@Ralizah If Super Mario 3D World on Switch was its first release then I think I would probably have enjoyed it more. We had Odyssey after all so this would have been a more traditional entry. Whereas coming after New Super Mario Bros. U, it felt like a total step back from the last gen’s 3D games, the Galaxy duology. Plus the increased speed on Switch makes the game so, so much better.
Played Hood: Outlaws and Legends a bit last night. Really fun if you have a couple of buddies to play with. Sadly, I can't really recommend going in solo (unless you are willing to voice chat with your teammates). The game is a bit light on content currently, but the developer has laid out plans to expand it in the future. This is technically season 0, so I don't hold this against them. Definitely, one to watch in my opinion. It has a solid base to expand from. I can see myself returning to it quite often.
A weird bug showed up for me though. The preorder DLC wouldn't appear in the PS5 version of the game. I had to download the PS4 version to unlock/equip it.
@nessisonett Yeah, given the speed boost alone makes this solidly the best version of the game. I'm never going back to the Wii U version. Especially now that the integration with Miiverse is broken.
@RogerRoger Haha, you really love that little bugger. I'll confess: a Captain Toad: Treasure Tracker 2 would be a day one purchase for me. Where are you even finding these adorable gifs?
And thanks! I definitely tried to opt for a more conversational tone this time around. I was originally going to make it a lighter piece, but, as you clearly see, I got lured into the 'systematic analysis' approach regardless. I guess that's just my style.
But yeah, I think 3D World is the perfect example of a game that aims lower but solidly hits its goal. That isn't compelling with every style of Mario game (for example, by the time the Wii U came out, Nintendo's base was exhausted with the steady stream of solidly decent New Super Mario Bros. games), but the hybrid style of game design seen here was only really explored in Super Mario 3D Land, and this pulled in elements from Super Mario Bros. 2 and Galaxy 2, making it feel simultaneously familiar yet fresh.
@Ralizah, fantastic piece on Super Mario 3D World! I can't say much on the multiplayer as I have no one to play it with, but for everything else I feel largely the same.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
Ys: The Oath in Felghana Platform: PSP (via PSVita) Completion Status: Beat game with all upgrades, armor, and weapons collected in roughly 14 hours
Ys: The Oath in Felghana was originally released on the PC in 2005 before being ported to Sony's PSP in 2010, and later localized on both platforms in North America. This is another remake, this time of the third game in the series, first released in Japan in 1989 for the PC-88 and PC-98 as Ys III: Wanderers from Ys. Despite being the third game in the series, this is actually set after Ys IV, for some reason. With that said, you miss out on nothing if you play most of these games out of order. In Oath, intrepid adventurer Adol Christin and his faithful sidekick Dogi visit the latter's hometown of Redmont in the region of Felghana after encountering a caravan of gypsies who warn of a strange darkness emanating from the land. They become entangled in an elaborate mystery: monsters have mysteriously begun appearing in the region, making daily life in Redmont increasingly dangerous; a despotic nobleman, Count McGuire, has been levying heavy taxes on the citizens of Redmont and closed the local mine they rely on for employment in his search for a set of mysterious statues; and Chester Stoddart, twin brother to Elena Stoddart and, like his sister, a childhood friend of Dogi's, disappears from the town and resurfaces as one of Count McGuire's knights months later, seemingly changed and hostile to his former friends. This being an Ys game, these circumstances of course converge into a larger supernatural plot with world-ending stakes (considering these games all take place a few years after each-other, it's a bit alarming how often some demon, sorcerer, or God is on the cusp of rending the planet asunder; the World of Ys is screwed if Adol ever dies or decides to retire), although the focus on an intimate village setting and Dogi's relationship with his childhood friends makes the story feel a little more intimate than it did in Ys I & II.
The original Wanderers from Ys shifted from the overhead view and bump combat system in the first two Ys games (where you literally collide with enemies at an angle in order to damage them instead of pressing a button to attack) to a side-scrolling adventure that was inspired by Nintendo's Zelda II, which similarly opted for side-scrolling level navigation. This change fundamentally altered the feel of the gameplay, though, and Wanderers from Ys was reportedly poorly balanced and brutally difficult. The Oath in Felghana, thankfully, doesn't opt to stick with that system. The gameplay and level design were COMPLETELY remade to go for the isometric look, similar to the first two games. In this sense, as a remake, Oath in Felghana represents a much larger project, as Falcom effectively created a new game from scratch while maintaining the broad plot outlines of the original Wanderers from Ys.
Combat has changed to a refined version of the combat first introduced in Ys VI on the PS2, and the difference is pretty revelatory when it comes to the moment-to-moment experience of it. The combat in Oath is responsive, fluid action gameplay, and, frankly, it's a blast having Adol run around jumping and slashing at enemies. The controls are incredibly basic, with more advanced movements made dependent on timing. For example, Adol has the ability to both swipe upward with his sword and to thrust his blade downward when he's recovering from a jump. Instead of locking these movements behind combinations of inputs, their activation instead depends on when the player presses the attack button. Pressing the attack button when Adol is still flying into the air will activate the upward swipe, and attacking when Adol is at the apex of his jump will activate the downward strike. Admittedly, the timing does take a bit of practice, but it all feels fairly intuitive in practice.
Like in Ys II, Adol also has access to special magic attacks, which he can either use quickly in succession, or charge up to do more damage. These are unlocked over the course of the game by finding special bracelets. Magic attacks will drain a meter that restores itself automatically, but charging larger attacks doesn't expend extra energy, so the player is incentivized to use magic carefully instead of mindlessly spamming attacks. Oath does a MUCH better job of balancing magic and physical combat than in Ys II, where it felt like the bump combat was largely brushed aside in favor of magic, especially when it came to the boss battles.
The player is encouraged to play more aggressively as well (as if charging Adol headfirst into monsters like a cocaine-addled bumper car while the old video game equivalent of thrash metal played in the background wasn't already inherently pretty aggressive), as there is a mulitiplier system in this game. If Adol is able to attack and kill enemies quickly enough, he'll gain boosts to attack, defense, and experience points earned, and, of course, to keep the multiplier going, he needs to feed on blood as soon as possible. The behavioral incentive works well, and I found that I rarely stopped to take in the lay of the land before charging into battle if my multiplier from a previous area was still active. Adol has an energy that wouldn't be be alien to the Doom Slayer as the player has him charge through dungeons, wildly hacking and slashing at the unwitting and probably terrified population of monsters in his path.
The bosses were a bit hit-or-miss for me in this game, unfortunately. Despite the game's terrific combat system, only a small number of bosses actually force you to fight them with your full arsenal of moves. These encounters are wonderful, and are among the most challenging fights in the game. Too often, though, bosses will be more gimmicky and force the player to figure out how to even damage them, and then to repeat one or two repetitive tasks over and over again in order to win. The first 'real' boss in the game was particularly annoying, as she continually casts spells that covered the entire area. The player is supposed to jump over and over and over to avoid these attacks while shooting fireballs at her. Another, much later game boss is shielded all over and can only really be damaged by downward sword thrusts to his backside at particular moments. It's not that I don't appreciate the appeal of puzzle bosses, but I feel like they're not particularly well done here, and it conflicts with the lightning fast and aggressive pacing of the gameplay overall.
