Saturday, November 30, 2019

Nurse Love Syndrome (PS Vita) Review


In case you were wondering, I still enjoy visual novels.  Being able to lay down, or relax for a few minutes while reading a story is definitely nice.  It doesn't matter if I'm playing as a guy or girl, as long as the story is interesting and enjoyable.

Enter my latest rental from Gamefly, Nurse Love Syndrome.  It's basically a spiritual successor to Nurse Love Addiction, a similar visual novel.  The previous game was about a young, dumb girl going through nursing school to fulfill her life-long dream of being a nurse.  This time, you are a different girl, who isn't quite as dumb as the last one.  She's already passed nursing school, and is starting her first day at her new job.

As you go through her daily life, you meet her co-workers and some of the patients she deals with. There are choices to make along the way, which influences which of the ladies' character routes and endings you will get.  That's right, just like the previous game, you are a lady romancing other women.  If you have a problem with that, then you have your own issues that you need to work out.  That's outside the scope of this review, though, so let's get back to it.

When trying to steer yourself onto a certain route, some choices are more obvious than others.  Some don't seem right at all, yet are.  I was able to get onto my chosen path the first time, but could not reach the good ending because I needed to complete two other good endings first.  Also, the routes for one character aren't even available until after you have done one playthrough.  Lots of different saves and consulting a good walkthru are recommended.

The stories are decent.  Unlike the previous game, there's not really a present end goal, like the graduation.  Therefore the story tends to amble along, slowly introducing a few tidbits until it ramps up toward the climax.  Such a format makes several slow parts to slog through.  The endings are a bit of a mixed bag, too.  "Good" endings are the only positive ones, because even the "normal" ones felt unsatisfying.  There's no "true" endings, just "bad" ones with quite dramatic finales.  It's not as out there as the story developments in the previous game, thankfully.  Though three of the good ending drag on a bit too long for my tastes, as they each have their own mini story arc after what feels like the conclusion.  Yes, really.

Overall, Nurse Love Syndrome is okay.  It's not the best visual novel I've played, but not the worst, either. There are some grammar mistakes that may have been fixed in the patch I didn't want to download. The story has interesting parts that are paired with long stretches of day to day stuff.  I can't fully recommend it, since there are better visual novels available, but it isn't necessarily one to avoid.


The Good:
Plenty of playtime going through the different routes, with some interesting bits of story.

The Bad:
Several lulls in the narrative.

The SaHD:
The scene cards between scenes are very cute.

(Nurse Love Syndrome was rented from Gamefly's service.)

Thursday, October 31, 2019

Ghostbusters: The Video Game Remastered (Switch) Review


Everything old is new again.  Ten years ago, Atari published the Ghostbusters video game, reuniting the original cast to voice their respective parts, craft an original story continued from the movies, and was even written by Harold Ramis and Dan Aykroyd.   Originally released 20 years after the second movie, the game has now been remastered on the eve of 35 years of the franchise.

While it's not as exciting to me as an Ecto-1 themed Transformer, I was eager to play the game again. I bought and still own the original on my Xbox 360.  Why not try it again with a shiny, new coat of paint?  For better or worse, that's what this "Remastered" is.  It looks nicer, but no other additions are present.  No new levels, modes, or anything like that.  On the contrary, the buggy multiplayer mode has been cut out entirely.  According this article, it should eventually be patched in after being re-built from the ground up, but it's certainly not there yet.

The gameplay is the same as the original release, but since I haven't reviewed that, I will cover it here.  You are the newest Ghostbuster, and must join forces with them to...what else, bust some ghosts.  The game dubs this as "zap 'em, cap 'em, and trap 'em", which is fairly accurate.  For the ghost enemies, you must start by zapping them with your proton stream or one of the other 3 weapon types.  Some are more suceptible to the different attack types than others, but the basic gist is to hit them and do damage.  Once their "health" is down enough, you can capture them with the proton stream.  A trap is thrown out, and the ghost must be lead into it.  Ghosts struggle while being captured.  Slamming them around will stun them and make it easier.  Despite the proton stream being appropriately inaccurate, the whole thing feels very satisfying.

That's all well and good, but the game isn't perfect.   While trapping ghosts can be fun, it can be a bit much when fighting multiple at a time, or some of the more annoying enemies.  It's very easy to get blindsided by something off-screen, or not be able to actually use the dodge move to get out of the way.   Many hits will knock you on the ground for a few seconds, leaving you unable to do anything.  Yes, the games around that time loved to make you ragdoll for some reason.


