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Found 12 results

  1. Developer: Aquaplus and Sting Publisher: Atlus USA Platform: PS4 and PS Vita Release Date: May 23, 2017 ESRB: M for Mature Note: This review is based on the PS Vita version of the game Developer Aquaplus is at it once again by mixing two unlikely gameplay genres into one mysterious form. Their newest culmination of this concept is that of part visual novel and part turn-based strategy-RPG game titled Utawarerumono: Mask of Deception on PS4/Vita. Despite technically being a sequel to a fairly old Japan-only PC game back in 2002 plainly named "Utawarerumono", Utawarerumono: Mask of Deception still somehow strongly feels like first entry in spite of it. Character relationships and backstories have been rebuilt from scratch, so whatever memory I thought I had of the original series (after seeing the 2006 anime adaption) feels like a deception despite wearing a mask of familiar themes and names. Which is perfectly fine by me, and likely a would-be broader audience as well. Utawarerumono: Mask of Deception is more than willing to replace whatever gaps in knowledge one may have about its original source material by slowly filling it in with a whole new legend. Admittedly I had a general gist of what I signed up for after having played the overlooked PS3 gem, Tears to Tiara II: Heir of the Overlord, a few years ago by the same developer. Yet, even I still underestimated just how Utawarerumono: Mask of Deception is far more of a visual novel than it is a tactical-RPG. What is more bizarre is that SRPG portions aren't even half bad, actually. But whatever strategic gameplay it has can feel like a huge afterthought when it is buried in what is occasionally around four hours of uninterrupted visual novel exposition. As a visual novel first and foremost Utawarerumono: Mask of Deception is incredibly meticulously paced with its storytelling. It uses the time-worn amnesiac trope with its lead protagonist who starts off without any memories of his past in the middle of a random snowfield. Saved from a near-death experience by an animal-eared (and tailed) lady apothecary named Kuon, she decides to adopt the amnesiac lead on a whim as a sort of parental figure and bestow upon him the name "Haku". From then on it gets into a disjointed rhythm of having Haku slowly but surely learn more about the world around him as he accompanies the mysterious apothecary, and his newfound guardian, on her journey throughout the region. When it comes to storytelling Utawaremono: Mask of Deception does a lot really well, and in nearly equal parts extremely poorly too. It all pretty much has to do with the narrative's pacing. By far the worst of it is in its first half. The storytelling is intriguing enough starting out, but is a rather noticeable slow burn. Kuon keeps the habitually lazy Haku in check by subtly imposing upon him the mentality of "He who doesn't work doesn't eat", and there is strong world-building that is thoroughly steeped in an own sense of internal culture all the while (despite some clear feudal Japan influence). As soon as the storytelling moves to the royal city of Mikato the narrative's pace quickly grinds to a halt, however. Serving as a sort of quick and unfortunate tone setter, player's are almost immediately greeted to a random anime "fanservice" hot springs scene right when they arrive in Mikado. And... it's kind of like that for the next ten hours. There is a lot of intended levity from then on out. Sure, it has plenty of world-building and character introductions during this time too. More often than not, it feels like a shameless excuse to throw in perverted wardrobe malfunction moments, Fujoshi gags, and rampant drunken shenanigans for quite some time. It is very frustrating to see such a promising world and cast be bogged down by back to back slice-of-life styled anime pandering. Surprisingly, the written localization and fully-dubbed Japanese voice work are actually quite good and often reads well in spite of this, so several jokes and quips hit their mark despite me not being enchanted by the general context. By and large, though, it feels as if the first half is really dragged out by wholly unnecessary fluff when faced with its larger and far more engaging overarching storytelling. No better proof of concept than that of when second half of the narrative kicks in and is far better. Seriously, it's really good. The pervading narrative tone becomes darker and more mature. This is no small thanks due to a bigger emphasis on wartime conflict and political intrigue styled storytelling. It is a real stark contrast to what was hours upon hours of regurgitated alcoholism jokes and skeezy fanservice scenes not too long before. For as much as I may complain about the first half, Utawarerumono does also thrive on interpersonal storytelling as well and that's prevalent throughout. Kuon in particular is a very fascinating character and is a clear