Moreso than in the first two Ys games, Oath feels distinctly Zelda or Metroid-esque in terms of how Adol is able to explore previously inaccessible environments using equipment and upgrades obtained from dungeons. One of his magic attacks, for example, causes him to whirl around violently with his sword, which is necessary to kill some enemies and great when the player is surrounded. But you also quickly discover that Adol can use this ability to briefly hover in the air when he jumps, allowing him to cross chasms that stymied his exploration before. Surprisingly, though, the amount of forced backtracking in this game is fairly limited, and if the player wants to avoid optional content and barrel through the core story, they can do so without much in the way of revisiting older environments. This isn't the optimal way to experience this game, though, as progressing directly from plot beat to plot beat will both render certain upgrades and optional items inaccessible, and will cause the player to miss out on time-sensitive side quests.
The backtracking can be a bit irritating in the first few hours of the game, as it gets annoying having to run back through entire dungeons AND the overworld to get back to Redmont in order to buy a new sword or talk to certain characters, but, thankfully, a key character gives you an item fairly early on that allows the player to fast travel between key locations at pretty much any time, totally eliminating half of the tedium associated with backtracking. It's just one of the variety of ways in which Oath skillfully incentivizes the player to thoroughly explore and revisit its small but dense environments.
I do wish the dungeons themselves were more memorable, but they're still massively improved from the confused labyrinths of Ys I. There still aren't dungeon maps, which is annoying, but they're more well-designed in general, with plenty of hidden areas to access but also a greater overall sense of logic to how everything is laid out. Mostly, anyway. Certain upgrades and areas in this game are only accessible to Adol if he falls down into holes in certain parts of the dungeon (environments are all extremely multilayered in this game, so falling through the floor will just land you into another layer of the dungeon), which is a bit ridiculous, as it's impossible to know that you'll need to fall through them beforehand. IN GENERAL, though, they're not nearly as baffling as environments in the first two games, which were often incredibly easy to get lost within.
Possibly the best aspect of Oath in Felghana overall is the pacing of it. Like many of the classic games of the 8 and 16-bit eras, Oath feels exactly as long as it needs to be. It slows down a bit for big story moments, but never for too long; dungeons don't seem to go on forever like they did in the first two Ys games; and, in any given play session, it's possible, and even likely, to make significant progress. While I wasn't enthralled with it from the word go, there was never a moment where I felt like the game was wasting my time. Additionally, the game is good about letting the player know what they need to do next to progress the plot, which means of minimum of running around looking for the stray bit of dialogue needed to activate the next stage of the story. It's a bit difficult to verbalize, but Oath is compulsively playable, and I could see it being a title I return to in the future if I want something simple and fun.
Like in the first two games, this simplicity broadly extends to how items and equipment are handled as well. There are multiple sets of armor and weapons you can buy throughout the game, but they're unambiguous upgrades on what came before, and, other than using chunks of Raval Ore you'll find through dungeons and gain as side-quests rewards to upgrade the efficacy of your gear (each piece of gear can be upgraded three times), there's no customization to be done. Additionally, there's only a small amount of consumable items in this game. Most of your inventory slots will be filled with gear that passively benefits you in some way, such as making it easier to gain gold and whatnot. You also have a handful of optional accessories that are, in my opinion, absolutely vital, such as a piece of clothing that allows you to stand still and regain health in dungeons (without that, you either have to warp back to a save point to heal or pray that you level up soon, which automatically restores your HP as well).
Funny story: throughout much of the game, I often felt like enemies were much faster than my character, and struggled with certain mid-to-late game bosses. At one point, I went online to look up footage of how other players were beating a certain boss, and noticed that their character was moving significantly more quickly than mine was. I couldn't figure it out, but after an embarrassingly long time, I discovered that a consumable item in my inventory that I'd ignored until then actually permanently gave Adol the ability to dash. I'd been playing through almost the entire game without being able to run! The description made me think it just gave Adol a temporary speed boost and, like with all RPGs, I tried not to use it for as long as possible. It seems like a janky way to permanently upgrade your character with a necessary speed boost, but I guess I should have read the description more closely.
Musically, the game lacks a lot of the atmospheric or symphonic tracks that made the OST in the first two games so memorable, but it really outdoes itself with the more hype/blood-pumping tracks. A trade-off, I suppose. I like the soundtrack a bit less in this game than I did in the Ys I & II collection, but it's still really, really good as far as this style of video game OST goes.
The overworld exploration music, for example:
Probably my favorite boss fight theme:
And, of course, as mentioned, some strong dungeon tracks:
The presentation is a bit of a mixed bag. The version I played was on PSP, so, of course, the low resolution looked a bit muddy on my PS Vita, thanks to the heavy presence of dark dungeon environments. I was also a bit disappointed to see that the detailed, gorgeous full screen character illustrations that appeared whenever you talked to an important NPC in the first two games was absent, sans the item shop screen, and replaced with more generic character portraits next to the dialogue boxes. The introductory video is also sort of bland compared to those games, and it's lacking in cutscenes until the very end of the game.
On the other hand, Oath is impressively almost fully voice-acted. Now, this isn't always... amazing voice acting. There was actually a character or two I was tempted to turn the volume down on whenever they'd start talking. But, in general, the voice acting helped liven up the presentation and bring many of these personalities to life. You get the impression that the actors had a LOT of fun recording their lines, and it really comes out in the game. I'll admit I laughed at a lot of it, though: particularly the narrator, who occasionally pipes up when our silent protagonist says something in-game, because he sounds like he should be narrating a nature documentary or something.
The localization is also strong, and the game is filled with well-written dialogue that rolls off the tongue. This all helps to humanize the cast of ordinary townsfolk you'll come to know over the course of the game (especially if you do side-quests and help them with their lives). Some of the characterizations could be better (there is, for example, a fat dude in town, and literally all of his dialogue relates to food somehow; I get the humor, yet, admittedly, it's a bit much), but, overall, a strong portrait is painted of the good folk of Redmont, and even the game's antagonists are fleshed out just enough that they are sometimes sympathetic (which leads to some strong tragic story beats in the final hours of the game).
Despite my slight misgivings about the presentation, I was really happy with the performance. Oath sticks to a rock-solid 30fps throughout, no matter how many enemies are on screen, which, IMO, was really necessary for this style of action gameplay to land. Loading times are surprisingly short as well. The PC version is the place to be if you want the best image quality and performance, of course, but I think this works really well as a portable experience, especially given the late game grinding I did before the final boss to gain enough money to have the best armor in the game crafted for me.
Once you're done with Oath in Felghana, there's a variety of post-game content to engage with. My favorite is a short (15 minutes or so) and beautifully illustrated storybook prologue that fleshes out the circumstances that led Adol and Dogi to Felghana in the first place. The game actually just sort of starts when they get to Redmont; the stuff about gypsies and whatnot is fleshed out in that post-game prologue. I kinda wish it had been integrated into the game, though. I guess Falcom didn't want to hit players with a ton of reading at the start, but it feels like it should have been in the game itself.