Another thing that was super popular to do in games around that time was not give a health bar.  Part of the "hud-less" craze, you won't know your exact health in Ghostbusters.  There's a tiny meter on the side of your proton pack, coupled with the growing red border of the screen, to give you a general idea of how you are doing.   It's not the biggest help, considering how quickly you can get downed, even on the "normal" setting.   Plus, the AI goes down even quicker, and isn't the best at helping you up. It's easy to get a "game over", sending you back to the nearest checkpoint.  That isn't the worst punishment for losing, but there could definitely be better placed checkpoints.

As is customary in video games then and nowadays, you can upgrade the different functions of your loadout.  It's not too involved, as each function only has 2-4 different upgrades, and each of those only has 1 upgrade.   For example, some attack types can be upgraded to reduce the heat gain from using it, or increase the damage.  The trap even has a few upgrades to it.   To get the money for upgrades, you simply need to advance through the game, and trap ghosts.  You should get enough to fully upgrade by the end, so there's no grinding.

While the gameplay is a mix of fun with some aggravation, the story is solid.  Written as a psuedo-replacement for the third movie, it actually fits the bill.  There's even reasons to have iconic locations and characters return, just so fans can experience them.  Re-hashing encounters with Stay Puft and the Grey Lady (librarian ghost) wouldn't do in a theater setting, but should put a smile on the face of long-time fans.  To top it off, the original cast is back to voice their own lines.  It's not necessarily the best voice acting ever, but it's good and authentic.  Characters talk and act like themselves, mostly because they are themselves.  Although some of the chatter is repeated too much, especially when you aren't the fastest at an objective, there is plenty of humor in the writing.

Overall thoughts on the game?  Mostly positive.  The core "zap 'em, cap'em & trap 'em" gameplay is fun and satisfying, even if several fights are not.   Dialogue and story scenes are the highlight, being written and performed by the iconic Ghostbusters themselves.   Multiplayer is absent, but will likely not be missed by many, even if it does eventually get patched in.  This game is worth playing for Ghostbusters fans.  If you already played the original release, I'd only recommend coming back if you really enjoyed it.  Otherwise, there's nothing new to entice you.


The Good:
Story, characters, and strapping on the pack to bust some ghosts with the original cast.

The Bad:
Get downed too quickly, annoying to fight too many enemies at once.

The SaHD:
Busting makes me feel good!

(Review code for Ghostbusters was received from the publisher.)

Thursday, October 10, 2019

Habroxia (Switch) Review



Since I'm always in the mood to try a new space shoot-em-up (aka shmup), I jumped at the chance to review Habroxia.  Its old school, charming visuals are very reminiscent of classics like Gradius, but with some new twists to make it a unique experience.

At the start, you can only do Story Mode.  This presents the stages in a linear fashion.   Each is fairly short, and most end with a boss fight.  There are 15 in all, which is more than I would expect, but compliments the shorter stages rather well.  The bosses themselves feel different from each other, but aren't the most visually distinct.  They do fit with the game's aesthetic, however I'd be hard pressed to name them, or tell you what stage they are from, if just shown a picture.

Most of the stages are side-scrolling, but sometimes one of the game's unique features kicks in.  The "perspective" will shift, and the game briefly becomes a top-down scrolling shooter.   It's done really well, as you are usually safe when it happens.   The choice to include it is interesting, for sure, and breathes some fresh air into the genre.  Some bosses are even top-down, as opposed to side-scrolling.  I don't always advocate games outright copying each other, but this idea could easily be done in some other shmups, and it would be neat to experience again.

The game is not overly hard, even though there was a stage or two that I failed a few times.  This is thanks the game's rogue-lite system of upgrades.  Some enemies drop credits when defeated, which can be used between stages to buy permanent upgrades to the ship.  These are persistent through story mode.  Costs increase for each as their level rises, and they are very useful.  It's not necessary to fully max out the ship to complete the game, either.  I went for shot power, speed, and spread, but never ended up getting the health upgrades.  That might explain why I failed a couple of stages.  Even so, I made it through with only a few rough spots.

However, credits are not the only way to upgrade your ship.  Power-ups are also occasionally dropped by enemies.  There are even two flavors: ship power-ups, and items.  Ship power-ups are similar to the upgrades.  You can get stronger shots, missiles, and health.  It seems redundant at first, but these can temporarily be used instead of upgrading your ship.  By temporary, I mean they only last on the current stage.  They are also vital for the other modes discussed later.

