Saturday, April 30, 2016

Fairune (3DS): the Good, the Bad and the SaHD

The Good:
The game is a pretty fun adventure game, reminiscent of the first Legend of Zelda, except you walk into enemies to defeat them.  You take damage as well, but only if the enemy gives experience (which they only do for about 2 levels).

The Bad:
While there is no real penalty for death, you have to walk all the way back to where you were, which is sometimes more of a pain than an actual penalty.  Also, there are a lot of puzzles, and it can be a pain in the butt to figure them out, assuming they actually have clues.  Some require you to walk off the screen at random areas you wouldn't know about.  One near the end requires the touch screen, which was not used at any other part of the game.  Gah!

The SaHD:
I paid a dollar for the game, and it took me about 2.5 hours to beat.  It was fun and worth the price.  There are a few extra things I can still do, like get the secret items and monsters for the collection.  There's even some speedrunning achievements.  Trouble is, I'd have to start a new file, since I'm stuck where I saved at the end.  I wouldn't immediately go back to the game, but maybe at some point in the future.

(Fairune was purchased from the 3DS E-shop)

Thursday, April 28, 2016

Bravely Second (3DS) Preview - The Second 10 Hours

Done with chapter 1 and onto the next 10 hours of the game!

First off, there is a job called Catmancer.

Just let that sink in.

Yeah, I'm right there with you if you face-palmed at that.  It's... a unique choice, to be sure.  It is this game's version of a Blue Mage, since they can learn some enemy attacks.  Unlike a Blue Mage, the Catmancer is really good at heavy armor, axes and fist weapons, making it a useful and unique combination.  Who knew?  It's a silly concept, but they made the Blue Mage a better class, rather than a worse version of a Red Mage.

Although, instead of MP, it uses items to fuel its abilities.  While I prefer MP, as it is readily renewable, the items thing might be ok if there are plenty available.  It gets an ability to dig and get a cat item that varies by location, which is good.  Plus, there are special ways to kill some enemies to get more.  The best way is to simply buy them if you upgrade the right stuff at Fort Lune.  There are also food items that unlock with them... wait, is there a chef class?  Sigh...

They are also going all in the Ba'als.  I fought one in the story (it was the last boss of the demo), and then they show up at Fort Lune as optional fights.  They love that their name sounds like "ball" and pun it up with that.  Stuff like "ba'al busting" and the like.  Kind of chuckle worthy, but gets old fast (which is weird because I normally like puns).  I've also assembled a full team of guests from the daily net invites, so my base is proceeding nicely when I have the game in sleep mode.

Last time I was complaining about the recycled characters, and I'll expand that here with the recycled locations.  They do add new towns, but you seem to repeat many places that you went to in the last game.  Some may have changed layouts, but I don't think they all did.  If there are no changes, then I really don't like just recycling the locations, as it comes across as lazy.  I'm fine with reuse if they do something unique with them, or enough time has passed.  Two in-game years isn't really enough for much change.

On the progression of the story, the bosses aren't giving me too much trouble.  When they start to, I can sock it to them with the Special attacks.  Unlocking some of the modifiers for them makes them even better.  The special my bow thief uses can easily do over half of some bosses' health.  Admittedly, I don't nuke them outright, and try to save the Special for if I need it, or to finish them off when low and I don't want to deal with their crap any more.  I probably should do it from the start and just be done with them.

This next part might be considered a spoiler.  The last boss of the chapter is a two headed... snake... frog... thing.  It's gross looking.  It looks like a de-winged Gigginox for anyone that has played Monster Hunter Tri/3 Ultimate.  It's one creature, but the heads are separate targets.  When one dies, it pops and leaves an...interesting looking hole.  Eww.

It worked out pretty well, since I ended the first chapter at just under 20 hours.  I'll have to take a break from the game for now, since I need the 3DS to review another game, Langrisser (review coming soon!)

< The First 10 Hours   |   Hours 20-30 >

Tuesday, April 26, 2016

Senran Kagura: Estival Versus (PS4) Review

Finally...the girls have come...to consoles!  Sorry for that rock-solid intro, but I'm almost as excited to finally review the game than I am of it being available on a home console for the first time.  Senran Kagura: Estival Versus takes place after Shinovi Versus, and is in that continuity.  (Don't get me started on that...)

Much like its predecessor, Estival Versus is a 3D action game where the girls have been summoned to a tropical island where the dead reside.  In order to go home, they much participate in the Bon Festival, and destroy their opponents' festival platforms.  Besides being an excuse to have the girls in swimsuits (I'm not sure the game needed and excuse...), the platform destruction is worked in to the game, and we get to meet Ryona and Ryobi's departed sister.  Story scenes this time around are less narration by the characters and more interaction between the characters.  Most times it's not as deep as the other (no, seriously, there is really good story in these games), but they deal with some good themes.