If you fancy playing through the game again, the game incentivizes engaging with it via higher unlockable difficulty settings, a time attack mode, and a boss rush mode. I didn't really mess around with this, because I prefer to beat a game and move on most of the time, but it's fair to say that this is possibly one of the most replayable games that Falcom has ever made.
Ys: The Oath in Felghana comes together remarkably well by the end. Its design flaws seem mostly insignificant given how much Falcom got right with this entry, which explains why its so highly regarded by Falcom's small but hardcore fanbase worldwide. While I do think there is room for the series to improve (Ys VIII remains my favorite game in the series so far, of the four I've played), and there was never a point where any aspect of it really blew me away, Oath is nearly the definition of a good, solid, satisfying game, and I'm excited to see how the series evolves over time. 8.5/10
Very nice review! Despite having little-to-no personal interest in the subject matter, I really enjoyed reading it regardless, which just goes to show how skilled a writer you are. I remember you wrote about the previous Ys games before, right?
Yeah, I reviewed Ys I & II (they're a connected duology and even shorter than Oath in Felghana, so I decided to review them together) a while back. My intention is to play and review all of the games in this series up to Ys IX: Monstrum Nox, which came out this year. Although I'll have to skip Ys V: it's the only game that has yet to see a remake, and I've heard it's the worst entry in the series anyway.
The interesting thing about playing these games in number order is that, since most of them have been remade over the years, some of the earlier games are more polished than later entries. For example, Oath in Felghana, which is a remake of Ys III, has more polished gameplay than Ys VI, which wasn't remade. Ys IV's remake, Memories of Celceta, elaborates upon a system first introduced in Ys VII. And even if you do that, you're not guaranteed chronological progression, since, as I pointed out, the altered continuity of the remakes means Ys IV takes place before Ys III.
It'd be a mess if these games were more closely connected, but since they're almost all disconnected adventures that only lighten reference each other, it doesn't really matter what order you play them in.
It always surprises me when games with such charming visuals push aggressive gameplay, but then I suppose that's my own fault for pre-judging on looks. It's a shame that the boss battles didn't always work well in conjunction with the combat system, though. There are quite a few games which commit this sin, thinking a boss has to be uniquely gimmick-riddled, and it's never not frustrating. I'm still glad it managed to reel you in, thanks to its perfect pacing (and in spite of Adol's actual pace being slower than it should've been; don't worry, your story about missing his dash upgrade sounds oddly familiar to me, I just can't immediately place the game... seriously, I think I've done exactly the same before, somewhere)!
I think the intention was to force players to actually learn the combat system instead of just being able to wildly slash their way through the game's bosses, but it doesn't work well, IMO. The best bosses in this game force you to engage with the entire combat system by adjusting their tactics and making it dangerous for you to attack outside of certain windows of opportunity. That one boss that forced me to jump over and over was the worst, though. Most boring fight in the game.
Lemme know if you figure out what game you're thinking of.
...and say that, in the small selection of localised Japanese media I've consumed, such things are unfortunately common. I'm not sure whether it's the fault of the localisation teams, or whether (speaking from a purely analytical perspective) Japanese humour is generally more crude, but the example you give above doesn't surprise me in the slightest. As much as I'm all for preserving artistic integrity and cultural understanding, I do sometimes wish localisations filtered for such things.
I don't mind crude or somewhat offensive humor (within reason) if it's done well, but repetitive, one-note jokes drive me up a wall. It's why I didn't like Disgaea 3: the game had exactly one joke, and it grinds it into dust over just the first few hours of the game.
The best and worst thing about XSeed, the localization company that worked with Falcom's games until NIS swooped in and offered them a better deal by agreeing to port their games to Switch and the PC for free, is that they're accurate to a fault. They want to offer audiences experiences as close to the original as humanly possible, and only get less literal in their translations when it comes to localizing jokes or wordplay that just wouldn't make sense in English. I really do admire them, though: they've pushed back against censorship for years, and refuse to allow their own personal biases to alter a localization.
On the other hand, this can lead to worse English-language scripts. A good case study for this is the first Lunar game. A company called Working Designs localized the Sega CD and PS1 versions of the game, and they took a LOT of liberties with it, up to and including heavily altering the lyrics to the game's songs. But... these changes worked well.
Years later, XSeed localized Lunar: Silver Star Harmony, a PSP remaster of the first game, and translated the game much more faithfully. This led to a game that was much less funny, because the snarky scripts from the older iterations were largely thanks to the efforts of Working Designs' localizers, and the song lyrics didn't flow as well in English.
In general, I'm a proponent of XSeed's localization philosophy, but there are instances where it benefits a game to take some liberties with the script. Especially when it comes to humor.
And holy heck, that music is awesome! I love all of it, thanks for embedding those tracks! Makes me wanna seek out a playlist of the full soundtrack!
Yeah, literally every Ys game to date has had fantastic music, it seems. Going back a long time, actually. I found a playlist for music from the PC-Engine version of Ys I & II back in the late 80s, and it's unbelievably good. It sounds generations ahead of its time.
Unsurprisingly, some of Falcom's talent has gone on to be quite successful outside of the company, like famous Japanese video game composer Yuzo Koshiro, who started working at Falcom as a teenager, and defined the 'sound' of Ys with his work on the first two games.
Here's a video with the entire OST of Oath in Felghana on it:
@Ralizah If you think having to jump over and over to fight a boss is boring, welcome to Ys VI! Seriously though, that’s a pretty fair review of Oath. The games aren’t really groundbreaking but there’s a lot of fun to be had. It’s probably my favourite outside Origin.
@nessisonett Yeah, my hopes aren't massively high for that one. It's telling when you go to an Ys fanpage, and their recommendation is basically: "Uh, maybe consider playing Oath in Felghana or Origin instead."
VIII seems to be the high water mark for most people, as far as I can tell. It's certainly my favorite.
@Ralizah I’m maybe about 3 hours into Ys Seven but I haven’t touched the Vita in a while. I’m 30 hours into Xenoblade with the end firmly out of sight so that’s been my ‘in bed game while binging Naruto’ for now lmao
@Ralizah, fantastic Ys review, as always. Hopefully it makes it's way to Switch one of these days (though, this reminds me I haven't played Origins yet).
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
@RR529 Thanks. Yeah, these older Ys games would, to use the now overworn phrase, be perfect for the Switch.
I bought Origin when it went on sale for $10 or so on my Switch. Also bought it on PC. Never played either version. I think Origin will likely be my next stop in the series, especially given its gameplay similarities to Oath in Felghana.
Nice, an ongoing series! I'll look forward to the others, then (sans Ys V, of course). Have you ever been tempted to play the original versions of the earlier games, and not the remakes? I know some people might have an opinion on that kinda thing, but I'm usually of a mind to make the most of modern technology and experience the ostensibly "better" version of a game.