Items are things that should be familiar to shmup fans.  Bombs that damage everything on the screen, a shield to take a hit for you, and a few others.  One is a powerful but short laser beam in front of your ship.  It penetrates, and does a lot of damage to bosses.  Very useful. There's another one, with a wave-looking icon that I couldn't figure out what it does.  I didn't see any kind of tutorial, or explanation, and there was no visible effect.  I tried to avoid that one in lieu of one that was actually useful.  If someone finds out what it does, let me know!  The ship can only hold one item at a time, and once you use it, it's gone.

Habroxia's controls work well, but took me a few minutes to get used to.  Instead of using a face button to fire, players use the shoulder buttons.  The R Button shoots in a straight line in front of the ship, while the L Button fires shots above and below you.  This would be great, but shots are not very quick, even when maxed out, so switching to the top and bottom shot was never useful to me.  Plus, it only fires in both directions when you aren't moving.  If you move, it only shots in that direction.  So, even less useful than it already was.  I'm sure there are some players would can use it effectively, but it's not me.  Also, I rarely needed it.  Luckily, using both triggers to shoot will give you a small spread shot.  This is what I used most of the time, while occasionally switching to the front shot for a few parts.

As for the other modes, they are unlocked after beating the story.  First is Invasion Mode.  Ever play Space Invaders?  For this mode, it is vertical, and you must destroy random waves of enemies before they reach the bottom and get past you.  This mode also contains bosses, power-ups, and items.  It's easily the most interesting of the extra modes to me, but still not as exciting or fun as Story Mode.  Second is Rescue Mode, which tasks you with rescuing astronauts.  It's an okay mode, but gets a little boring after awhile.  The levels are random for this mode, and repeat fairly often.  Killing an astronaut ends the mode, so you have to be careful with your attacks.  The third and final unlocked mode is Shield Maiden Mode.  Your ship only has 1 bar of health, so you have to rely on the plentiful shield items to keep yourself alive.  Shields tend to be very useful in games like this, but I don't like the ones in Habroxia.  They seem to disappear on me.  I'm not sure if they have a timer, or the hitbox is the shield and not the ship, or maybe both of these.  If it's not reliable, I'm not really a fan.  So, a good concept for an extra mode, but not one I would play very much.

Habroxia is a fairly simple game that harkens back to early shmups, while adding modern features to the mix.  It's pulled off really well, and is definitely a neat little game that I recommend shmup fans try out.


The Good:
Fun retro-inspired space shooter with modern, unique elements.

The Bad:
Extra modes are not that exciting.

The SaHD:
The credits mini-game is fun.

(Review code for Habroxia was received from the publisher.)

Thursday, September 19, 2019

Utawarerumono: Zan (PS4) Review


If you have seen any of my earlier reviews, you may have run across the one I did for Utawarerumono: The Mask of Deception on the Vita.  I liked its mix of strategy RPG and visual novel, even if some parts of the story fell flat.  I was cautiously optimistic about Utawarerumono: Zan, since it takes a game I like, changing it from one genre I enjoy, to another that I also enjoy.  Instead of being an SRPG/visual novel, it's now a hack and slash action RPG.

With such a genre shift, there are plenty of ways to make it work, and just as many to ruin it.  The first issue would be paring down the story.  It's a generalization, but I think a chunk of people that really enjoy action games don't want to sit and watch hours of story.  A lot of the plot is handled with text over a still image, or a brief scene of characters talking.  As much as I like the CG images, it would have been nice to have more scenes acted out between the character models, and made a lot more visually interesting.  I don't think it would be too much of a stretch, since there are already battle models for most of the characters.

The story is definitely missing large chunks from the original.  Most of the basics are covered, but there are still things that I thought were important that were left on the cutting room floor.  A lot of the everyday life sections are gone as well.  On one hand, these sections annoyed me more often than not, as they tended to be "pile crap on Haku".  On the other, it helped flesh out the characters, and gave voice to their uniqueness.  At least Anju is much more tolerable when they cut out 95% of her interactions.

However, I'm still on the fence about is how much of the story is covered.  When the game was first announced, I was hoping it would cover both Utawarerumono: Mask games, as I didn't think there would be enough battles from the first game to handle the genre shift from SRPG to Action RPG.  That would be the second issue.  While most of the battles from the original did make it over, there are a chunk that are wholly original.  Framed as missions given to Haku's group from their employer, they do fit in with the story without feeling tacked-on.  Still, I think it would have been better from a gameplay perspective to have both games, but I understand why that didn't happen.

