding. I won't ruin who or what the final boss is, but you fight it basically three times. The first isn't too hard and feels appropriate for that stage of the game. The next time, you cannot use your main character or the girl you have chosen during the game. Since they are likely to be two of your higher level characters (at least in the first run), you have to somehow make do without them, or train up at least one alternate to cover. That's where the grinding comes in.
Plus, to make it more annoying, the final boss has a near instant death attack when between 50 and 25% health. It doesn't exactly kill you, but instead does about triple your likely HP at that point of the game... which is pretty much the same effect. The final form of the boss has more than three times the HP of anything else fought to this point. While it isn't quite as dangerous damage-wise, it takes a long time to whittle down all that health. Other fights in the game can be stacked against you, but aren't near as difficult as the final two.
There is some replay value to the game. There are endings with each of the girls, and even achievements you can unlock. Thankfully, the game has a new game+ function that is pretty good. You can choose two people's levels and five items to keep into the next run. Each time you beat the game, you can choose an additional person. Plus, the people you choose keep on their equipped skills. If you are creative in choosing what they have on, you can then keep more than the five you choose directly. It's a bit strict since you can't keep everything, but the ability to choose is really nice.
Overall, Lord of Magna is pretty fun. The only point I didn't enjoy was the final two fights and the grinding I had to do so I could pass them. It is a bit rough, but fun to go through at least once. I feared that the game would be filled with fan service, but there's barely any. I was intending to stop after my first run through, but ended up doing it again before writing this. I would encourage SRPG fans to at least try the game for its unique battles.
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