I want to play the PC Engine version of Ys I & II one day. I'll get my chance if I ever snag that TurboGrafx-16 Mini console that released a while back, which includes those Ys games alongside a bunch of other games I've never heard of. Although, looking at how prices of the console have exploded, that seems unlikely to happen.
I've also heard good things about Ys IV: The Dawn of Ys. The history of Ys IV is actually really interesting, and I plan on tackling it a bit when I play the remake. Also a PC Engine game, actually. There wasn't an official translation of it, as far as I'm aware, but Falcom has the most dedicated fans, and, in this case, they translated the game and even created an english dub track to replace the Japanese vocals in the original version.
With that said, the remakes are excellent, readily available, and officially canonical, so I'll be sticking with those for the immediate future.
Still haven't figured out where I know that example from! Thought it might've been an old Naruto RPG that I've got on NDS, but I did some Google and couldn't find what I was looking for. Argh!
I actually had no idea there was a Naruto RPG. That's interesting!
Yeah, localisation is such a tricky thing to get right. I agree with you in principle, that XSeed should be praised for maintaining the integrity of the original scripts, and that localisation teams shouldn't have a free pass to change whatever they want (I think we've discussed those altered song lyrics before; you embedded a couple of videos, and the difference was quite dramatic!) but I also think that there's a common sense cultural line which shouldn't be crossed. Don't get me wrong; there are plenty of Western games which make bad, insulting or crass jokes, but I feel like the localisation process is yet another chance for somebody to speak up and say "Hey, this really isn't on. Can we tweak this?" But then I'd probably be the first to complain if somebody translated something I wrote into another language and took liberties with my meaning whilst doing so, so... yeah, like I said, it's a tricky thing. I don't even know where I stand on it, because my opinion shifts so frequently.
Yeah, I've discussed those songs before. It's starting to sound like I'm fixated on them, I suppose. They're just such a great illustration of how "accurate" translations aren't always necessarily going to result in the best possible outcome.
In general, I'm not a fan of altering documents and media from other cultures to align more closely with our norms and values, though. The practice feels very culturally imperialistic, especially when the English localizations of games, movies, etc. often become more commonplavr than the originals they're based on. I'm not a cultural relativist, but I also think it's important to understand and tolerate different cultural traditions instead of overwriting their values with our own. If we're going to do that, then what's even the point of importing and/or localizing movies, books, games, etc. from overseas?
Moreover, as (an amateur) student of history, I recognize that censorship almost always turns out to be short-sighted and regrettable. No censor in their day feels like they're removing access to or are altering material that will one day be seen in a different light, but that's usually what happens. It also doesn't help that there's no common set of moral principles to work from, in this regard, and altering a localization along one's own moral faultlines is de facto imposing them on every person who pays money for the resulting commercial product.
But, look: I'm not denying the reality of big business. Sometimes changes need to be made when a product is going from one market to another, if only so that products don't violate existing laws in different regions, or to ensure that said products are able to be distributed as widely as possible. It's easy for me as a random person with no skin in the game to sit back and condemn any company that makes choices I disagree with when they're bringing over something potentially contentious, but they've invested time, money, talent, and have even staked their public reputation on the products they're bringing to market. It's a complex issue, and, frankly, I don't think it can be said that any one approach will be correct 100% of the time. But, in general, I think it's advisable in every sense for people to interrogate the necessity of their censorious impulses.
Thanks for the link to the playlist there, was kind of you to include! Am listening to it now, and was surprised by the comparatively peaceful nature of the first couple of tracks. I very much approve. This is definitely gonna be my jam for the next couple of days!
Ys I & II maintained a better 'balance' of track types, IMO, but yeah, the music still rocks.
@RogerRoger Hey, a twofer this time! Lego Star Wars III sounds like it has more gameplay diversity to it than the Lego games I've attempted to play (Dimensions, Lego Star Wars: The Complete Saga, and the first two Lego Batman games), which is nice to hear. I'm one of those critics of the formula you mentioned in your piece, but the enthusiasm you clearly hold for this game is infectious nonetheless.
The unlockable and expansive hub also sounds pretty cool.
Pity Republic Heroes ended up being so mediocre. To be honest, I had no idea there were games out there aping the style of Lego games without actually... being... Lego. It largely sounds like the gameplay wasn't a particular priority for the dev, especially with regard to the meaningless pallet swapped character selection. And it seems like you're trying to be as kind to this game as you reasonably could, but listing "there's always something to be getting on with over on the other side of the screen" as one of the positives was a minor stroke of passive-aggressive brilliance on your part. Well done.
As always, the screenshots were well-selected, and the pieces were organically structured and charmingly composed. Your 'voice' is always so present in anything you write.
Thanks to the corporate embracing and enshrinement of a pun, it's become rather predictable that I'll find myself in a Star Wars mood after the fourth day of May.
I mean, I just kind of assumed you were permanently in a "Star Wars mood."
Back to Krome's work, though, and we're presented with a drop-in, drop-out co-operative action adventure game which smacks of a certain ubiquitous Danish brick-building brand.
I might just be tired and kind of out of it, but it took me WAY too long to figure out what "Danish brick-building brand" was referring to. 😂
I didn't have a vast library at my disposal, nor any kind of backlog, so didn't mind spending the time.
No backlog, eh? Must be nice, having self-control and all that!
I think I've resolved not to buy new console hardware until I finish the games I already own, so I'll see you in Playstation Land when Sony launches the... glances at pile of shame... PS10.
@RogerRoger I think some franchises are just like that. You mostly enjoy them when you play them, but they're similar enough that trying to play multiple games in a row would quickly become a chore. I get the sense that the Yakuza games would probably be that way for me, since they share the same setting, similar gameplay, returning characters, sometimes similar sidequests or concepts for side-quests, etc., which is why I'll be limiting them to one a year, at most.
RE: Lego games, the early ones I played often left me feeling weirdly... frustrated, because I often had no idea what objects I needed to interact with in order to progress. You noted that the artstyle of your Lego game made it clearly which items could be interacted with and which were just scenery, which is fortunate, because, in the ones I've played, that wasn't the case at all, and it often led to me wasting tens of minutes at a time futilely attempting to interact with everything on-screen in order to be able to advance in the game.
I will say, though, there's something satisfying to my lizard brain about killing a lego person and then collecting the pegs that go flying everywhere. It's like Mega Man if you were collecting body parts instead of special powers.
Currently Playing: Fields of Mistria (PC); Cookie Clicker (PC); Metaphor: ReFantazio (PC); Overboard! (PC)
There are definitely things I know I missed out on by not getting a PS3 (like MGS4...). but whenever I hear about how much of a mess several major third party games were on that platform, I think maybe I made the right choice going with Microsoft that gen. ME1, for example, performed fine. It was janky, of course, but that was the game. And it released years earlier on that platform, of course.
I assume you'll be reviewing all of the games? I'm curious to see how you take to all of them now that you're replaying the series. Not sure when I'll get to it, but I'm also interested in seeing how I feel about these games when I eventually revisit them in remastered form.
I'm glad there's someone else who has always enjoyed the Mako exploration segments. The lack of environmental diversity is noticeable, but, yeah, I've also always liked the idea of exploring alien planets, and it massively beats out that lousy resource-collecting minigame in the sequel.