But, the story isn't likely why you are here.  If you were more interested in that aspect, you should just play the original.  This game is mostly action. Each stage is set in a small location, with enemies that appear.  Square is your normal attack string, while Triangle is a different attack, many times something with range, or some other special property.  Triangle can also be used for a combo ending attack if used in the string, but it's nowhere as complex as something like Dynasty Warriors, despite sounding similar.  To add some unique moves to combat, holding either Square or Triangle will do another attack.  The Square version can be thrown into combos, while the Triangle cannot.  Still, some of the held Triangle moves are very useful.  Haku's with the pierce damage scroll is particularly effective.

If you played the originals, you might be wondering where the chain attacks are.  Well, those are also present.  These are mapped to circle, and require some of your spirit gauge to use.  As you attack foes, the spirit gauge under the health bar begins to fill.  Pressing circle will start a stronger, unique attack.  As the attack proceeds, a ring appears on the screen.  When the glowing ring reaches the edge, pressing the button again is a perfect chain.  Hitting it correctly refunds some of the spirit spent, so it's worth trying for.  Up to two different chains can be equipped, with a shoulder button switching between them.

The combat system is entirely functional, if not super smooth.  Normal combos are pretty good, but lack variety with so few ender options.  The chain attacks are nice, but can't be worked into combos, and can also be hard to aim at your intended target.  Maybe that's just me, though.  In the original game, the chains were ever present in your techniques, where they are used much more sparingly here.  Thus, it's harder to learn the timing, or knowing how many chains there will be before you use the skill.  Useful, but they take way too much practice and luck to be reliable.

There are a few modes offered.  First is story, which, predictably, covers the parts of the story retained from the original.  Some chapters are battles, while others are just story.  Next up is Battle Recollections, which is pretty much the story stages, but with two secondary mission objectives thrown in.  There is an unlockable hard difficulty version of these stages, for more content and challenge.  Next is Free Battles, which recycle the story locations, but with different enemies, objectives and secondary objectives.  These are broken up into five different tiers, each harder than the last.  Higher ranks are gated behind story levels and previous free mission completion.  However, they can reward you with higher tiers of equipment creation, so they are worth doing.  Lastly, there is the Battle Arena, which are individual challenges for each of the characters that reward them a new chain skill.  Some of these modes can also be played in online co-op.  My PS+ has sadly lapsed, so I was unable to try the online.

Gaining experience is fairly straightforward.  You do a mission, defeat some enemies, and get some experience.  Gaining a certain amount will get your character a level.  The stat increases from only gaining character levels are okay, but you really need to acquire bonus points to get the best bonuses.  These points, called BP, are usually only be gained from secondary objectives.  Sadly, completing the objective the first time gets you the biggest bonus, as the amount gained is reduced for any subsequent completions.  Add in that only participating characters gain the BP, and you can see where the grind comes in.  Doing every mission once with the same character (where possible) likely still wouldn't max them out, so you will be doing some missions over and over again.  I don't think it's necessary to max a character, but it's a long grind if you are inclined to do so.

Equipment is handled very much like the original game. Instead of things like armor and weapons, the characters equip skill scrolls.  These tend to increase a stat, like extra attack power, or add something else, like a health regen.  The total number of scrolls that each character can equip is different, and can sometimes be increased by their Specialty stat.  You won't get many scrolls going through the game.  Instead, you need to create them by spending the in-game money.  You pick a tier, and either create one item, or a group of 10 for a discount.  After that, what you get is a random selection from the list.  Gaining a scroll again will increase its level up to 10.  You can also get special elemental tomes and new costumes.  This isn't the only way to get costumes, because there are some in-game achievements that also grant them.  It's worth checking the Military Medals, and work toward completing it for those bonuses.  It's nice that it's not hard to get new and stronger scrolls, but the random aspect can be a pain when you just need that one last item in a tier.

Overall, Utawarerumono: Zan is pretty fun. It's not the best representation of the story, and not the best hack and slash, but it is enjoyable. If you want to experience most of the important parts of the story, but don't want to sit through the visual novel or SRPG battles, then this is the way to go. Even if you prefer the original, it's worth playing for Utawarerumono fans looking for something a little new.


The Good:
Quick and fun fights, get most of the important story bits without spending 40+ hours reading.

The Bad:
Powerful enemies can be cheap, story feels way too cut down.

The SaHD:
Why is any creature bigger than a person ungodly powerful?  How does anything survive in this world?

(Review code for Utawarerumono: Zan was received from the publisher.)