standout amongst a majority of the cast. While most others, being generally (or eventually) likable, they more or less adhere to a set of familiar character traits throughout, almost regardless of whatever tone the main narrative decides to take the form of. Also around the second half the title is more willing to remind the player (all be it, still infrequently) that it is an strategy-RPG too. Co-developer Sting is certainly no stranger to solid tactical RPGs and the gameplay of Utawarerumono: Mask of Deception is no exception. Compared to Sting's usually enigmatic take on the subgenre combat is mostly standard fare for turn-based strategy-RPGs standards. Most mission objectives are not anything more complex than defeating one or more enemies on small maps. That said, it is usually good about making each player character have their own pretty unique skillsets and applications in battles. Haku for instance is fairly weak in traditional combat (just like in the main narrative), and is more about passively supporting nearby allies and debuffing enemies. On the other end, the close-ranged fighter Atuy can forcibly stop enemies from moving with her mere presence and potentially get a bonus action upon defeating a foe. The gameplay also applies a few more distinct spins with the general flow to help make it more feel more active. Most attack or support actions can be followed with chains skills where depending on if the player presses, or holds, the X button at the right time they can eek out just a bit more potency or special properties out of their skills. This applies to defensive skills as well and it's real satisfying to prevent what would've been fatal damage by timing a good block or dodge. If one finds that to be too much work regardless players can simply toggle 'auto-chain' at any time, even if they miss out on the chance to pull off criticals. Speaking of such conveniences, the game also has a few nice interface touches like being able to rewind turns, see predicted damage/counter outcomes, or participate in free battles. Going briefly back to storytelling, there is more that bears mentioning during the second act. Most importantly of note is that the finale does in-fact end on a cliffhanger -- and a mean one at that. It is certainly exciting leading up that point but it is more than abundantly clear it serves as groundwork for its sequel Utawarerumono: Mask of Truth that comes out later this September. With a standard playthrough of Utawarerumono: Mask of Deception taking a bit under forty hours can make it seem all the more cruel. But I suppose during that wait players can occupy themselves with several optional, and challenging, post-main story battles that give the underutilized combat more time to stretch its legs. For as many criticisms I can easily level against it, specifically the terribly paced first half, I feel much more positive than not about Utawarerumono: Mask of Deception as a whole. I think much of that can be attributed to a sort of indecipherable sincerity that is buried underneath the intricate world-building and likable characters that it all takes place around. Plus, while very underutilized, strategy-RPG portions are enjoyable too. Regardless, it demands an unreasonable amount of patience out of most players to overlook such glaring shortcomings as a visual novel. Which, frankly, I doubt most are willing to spare. It is also difficult tell if even such persistence will be rewarded during the upcoming sequel Utawarerumono: Mask of Truth that is being released September of this year. Despite Utawarerumono: Mask of Deception running the gamut of emotions and testing my patience more than a few times, however, I think it says a lot that I am still quite eagerly looking forward to playing its sequel despite all odds of the experience being stacked against it. Pros + Storytelling gets quite good and rather dark in its latter portions + Highly thorough sense of world-building that creates a vivid sense of various cultures + Well-drawn character art + Kuon is an excellent character and keeps the whiny lead in check + SRPG battles are actually rather solid and don't really force grinding Cons - Terrible narrative pacing. The first half especially which is incredibly obnoxious with anime "fanservice" moments - Is far more of a visual novel than an SRPG, which is likely off-putting for those expecting more traditional gameplay -3D visuals are real underwhelming - Ends with a pretty mean cliffhanger: AKA wait until Utawarerumono: The Mask of Truth in September Overall Score: 7 (out of 10) Good In some moments engrossing, and in equal parts a frustrating slog, Utawarerumono: Mask of Deception demands an immense amount of patience to see it through to completion for more reasons than one. For those willing to undergo such tall demands may uncover a heartfelt adventure that is better than the sum of its parts Disclosure: This game was reviewed using downloadable PS Vita code provided by the publisher.