The increased focus on cover shooting is always one of the biggest things that disappointed me about ME2 when I first played it, although I imagine the disparity in gameplay won't be as big now that EA has """fixed""" the combat. Granted, I understand the annoyance when you point your gun at a thing and miss because of your stats. ME1, imo, should never have been a third-person shooter.
Regarding the lack of gay romance options: it was cowardice then, and it's still cowardice now, but society was also in a very different place in 2007, and while it's disappointing that they ultimately opted for the more risk-averse option, I can definitely see the logic for not including it in their big-budget space game that was already going to be kinda controversial.
I'm surprised you only spent three hours in the photo mode. I really like the banner-like header image, btw, alongside the other unsurprisingly stunning snaps.
Anyway, as always, great review!
Currently Playing: Fields of Mistria (PC); Cookie Clicker (PC); Metaphor: ReFantazio (PC); Overboard! (PC)
Persona 5 released to rapturous reviews in 2017, and arguably marked the point where this once niche spin-off of Shin Megami Tensei crossed over into the mainstream. After years of earlier titles seeing enhanced rereleases, a new version of Persona 5 was expected, finally arriving in Europe and North America in 2020 as Persona 5 Royal. While there was consternation from some gamers that they would have to repurchase the whole game in order to enjoy Royal’s new epilogue, there are many new features, enhancements and story elements integrated throughout the game.
Persona 5 Royal oozes style from every pore. While the in-game graphics are actually pretty rudimentary, even by the PS3 standards of the original release, excellent aesthetics, colour usage, and other presentational decisions ensure that it looks fresh, vibrant and classy. This filters down to the menus and battle interface, and the game is interspersed with wonderful animé cutscenes. The acid-jazz infused soundtrack, led by Shoji Meguro, is excellent and cohesive, blending with the visuals and story. Vocals are supplied by Japanese songstress Lyn, who, in struggling with the high notes occasionally brings to mind a warring goose guarding a hippo in the latter stages of childbirth. Nevertheless, her tracks remain a highlight, which is testament to the incredible quality of the compositions. They’re that catchy.
The GOAT battle theme
Opening with a series of gorgeous animé cutscenes punctuated by light gameplay, our story begins with a heist in a bustling casino, slot machines whirring and buzzing in a busy plaza below. A shadowy thief is making his escape, darting across the upper rafters and backrooms while he communicates with the rest of his team. Unfortunately things seem to go horribly wrong, and the leader is soon arrested, before being dragged to a grim interrogation room where he’s beaten and forced to sign a confession. A mysterious prosecutor arrives, demanding answers. It’s here that much of the story is recounted, in media res, with the young man slowly relaying the events that led his arrest.
We play as Joker, a scruffy, near-mute lad with an uncanny aptitude for making everyone think he’s absolutely awesome. And he isn’t even wearing an enchanted jacket. After being wrongly accused of assault, Joker finds himself on probation for a year, and as a result is sent away from home and placed in the care of curmudgeonly Sojiro, who runs a small coffee shop called Leblanc in the fictitious Tokyo neighbourhood of Yongen-Jaya. He can’t quite bring himself to allow a miscreant youth to stay in his home, so forces Joker to live in the dilapidated attic above the coffee shop. Naturally, Sojiro softens over the course of the game because there are reasons for his grouchiness, and he goes from being one of the least likeable characters Persona 5 has to offer to a solid gold favourite.
Outside of dungeons Joker attends school
On their way to school one day, Joker and his new friend Ryuji unknowingly activate a strange smartphone app by bitching about a nasty teacher, causing them to stumble into a mysterious “other world” known as the metaverse. It looks identical to the real world, but for the large castle looming in the background. They’re quickly thrown into the castle’s grimy dungeon, before Joker dramatically awakens to the power of persona. I’m not sure I would listen to a scary voice in my head wishing to make a pact, but brave lad that he is, Joker does so anyway. This power only manifests for those who have accepted their weakness and possess a rebellious spirit, and it allows Joker and Ryuji to escape back to the real world.
It’s in the metaverse castle that Joker and Ryuji bump into talking anthropomorphic cat and natural mascot Morgana, who seems to know an awful lot about this mysterious world. While it seems odd that Joker would so blindly trust a giant talking cat he just met in a dungeon (although to be fair he did just trust a growly talking voice in his head), their goals seem to align, and so they band together to defeat the evil ruler of the castle. Joker and his new friends name themselves The Phantom Thieves, although you can call them whatever you please (I chose “The Mooks”), and together they resolve to seek out other injustices inflicted on the youth of Japan. As the game progresses, this crew expands as more outcasts join the fight and awaken to their persona powers. They’re generally a likeable bunch, although don’t quite have the same level of camaraderie as the party in Persona 4, and there are fewer opportunities for them to bond as a group outside of metaverse shenanigans. One of my favourite characters represents a sensitive portrayal of autism, abandoning the Rain Man stereotype that is unfortunately so common in visual media. There’s also a sensitive painter and perennial weirdo; a pretty girl who’s judged by her looks alone; and a high achiever who feels pressured to conform, alongside others. Their persona are based on a variety of gentleman thieves lifted from legends and fiction, such as Arsène Lupin, Robin Hood and Ishikawa Goemon, highlighting the themes of rebellion and fighting the powerful on behalf of the oppressed. Joker himself wields the power of the “wild card” and can switch between a number of different persona at will. While the teens want to slowly reform society by removing the corruption caused by adults, and have a genuine desire to help people, they are not above self-aggrandisement or a desire for fame. This is as much a motive, at least for the first half of the game, and underscores the childishness of the gang. It’s therefore interesting to see them mature as the story progresses.
Broadly set over the course of a Japanese school year, Persona 5 Royal follows the same basic formula initially established by Persona 3. Part RPG, part life-simulator, much of the story is presented in the style of a visual novel, with text boxes accompanied by spoken dialogue and rather attractively designed character portraits. As the year progresses Joker and gang visit a series of dungeons, each populated by dangerous enemies known as shadows. In a series’ first, all make use of bespoke designs that utilise fixed layouts, rather than the randomly generated corridors of its predecessors. This allows for more deliberate design and a careful use of visual motifs, as well as facilitating better flow and story integration. MegaTen’s dungeon crawling legacy is maintained in the sprawling “Mementos” dungeon that represents society’s collective consciousness, where each floor is randomly generated. Dungeons are referred to in-game as “Palaces”, and these are the manifestations of the distorted hearts and desires of their owners. They reflect the true self, and the dark, hidden feelings that the various antagonists wish to keep hidden from society. Collectively these palaces are based on the seven deadly sins.
Shadows and persona are modelled on an array of demons, mythological creatures and celestial beings, each lifted from various real-world religions and cultures. Most are not unique to Royal, having featured in many other Shin Megami Tensei games, although there are some new additions later in the game. One of the strangest is Mara: a literal giant penis riding a spiked chariot, that inflicts powerful psychic attacks and gunshots from its drooling mouth. In a feature lifted from Shin Megami Tensei, Joker can “fuse” persona in the mysterious Velvet Room, a place that exists between dream and reality, and whose sardonic inhabitants aid him in his quest. One excellent new feature is the “fusion alarm” that randomly appears after ambushing a certain number of enemies, and powers up persona fusion even more.