Each stage is a battle where you have to fight some enemies of various types, and usually fight another character (or multiple) as a boss fight.  The square attack is used for your normal attack string, the end of which usually has a launcher.  The triangle button is your signature breach art, and you can hold it for a block-breaking attack.  X button is jump and the circle button is dash.  Unfortunately, there is a big downtime at the end of a dash where you cannot move while the animation finishes.  It really slows down the action, but I suppose it is a balancing thing for the versus modes.  Being stuck in a slow animation is still not fun, as much of the action feels slower than previous games in the series.  Some can be canceled by jumping, dashing or blocking, but it's a pain to deal with in the first place, since other games in the genre aren't near as egregious.

The girls can also transform into their shinobi forms when you have at least one super meter.  The transformation animations are more involved this time around.  The shinobi form gives you slightly different attacks, and multiple air dashes to continue combos.  You also gain access to your super arts, which can be devastating when used correctly.  Instead of transforming to the shinobi form, you can shred your own clothes and go into "frantic" mode, which increases your speed and damage, but lowers your defense.  You also have access to new attacks and your super arts in this mode.  Of course, during battle both your an your opponents will get their clothing torn, and finishing them off with a super can completely strip them, complete with balls of light covering their parts (which I honestly prefer to the chibi faces and streak of light).

While the basic combat is mostly the same, they added a few new touches.  The girls can run up walls now, and preform a diving attack while doing it.  There are bomb items you can pick up and throw at enemies for various effects, like freezing or poisoning them.  My favorite bomb is the puppet one that gives you a pilot-able mech suit for a short time.  They have also added a friend on some missions.  You can use them to bust you out of a combo, continue yours, or team up for a flashy mid-air combo attack.  While this is a step in the right direction, I'm still hoping for an actual tag mechanic or even -gasp- couch co-op.

My favorite addition to the series is the location KOs.  Called "creative finishes", these are like stage fatalities, but with covered nudity ("conveniently placed apostrophes") instead of gore.  If you finish your opponent near certain areas of the stages (denoted by a sign with a "!" on it), they will be stripped and be launched into the environment for some more humiliation.  Several more have been added through patches to the Japanese version, which are included in the US release.  While most of them are location-based, there are three that are tied to specific costumes available from Ayame's store.  Those won't shred like normal, but offer a unique finish animation.


The story is presented as a long, single narrative where each stage has a set girl for you to use.  Once you have completed a level, you are free to do it again with any of the unlocked shinobi.  I like the single narrative aspect of the story presentation, but there is still some problems with being under-leveled.  Later on in the story it will bump a character's level up to 10, which does help.  As you make your way through the story, you will eventually unlock the extra (non-DLC) characters. It's a pretty long story, will 8 days having 5 or so missions each (usually one per school/group of shinobi).  Half the missions aren't very hard, but the ones against multiple girls (of which there are many) can be tricky.

The AI is about the same as it has always been, where it likes to attack the moment you are within range, or zip around you while you are trying to hit them.  In the final stages, it seemed that I would be assaulting them, and then I would just get hit.  Or, they would recover from me hitting them before I did.  Yikes.  They seem less prone to break out of your air combos, but probably because the button mashing mini-game from Shinovi Versus is gone.  While the AI doing these things might be them taking full advantage of the game's systems, I don't think it's what they should do on an "easy" setting.  It's true that I only failed a stage once or twice, but it had frustrating parts nonetheless.

Each character also has a mini story that becomes available as you destroy the festival platforms in the story.  Each story stage shows how many platforms there are, so it is easy to see where you missed them.  The "Girls Heart" stories open in a weird order, but you can see how many platforms you need to unlock them.  There are five stages in each one, and some dialogue in the stages that furthers the short stories.  They are pretty fun, a great way to get more experience, money and a nice picture at the end.  They can be pretty humorous, too.

Like Shinovi Versus before it, there are multiplayer modes in Estival Versus.  Hence why the word "versus" is in the title.  The modes have been expanded a bit since last time, and one addition in particular I actually like.  There is Point Battle (try to get the highest points by killing enemies), Understorm (collect panties that drop around the arena), Capture the Bra (it's a flag), Queen of the Hills (destroy platforms), Walker Battle (fight in the mechs), Shinobi Deathmatch (self explanatory) and Shinobi Survival.  Of the actual versus ones, Queen of the Hills, is the best, simply because it has team creative finishes.  I really like Shinobi Survival, because it is co-op against waves of enemies.  It's a great place to get experience for characters, but doesn't seem good for money.  You can do it by yourself, but the score won't upload, which is fine.  I'd love to play it with my friends if any of them get this game.  It's worth noting that the versus modes can have up to 10 people on the PS4 (only 4 for the survival mode), and 4 players max for the Vita version.