  2. Developer: Compile Heart/Sting Publisher: Idea Factory International Platforms: PS Vita Release Date:February 24, 2014 ESRB: T for Teen I am pretty sure new Hyperdimension Neptunia games and spin-offs have become something of a semiannual (or more) tradition. There have been three PS3 games, three Re;Birth remakes of those same games on Vita, multiple upcoming as well as older spin-offs like Hyperdimension: Producing Perfection, and now a newly announced sequel to Hyperdimension Victory called Hyperdimension Neptunia Victory II within the span of five years. Except, Hyperdimension V (or Victory) wasn't the fifth game, it's actually the third main entry, so I guess the sequel would be the fourth main entry? Frankly, it's confusing to everyone but hyper-devoted fans. But, I gave up on following the chronology ages ago, and apparently developer Compile Heart did too since they constantly re-write their own fiction. What I do know is that Compile Heart has decided to give the (2nd best) "GamIndustri Goddess", Noire, her own video game based on pure popularity alone. Not just her own game, but a completely different turn-based strategy-RPG by the name of Hyperdevotion Noire: Goddess Black Heart. Far more interesting to me, however, is that this title was developed by Sting. Sting was the developer behind enigmatic SRPGs like Knights in the Nightmare, Yggdra Union, Generation of Chaos: Pandora's Reflection, and the admittedly far less crazy mechanically, Gungnir. Should both Hyperdimension Neptunia fans as well as those of SRPGs unite under Noire's banner or should it be the Lastation for future spin-offs? The basic preface is that the four nations of Gamindustri are in constant conflict because the goddesses ruling each one wants to spread their influence. The tsundere goddess of Lastation, Noire, attempts to seek a peaceful solution to these battles despite having the upper hand in both power and shares (aka influence). Unfortunately for her, and the rest of Gamindustri, she is inadvertently manipulated by Arfoire, the baddie bad of like every Neptunia title ever, by reducing Gamindustri into a decaying state and destroying the goddesses's power along with it. So, Noire sets off to regain her shares, as well as her former generals, to restore Gamindustri while also trying to stop Arfoire's ambitions. And that is kind of the setup for the entire game. I am missing a nuance or two about a very awkward player insert character [assumed to be male], and how he kind of helps Noire (but not really), but it is so bad that it is not even worth talking about except in a gameplay context. Like most Neptunia releases, you will get more millage out of the occasionally funny dialogue quips than anything else. Certain people may also get a kick out of the shameless video game themed generals as well, which reference known series like Metal Gear Solid and Street Fighter to far more obscure stuff like Sakura Wars and Little Queen Snow. Otherwise, beyond conceptual jokes, I found the actual characters and storytelling around them to be rather shallow, and the self-aware nature of its setting does not really save its overly bloated, and poorly-told script (despite its solid localization). That, and the flagrant "fanservice" scenes that seem to really push the T rating at times. Bad storytelling aside, however, Hyperdevotion Noire is a surprisingly competent strategy-RPG. So much so, I may be (more than) willing to argue that it is better than any other title in the series on gameplay alone. Sting is known to make unnecessary obtuse strategy-RPGs. For example, Yggdra Union alone had a strength/weakness list that would make even Pokemon's look simple and intuitive, and Knights in the Nightmare had tutorials that could take literal hours to comprehend. Yet, Hyperdevotion Noire was clearly made for fans who are not well-versed in SRPGs, but it is also distinct and polished enough that it could interest Strategy-RPG fans too. As with a lot of Strategy-RPGs, combat is turn-based and takes place on a grid. Mechanically speaking, it actually reminds me of Level-5's PSP SRPG, Jeanne D'Arc, a fair bit. Both are simple, straightforward SRPGs (and heavy-handed with tutorials) but also share similar gameplay systems, like slotting elemental attributes to characters or key story characters having powered-up forms. One of Hyperdervotion's strengths is how much it tries to change it up during most main story missions despite its lack of mechanical depth. There are plenty of varying scenarios, such as unique, trap laden environments, different objectives, or perhaps having the player navigate the terrain in a different way. Unsurprisingly, not all of the themes successful, and there are a few too many maps that want you to toss boxes/crates around to reach higher ground (which can be rather annoying since some characters can throw significantly further than others). While main story missions may work to your disadvantage, most gameplay mechanics are not. Hyperdimension Nepunia MK2's lily rank system makes a return (which might as well be re-named to "yuri rank" because of its lack of subtlety in this game) and is significantly to the player's advantage. It is loosely similar to Fire Emblem: Awakening's support system where you get passive bonuses when you place allies next to each other and also unlock more character-specific cutscenes if you do it enough. Far more important, however, is that it strengthens attacks, cheapens Special Move cost, as well lowering Lily point usage (if not eliminating the cost entirely) which pertains to really powerful, flashy abilities mid-battle. Even if the player were to fall during battle the game is pretty generous in allowing you to re-deploy allies, retrying maps while keeping whatever