Royal’s story is a little unevenly paced: most of the first half is spent assembling the Phantom Thieves. Like a pensioner retrieving pennies from her purse at a supermarket checkout, much of the first half of the game plods along at a somewhat sedate rhythm. A wider conspiracy is hinted at, but otherwise the game is content to make the player work to get to the good stuff. Midway through the opera the brakes are finally ripped off and dramatically thrown in a furnace by a shrieking soprano. From here the story never really lets up, before eventually reaching its thrilling crescendo. This makes the game feel very bottom-heavy, as suddenly EVERYTHING IS HAPPENING AT ONCE. Despite this unevenness, the story is undoubtedly Persona 5 Royal’s strongest feature. Brought to life by brilliant voice-acting, the script is largely excellent, and its themes are interesting and incisive, working as commentary on many aspects of modern society. These broadly range from the problems with modern political discourse, to our reliance on modern technology and social media, to how politically apathetic users tend to coalesce round trends before quickly moving on to the next thing. The Velvet Room represents the panopticon, a circular prison where all inmates can be observed by a single guard, perhaps mirroring our own society and how we’re boxed in and surveilled. Modern, youth-driven movements such as the climate strikes may be a real-world touchstone, given how the Phantom Thieves are resolved to confront the power structures maintained by the older generations. Jungian psychology and the work of Friedrich Nietzsche underpin the broader philosophical themes of the game, particularly with notions of the collective consciousness, and the death of god and the übermensch archetype. Free will is perhaps the story’s central motif, and is weaved throughout the entire game, through to the third semester, new antagonist and true ending. There’s an occasional tendency for scenes to get bogged down in exposition, as though it’s explaining things to a room of pre-schoolers, but in the game’s wider context this is forgivable.
Joker assumes the role of an improvised therapist for the wayward souls he stumbles across and befriends throughout Tokyo. Because clearly a sixteen-year-old mute is best placed to deal with the myriad complex and adult problems these characters face. Most have been wronged by society in some way, tying into Royal’s wider themes. These bonds, now known as confidants - a classier version of the old social links - underpin much of the out-of-dungeon gameplay. Many confidants bestow useful abilities and perks on Joker that help the party as they explore the metaverse. These range from being able to buy certain healing items, to advantages in battle and shadow negotiation, to minor effects on palaces. One particularly raunchy and completely inappropriate confidant offers to massage a weary Joker after his metaverse visits, replenishing his stamina and allowing him to leave his café abode at night. Another is able to psychically improve Joker’s bonds with confidants, which means less time is wasted and he can progress through them more quickly. This wider gameplay utility renders confidants far more useful to the player than the social links of previous titles. As Joker maxes out confidants and completes certain side-quests, he’s eventually able to fuse some incredibly powerful persona in the Velvet Room.
Then there’s romancing, where Joker can pick up a girlfriend or dozen. Perhaps inspired by the antics of medieval sultans, he’s the head of a large, complex harem. Despite only communicating via a series of sporadic grunts and nods, and never brushing his hair, a raw animal magnetism entices and entraps every girl and woman he comes into contact with, causing them to fall helplessly and madly in love with him. Driven mad by his intoxicating pheromones, these beauties will then do everything in their power to aid Joker in his quest. If the player so chooses he can even romance each and every one of them. Being a total man-slut will not break confidant links, but his girlfriends do eventually suss out his antics and band together to beat him up. Sisterly solidarity and all. Although I only romanced one character, all maxed-out female confidants gifted Joker chocolate after Valentine’s Day regardless of their relationship status with him. Because he’s that awesome.
If Joker’s not careful his jilted lovers go a bit bunny boiler
The third semester is Royal’s headline addition, and includes an extra palace as well as a new area to explore in Mementos. There are also two brand new confidants, while a pre-existing one is massively expanded with a new story, eschewing the tepid, automatic progression of the original. The new confidants are introduced relatively early and are very well integrated into the body of the main game, while the third is transformed from one of my least favourite characters into someone who is genuinely complex and interesting, as well as better highlighting their mental health issues. Their bond with Joker is underpinned by some curious homoerotic sexual tension, although it is impossible to romance them. This confidant is further unique in that they don’t use Joker as some sort of Woman’s Weekly agony aunt, and are keen to repeatedly state the things they admire about him. All three confidants must reach certain milestones by specific dates in order to unlock the third semester and reach the true ending. This is unfortunately a little opaque, and so some players may inadvertently miss the true ending without guidance.
After defeating the big-bad the original ending is abandoned, and while everything seems rosy for Joker and the gang, things naturally don’t stay peaceful for long. As soon as the game passes the endpoint of the original story, a new menace rears its not-entirely unattractive head. This new foe is surprisingly complex, going beyond the simple megalomaniacal antics of the original antagonists. Driven by a strong, single-minded conviction and an unwavering belief that their actions are good and just, they don’t seem to be evil in the same vein as the game’s other villainous grotesques, but are nonetheless deeply warped. Of course, once the mask slips they show no hesitation in trying to kill a group of school kids. The new palace is the best in the game, with an interesting visual aesthetic and unique puzzles underpinned by a beautiful, yet sorrowful and almost discomforting musical theme.
The additional length improves the game in other ways, too. One party member joins the Phantom Thieves quite late in the original story, and so never really had time to form a proper bond with the player. Royal’s extra playtime enables them to feel like an integral part of the group. Joker can also spend time with the Velvet Room’s prison wardens, taking them to various locations throughout Tokyo so that they can learn about humanity. Invariably, this leads to some rather amusing scenes as they come to terms with the strangeness of the human world. There’s also time to complete any other unfinished confidants and sample small activities that may have been missed earlier in the game. Furthermore, in addition to new “hangout” areas where Joker can go on dates with friends, there’s a fully explorable area in Kichijoji, where a handy darts and billiards club allows the party to increase their powers. As expected, there are some new music tracks, including a battle theme that plays when the party ambush an enemy.
One of the new Mementos tracks
Royal’s minor changes, additions and nips and tucks are so well integrated into the game they feel like they were always there. There are many quality-of-life improvements, streamlining gameplay and making the adventure smoother, snappier and arguably less challenging. The localisation has also been improved, with a revised script that cleans up mistakes and allows certain sentences to flow better. The localisation is excellent in general, however, most Japanese surnames are pronounced a little strangely, apparently at the behest of Atlus itself.
Morgana tended to be a real nag in the original game, and would actively work to undermine, if not destroy the player, by refusing to allow them to leave the confines of Leblanc at night. I’m not too sure why Joker would acquiesce to the demented demands of a cat (reminder, Morgana is a domestic cat in the real world, not a tiger or mountain lion), but then to be fair, as anyone who has ever been backhanded by an open-clawed mog will attest, you don’t want to get on their wrong side. I once annoyed my family’s cat and was ignored for weeks. It hurt. Anyway, to somewhat mitigate the frustration from being forbidden to leave the café, the player can now partake in a number of new tasks inside Leblanc that further boost the social stats required to unlock certain confidants and activities. These range from being able to read books at the counter, to cleaning the bathroom. The latter will earn praise from Sojiro and boost Joker’s kindness, because nothing screams Mother Theresa like scrubbing the inside of a toilet bowl.