As a fan of the Senran Kagura games, I was happy to finally see one on a console, and Estival Versus did not disappoint.  The story is long and involved, but there doesn't seem to be as much exposition as previous titles.  There are some balance changes to the characters that I'm not too fond of, but it doesn't ruin the experience for me.  Multiplayer modes have returned (meh), but have added a co-op survival (nice!).  The AI can still be annoying, but the game overall is very fun.  Not one I would play around the kids, though.

____________________
The Good:
Same fast-paced, ninja stripping action, now with environmental humiliations and more characters!

The Bad:
The CPU opponents.  They can easily move out of the way of whatever they want, shrug off as many hits as they want, and hit you out of just about anything.  Fun!

The SaHD:
I'm glad some of the characters I really like using haven't been nerfed.  It seems like every game they tweak the characters, which usually results in some becoming terrible.  Katsuragi still hasn't recovered from the first 3DS game, where she was great...and now is not.  Haruka has been tooled with and is somewhat better, but still not good.  Ryona fell far from the previous game where she was top-tier, and Mirai somehow got worse.  Sadly though, I think newcomer Hanabi is the worst character.  Hopefully them make her more usable in a future game.

I'm still gunning for the platinum in the game, time permitting.  I only need to finish buying everything in the store and I'm good!

Score: 8.8/10

(Review code for Senran Kagura: Estival Versus was provided by the publisher.)

Monday, April 25, 2016

Bravely Second (3DS) Preview - The First 10 Hours

Well, I talked a bit about the demo, so I figure I might as well chronicle some of my progress in the full release of Bravely Second (and limit the spoilers as much as I can).  I really enjoyed the first one, but didn't finish it sadly (put in over 60 hours though).  I got to the part that everybody hates, where you start playing Groundhog Day Simulator.  I got the idea they were going for, but it was too long and could have been done much better.  So, I moved on to other games, since they don't review themselves!

Thankfully the game starts off with a recap of the first game.  Besides being a great refresher for fans, it helps people like me who didn't want to put up with the bulls ideas the first one had at the end.  Note I had a used copy of the original, so I did see the subtitle change, and hence, had some idea what was going on.

From that good part we then jump into the story, which starts with an unwinable fight versus a stupidly over-powered foe.  Yup, two of my least favorite things right off the bat!  I guess they have to make the new foe threatening, but the party fighting him would have done much, much better than that.  Sigh.

After that the story gets much better, as you assemble the game's main cast during the prologue.  This part clocked in at 5 hours for me, which is crazy for a prologue (the previous record was 4 for Trails in the Sky).  Also near the end of it is a great scene that makes good use of the 3DS's gyroscope.  You see the point of view of the last party member, and can move the system around to see various things.  You can focus on people talking to you, or look at the extra details in the scenery.  It's really cool, and apparently was also shown at the end of the previous game.  Either way, I wouldn't mind another scene like that, or more games to have something cool like that (but I wouldn't want it overdone).

In Chapter 1, you also get your first side quests.  These will reward you with a new job.  Well, new to you in the game.  Since Bravely Second boasts new job classes, the previous ones are gained from side quests.  This would be neat, but they worked in a choice system to it.  So when you do a side quest to unlock a job, you have to choose which side to fight, and that is the job you get.  You get the other one later, but it's still kind of dumb to me.  The philosophical choices presented would be more impactful if I wasn't siding with whichever job I wanted less instead of who I agreed with.

Plus, since these jobs are from the first game, the same people have them.  I'm sure they should be dead, since you kill them several times during the previous game.  I don't really like recycling a lot of characters, especially when it doesn't make sense.  At least previous players will have an idea how to fight and beat them.

The "one more fight" mechanic is great and a real time-saver.  If you kill the enemy during the first turn, you can battle again immediately.  While you won't recover any BP, meaning you can't go on forever, you get a bonus multiplier to money, experience and job points.  It is almost always worth doing.  I have the encounter rate set lower most of the time.  Using the "one more fight" I can fight less often on the map, but I still don't need to grind.  I love it.

The last thing I'll talk about for my first 10 hour foray into the game is the chomper making mini-game.  At one point a creepy owl gives you stuff to make plush chompers.  You do this while the system is open, and you just...watch your characters make dolls.  There are upgrades you can buy and use to make them faster, make more per batch, or sell them for more points.  You can also exchange the points for money (the starting rate is atrocious).  I have no idea why this was put into the game.  It doesn't really add anything, and just comes across as bizarre.  I guess it doesn't hurt anything, but it's a very WTF inclusion.

|  The Second 10 Hours >