experience you gained, or lowering the difficulty altogether. However, the are a few instances where even such perks are not particularly helpful, for example, the huge level gap during the last two chapters or maps that more or less require specific characters to save a lot of time. Outside of combat, there is "Sim Noire," which sort of doubles as a reward for buying items in shops while also supporting the idea of Noire as a leader. Noire will answer (or not answer) multiple choice requests from Lastation denizens each chapter, and generally the context of each request is rather ridiculous. Just the same, Noire will transition from rags to riches based on "Amazoo.nep" reward points you get from buying stuff from item shops. Even if neither aspect amounts to much functionally, beyond very specific ending requirements, it is a neat little touch to the setting. That said, these systems do unfortunately give the player insert character more screen time with its cliche, romantic interest undertones. I am not even beholden to the source material, but the "secretary" (aka player insert character) just feels out of place since he doesn't even have a character portrait. Speaking of cutting corners, Hyperdevotion is also no stranger to re-using familiar art assets for story scenes and audio too. Despite being well-drawn, the series has been more are less using the same character portraits since the first PS3 release. Same deal with the soundtrack, which is still being recycled with some barely noticeable alterations to certain tracks from earlier games... which, honestly, were never particularly good. In the matter of fairness, the actual SRPG gameplay doesn't do the same, thankfully. There is a lot of personality in the midst of the actual combat with the special attack animations, in particular. Many of the "general" characters have a lot of visual fanfare of their respective parody. The Final Fantasy-themed character Ein unapologetically summons Bahamut or the conceptual Pac-Man character, Lady Wac, literally devours enemies with her skills. It isn't technically flawless, since slowdown does occur time to time on certain bigger maps, or areas with lots of enemies, but it is generally negligible otherwise during actual gameplay. After the not-so-great spin-off release of Hyperdimension Neptunia: Producing Perfection, Sting significantly raises the series' bar for would-be spin-offs. This title is by no means Sting's best SRPG outing, but for a game that has no real right to manage being decent, it manages to achieve just that. And—for a handheld system that has very few Strategy-RPG offerings beyond great Disgaea 3 & 4 ports—you could do far worse than playing Hyperdevotion Noire: Goddess Black Heart for an acceptable, though noticeably flawed, SRPG and Hyperdimension Neptunia fix. Pros: + Decent amount of variety in main mission design + Easy to learn SRPG systems with convenient gameplay options + Occasionally funny dialogue and video game themed character designs Cons: - Wholly uninteresting storytelling and completely shallow characters - Recycled music that wasn't particularly good to begin with... - Certain map themes are rather hit and miss - Some general slowdown for certain levels Overall Score: 6 (out of 10) Decent While it is no means Sting's best Strategy-RPG outing, Hyperdevotion Noire: Goddess Black Heart brings a much higher grade of spin-off to the current series' standard that it could pique the interest of both Hyperdimension Neptunia and SRPG fans despite its noticeable flaws. Disclosure: This game was reviewed using downloadable PS Vita code provided by the publisher.
  3. Developer: Idea Factory/Sting Publisher: NIS America Platform: PSP (PSN) Release Date: February 19th, 2013 ESRB: T A download code was supplied by the publisher for this review Sometimes it's surprising what games manage to make it out of Japan and onto our shores. Having been released in Japan in June of last year, a few months after the release of the PlayStation Vita, Generation of Chaos: Pandora's Reflection seemed to have little hope of coming to the Western world. However, a year after the release of Sony's new handheld, RPG fans have received a new game to enjoy on their "outdated" and new hardware alike. The result between a collaboration between Idea Factory and Sting, Pandora's Reflection might surprise genre newcomers and veterans alike. Pandora's Reflection paints a very grim and dark world for the player. The world of Hades is strife with pain and corruption. A strange ashen rain poisons the land and its people alike, claiming many lives. The nobility manipulates and abuses the poor common folk, even going so far as to hunt them like animals. Many dark dealings and events are performed behind the scenes, possibly leading the land towards its doom. Hades is a dog-eat-dog world, and Pandora's Reflection is not afraid to show it. The story is shown from the viewpoints of two siblings: Claude, a young alchemist; and Yuri, a girl with a strange butterfly-shaped mark on her neck that is a painful curse. As the two travel the land to find a cure to Yuri's curse, they meet others and slowly become entangled in a plot that could destroy the entire world. The story may not be the most original, but it is intriguing enough and peppered with some interesting plot-twists that will keep the player interested until they reach one of the two possible conclusions. The only real disappointment in the story isn't in the story itself... it's in the presentation. While the pictures seen in between chapters are beautiful and the characters are well-drawn and expressive, that's all you really get to see. Pandora's Reflection opts to tell the gruesome details through the characters' reactions. Having only to rely on