Battles utilise a modification of the “press turn” turn-based system introduced in Shin Megami Tensei III, where exploiting enemy weaknesses or landing critical hits allows characters to execute a second action. This provides Joker a massive advantage in battle, and as a result most skirmishes are over quite quickly. Of course, the reverse is also true, and shadows can quickly gain an advantage by exploiting the party’s own weaknesses. Once all enemies are downed Joker and his crew are then given the opportunity to either perform a powerful and frenzied “all out attack”, or talk to the shadows. Conversation then allows Joker to blackmail shadows for items or money, or invite them to join his cause. By answering a series of vague questions to the shadow’s liking, they will then join Joker’s own persona roster. In practice battles are considerably less demanding than those of earlier Shin Megami Tensei games, and the game makes it extremely easy to level up and become overpowered. Joker is further augmented by a series of new mechanics, such as randomly triggered cinematic attacks, and the ability to start battle with powered-up stats.
A typical battle screen
Party members can now “baton pass” in battle immediately, rather than requiring their confidants be levelled up first. This allows them to hand over to active party members in a chain after attacking an enemy weakness or scoring a critical hit. A new addition is “technical damage”, where certain attacks on ailment-afflicted enemies cause large amounts of damage and have a high probability of being a critical hit. The new grappling hook is useful for ambushing enemies from afar, ensuring the Phantom Thieves go first in battle. The bullets used for ranged gun attacks are now replenished after every battle, rather than having a single finite supply per dungeon visit. Another useful new feature are the collectibles housed in Mementos, referred to as “stamps”. These can be traded with a bizarre flower-eating little boy for bonuses that alter the cognition of the dungeon. This increases the amount of experience points, money or items earned from battles in Mementos, making it extremely easy to level up, particularly if whizzing around at full speed in the bus that Morgana handily transforms into, insta-killing everything in sight.
Weird flower kid
In all, Persona 5 Royal is an impressively enhanced version of one of the last generation’s best Japanese RPGs, with a wonderful epilogue and thoughtful additions that improve the game across the board. Everything gels and perfectly comes together: from the story, to the confidants, dungeons, and music and art-style. While an excellent experience for series’ fans and newcomers alike, the gargantuan length and uneven pacing arguably drags the experience down a little. But for those able to stick with it, it’s massively satisfying. This mammoth beast of a game is a must-play for anyone with even a passing interest in the genre. Like the enormous burgers sold in Shibuya’s Big Bang Burger, it’s rich, rewarding, and perhaps ever so slightly exhausting.
@mookysam I'm coming to the end of Persona 5 Royal now. My biggest complaints about OG Persona 5 still stand, but the enhancements really do add up over time. The visual improvements don't feel like much until you start comparing it with the original release, but it actually looks quite a bit nicer in spots. Especially the brand new third semester content.
It's funny how the series has recently improved itself by becoming closer to mainline SMT mechanically (guns; actual dungeons; negotiations; etc.). If they could balance the battle mechanics a bit more, it'd be perfect, IMO.
Atlus' localizations all seem to get the English dub actors to mispronounce the Japanese names. Drove me nuts when I played SMT IV: Apocalypse and they kept pronouncing Asahi's name as "Uh-Saw-Hee."
You know, as a fan of Japanese media, it's easy to forget how weird some of these plots must be to people who aren't in that bubble at all. Really struck me when I read your recap of the beginning of the game.
Really great piece, and you touched on pretty much everything I would have touched on. Even down to the existentialist influences on the writing and plot. Good work!
Did you get the platinum trophy? I've almost completed all of the non-automatic trophies for Royal. I REALLY appreciate how much easier they made the plat to get after the nightmare that was platinuming the original game.
Stupentacular Super Mario 3D World review! I love the music and screenshots you posted. When it was first revealed, I admit I was one of those who initially thought it was little more than a 3DS game (and I loved 3D Land!), but over time my opinion has become far more positive. I've played the original Wii U version twice - once on my own and another with a friend in co-op. The first time I liked it, but didn't love it, but since then and on reflection, I've grown to love it. It's not the most ambitious Mario game, but it is fun, tight and full of lots of little ideas. And it has Captain Toad. 😁 I can't wait to play it on the Switch, now I've finished 3D All Stars.
Thanks! I definitely was also a little underwhelmed when it was first revealed. 3D Land was a ton of fun (it's the reason I bought a 3DS in the first years of its release), and that was a massive step up for Mario game design, but 3D World just didn't... look... like a home console game, y'know? In some ways, I think it still isn't really all that fit for a pure TV-bound experience. As a hybrid experience, though? I loved it.
Just be prepared to not want to go back to the Wii U version ever again after you get used to the speed boost is this one.
Fabulous Ys: Oath in Felghana (gosh these titles make me tongue-tied) review, too. I'm something of a latecomer to the series (you may remember I recently played Ys I and II on the PSP), but I'm looking forward to going though the others and getting up to date.
The combat sounds like a tremendous amount of fun. I really didn't mind the "bump" combat in I and II, but it was terribly basic. I really like the graphical style; when I went from Trails in the Sky to Cold Steel, I must say I preferred the sprites and cute, basic polygons of the former. The Metroid-is structure sounds very intriguing, but it's a shame that there's so much backtracking early on. But hurrah for the improved dungeon design from I and II! Those labyrinths were something, eh. Falcom games are usually an aural treat (apart from the hideous music in the game you reviewed a while back), and those tracks you posted are certainly great. They're very head thumping!
Yeah, the bump combat was surprisingly inoffensive to me, but the combat in this one is just vastly better by any metric. As for the dungeons, they're a big reason why I probably won't replay Ys I & II much, despite thinking they were quite good overall. Narm Tower, as it exists in Ys I, is a bit of a nightmare in particular!
@RogerRoger Well, in my case, I loved Mass Effect and played through it 2 - 3 times, but I only played ME2 once and was so disappointed by it that I never even bothered with ME3! I want to play Andromeda one day, but probably not for reasons that the developers would appreciate.
So, for me, ME3 will be a brand new game.
I'm going to try and go into ME2 with an open mind, though. I think I'll probably be able to appreciate what it does well more these days. Especially since I've noticed more people speaking out in appreciation for the original now. My attitude toward ME2 soured even more when I saw how much people drooled over it and castigated the original game for daring to be an RPG. Kinda like how fan defensiveness of Super Mario 64 soured me on that game for years.
@mookysam I'm tempted to describe my last few hours with the game as such: Local boy, with the help of Satan, travels into alternate dimension to beat up his High School therapist.
One of the first things I noticed during the third semester was that the overworld map had a slight... pop to it. Very subtle, but it looked nice. There are a lot of little ways in which Royal looks more at home on the PS4 than the original game did.