that and audio cues feels like a missed chance in storytelling; it feels a few more visuals would have really driven the point of a desperate world home. It is worth mentioning that the (Japanese only) voice track is plentiful and well-voiced, and the music throughout the game provides a great atmosphere, but for some gamers that will not be enough. With the story alone, Pandora's Reflection differs a bit from previous Generation of Chaos entries. But, where the game really branches off from other games in the series is the gameplay. Gone are the large scale army battles and kingdom management of the past; in its place is a fast paced real-time strategy system with just a handful of units that may remind some vaguely of Yggdra Union. It's here that one can really see Sting's influence on the game, and because of that it needs a bit of explanation. As stated earlier, Pandora's Reflection runs in real-time; that is, characters and enemies alike move without waiting for their turn to come up. Each of your units have their own advantages and disadvantages in terms of terrain and weaponry: for example, Claude moves the fastest in paths, but walking on other terrain will eventually have him 'transform' it to a path; Leon has three weapons at his disposal to take down the enemy as opposed to two; and Dominique takes no terrain disadvantages as long as it's daytime. Every party member you get is unique, and each member is designed to take care of a certain situation. With only being able to bring out part of your force, learning who to bring in what scenario is a large part of the strategy. After you dispatch your units, there's some options available to the player. You can destroy strategy points and occupy unit points in order to stem enemy reinforcements and add to your own, charge the enemy base or boss to (usually) end the map quickly, visit homes and NPCs for world-building conversations and sometimes neat items, or simply attack the roaming enemy. When two opposing units collide on the battlefield, a one-on-one battle occurs. It's at this point that many people find Pandora's Reflection akin to a rhythm game; however, I find it more similar to the Mario & Luigi games than anything. The player chooses a weapon--its effectiveness against other weapons is presented in a dual-tiered rock paper scissors manner--and circles appear on the screen. Press the button at the right time and you'll activate an Impact Circle depending on how many cues you successfully hit; if an ally is touched by the impact circle, you can press their corresponding button to unleash a second attack on the enemy, and in turn, possibly make another Impact Circle. If you manage to get all five characters in on the chain of attacks, a Special Chaos Chain occurs that does considerable damage to the enemy in question and any other enemy unit near them. Add a day and night cycle, health bars for the points and bases, and beast summoning to the mix, and it all sounds like a convoluted and confusing mess of a game. On the contrary, Pandora's Reflection is actually a simple and straightforward game, slowing introducing the various mechanics in digestible doses. As such, the game starts off very easy, and only very slowly ramps up in difficulty. Near the end of the game battles start getting challenging and the odds are stacked against you, but because of that, many RTS fans might be bored for the majority of the adventure. This makes Pandora's Reflection a great game for genre newbies with its overall gentle difficulty, but may deter veterans until they beat the game once and unlock the Hard difficulty. All in all, Generation of Chaos: Pandora's Reflection is a solid and enjoyable game. While it certainly is different from previous entries in the series, the interesting story and well constructed gameplay should please new players and old alike, even if it errs on the side of easy. Fans of RPGs, RTS games, or even of Sting and Idea Factory should give this game a download; it's unlikely you'll be disappointed. Pros: + Interesting and rewarding gameplay + Story delivers a dark tale that is likely to entertain to the end + New Game+ and two endings add replay-ability Cons: - Lack of visual cues outside of characters' faces a little lacking - Game might be too easy, and thus bore, RTS veterans - No save feature in the middle of battles lessen the game's portability Overall Score: 8 (out of 10) Great A bold change for the series, Generation of Chaos: Pandora's Reflection offers a different and solid experience for those willing to try it.
  4. PSP and JRPG fans rejoice! The PSP isn't finished by any means just yet, and NISA is seeing to it that it remains the de facto choice among gamers for their JRPGs with the announcement of a new Idea Factory/Sting strategy RPG called Generation of Chaos: Pandora's Reflection. The story stars two siblings - Yuri, a girl that has a disease draining her life away; and her older brother Claude, who will stop at nothing to find a cure in order to save her. In their journey to find a cure in the lifeless world called Hades, they'll become enveloped in a conflict that will decide their fate and that of the entire world. As far as gameplay goes, the game features an active-time battle system where players can position their units in real time across sweeping battlefields, and you'll need to exploit terrain, occupy key locations on the map, set up ranged weaponry and more if you hope to be successful in your quest. And if that isn't enough, there will be multiple endings to the story as well. Generation of Chaos: Pandora's Reflection will be coming to PSP via PSN in both North America and Europe in February 2013. Check out the trailer for the game below.
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