Persona 5 was already easy, and then they improved baton passing, added in randomly-triggered super-attacks (which stack on top of the normal All-Out Attack super-attacks, lol), and even gave an optional difficulty, Merciless, which makes the game weirdly easier than on Hard because damage is tripled when you hit an enemy's weakness. So, to make the game as challenging as possible (which still wasn't very), I played on Hard during normal dungeon runs and then switched to Merciless for boss fights, since Persona bosses rarely have weaknesses to exploit (which is funny, because, despite being much harder, SMT bosses almost all have weaknesses to exploit; the damage balancing is just better overall in those games, so they can be challenging despite having exploitable weaknesses). The balancing during combat is my single biggest issue with the game, and is what keeps it from being a 10/10 for me. Battles are ALL either absurdly easy or obnoxious wars of attrition (primarily with bosses). Hitting weaknesses shouldn't devastate enemies, considering the game already rewards you for it by giving you more turns.
Frankly, the closest I've seen SMT come to perfection is the weirdly oft-maligned SMT IV: Apocalypse, which combined a decent story and funny anime antics with the best JRPG gameplay I've ever encountered. Only real complaint I have about that game is that the final dungeon is a little annoying. Otherwise, it fixed everything wrong with SMT IV.
I expect SMT V to go back to the creepiness of Nocturne, although that's fine. Revisiting it with the HD Remaster, despite the dark tone, there's quite a bit more humor than I remember. In some respects, it's more light-hearted than SMT IV.
Yeah, I didn't bother with the maid cafe until third semester, either, until I noticed that trophy, lol. My charm was maxed out, so there was no reason to go to it otherwise.
Actually, that'd be another big criticism I have of P5/P5R. The fact that, once you max your social stats and become the perfect human being, almost all of the social sim stuff other than ranking up with confidants becomes worthless. Really poor game design choice. Now, you could say that players shouldn't go out of their way to rank up their stats quickly and this wouldn't be an issue, but the game likes to gate a lot of its later confidant ranks behind maxed stats. Like... wasn't it Sojiro who required max kindness or something to get past rank 5 of his confidant?
Oh, and while I'm tearing into it, while I like the challenging of hunting down Will Seeds, the actual rewards you get are pretty crappy.
And whoever designed the Okumura boss fight can bite me. Worst boss fight in the series.
Currently Playing: Fields of Mistria (PC); Cookie Clicker (PC); Metaphor: ReFantazio (PC); Overboard! (PC)
@mookysam Another thing that strikes me about it is how Persona rewards you when you succeed, but never punishes you when you fail in battle. For example, I'd argue Nocturne balances some of its more powerful multi-target spells by making it where you lose press turns if an enemy drains or blocks your attack. Whereas, in P5, if you hit any enemy's weakness, you get a One More, even if other enemies drain your attacks. I wonder if that's because SMT is built around creating custom teams, whereas the character party approach of Persona 5 gives you less flexibility? Either way.
Oh man, all you've played of mainline is Nocturne? You're in for a treat! The 3DS entries in the series are just fantastic. I've actually not played SJ yet, despite having owned it for years. Something about the aesthetic of it kind of turns me off. But I've heard it's good, so I do want to play it someday.
I & II, on the other hand... egh. I've actually tried to play them several times over the years, and I always get bored a few hours in. The first couple of Persona games are insanely rough as well (P2: Innocent Sin less so than the first one). Atlus is sort of like a reverse Square-Enix insofar as their series tend to get better over time.
@RogerRoger Ah, no worries, I thoroughly spoiled myself about ME3 years ago, since I was curious about the ending controversy and don't really think the plots are twisty enough that learning about them would spoil my eventual experience with the rest of the series..
You know, I actually have heard a couple of other people tell me that Andromeda is a lot better than people give it credit for. Assuming I still like the games, I'll probably incorporate it into an eventual series playthrough.
Mini-review of the forgotten PlayStation exclusive — Bound
I didn’t even realize this game was a second-party PlayStation exclusive until I was nearly finished with the game. With quiet dexterity, Bound crept up in 2017, and then stealthily disappeared without a trace. Sony’s inclusion of the game on PS Plus was the only way I would have even known the game existed, much less played it.
But here we are.
And after playing it, its clear the game is very much in Sony’s lineage with the likes of Journey, Flower, Entwined, or The Unfinished Swan, in the sense that Sony has published this small indie piece which clearly has a lot of creative talent behind it.
The game is not very long, so in order to keep from taking more time to write the review for the game than to actual play the game, I’ll keep this short and sweet —
The Concept
Bound is what could be described as a dancing-simulation platformer. I don’t think that genre exists but it seems indie developer Plastic has created it. You play as a nameless woman, flipping through a sketchbook journal and recreating memories in the form of spinning, running, and gracefully jumping through abstract worlds while fleeing from a monster.
The Art and Movement
When I say “you spin, run, and jump”, it’s more correct for me to describe it as “you pirouette, glissade, and sauté” your way through this game. If there is one positive impression I had for the game, it’s gotta be the beautiful and artistic moveset for the protagonist. She is a lovely dancer and the ability to control her relatively easily to make such graceful dance and platforming moves is surprisingly empowering and satisfying. It taps into some deep limbic desire of my brain to be cultured and elegant; accomplishing satisfaction in a way similar to how playing Guitar Hero satiates those dreams to be a rock star.
And I’m not a ballet or modern dance aficionado by any stretch, but the accuracy of dance moves and style affirms an appreciation the developer has for the art form. I didn’t even notice until half way through the game, but your super power dance animation during a specific button press actually changes with each level you’re in, which is a nice touch. The character’s outfit and costuming also has subtle differences from level to level, which seem to add to the allegorical undertones of the overarching story. Speaking of...
The (surprisingly impactful) Story
The story is akin to many artistic endeavors in the sense it’s replete with metaphor and highly introspective. It’s important not to spoil things for those who wish to play it one day, so I’ll stop short of any detail, but suffice it to say it hits a large crescendo toward the end when things start making sense. The narrative awkwardness in the first 2-3 levels left me pretty confused but it came together in the end and although it’s not the pinnacle of video game story telling, it’s pretty darn solid. If a game has me pondering the message for more than a few days, it’s a success. Bound has done that.
The Gameplay (or lack thereof)
I think the biggest weakness of Bound is the shallow gameplay and lack of variety in what you do. The levels have artistic differences and vary in the platforming patterns and obstacles, but still manage to feel samey. It’s difficult to explain, but I couldn’t help but feel slightly bored even though the game was only a couple hours long. With a game, and specifically a protagonist, which is so beautiful to watch and see in motion, somehow developer Plastic forgot to include satisfying goals to achieve and any sense of accomplishment or progression. Only at the ending do you really feel any impact to what you’ve done for the whole game, and although I am not really a fan of straight platformers, I think it’s more than its genre that makes this game feel depthless. And it’s strange because that’s at the complete opposite of what the game’s purpose seems to be in all its other areas.
There is some meaningful replayability with post-game speed runs, hidden paths to find for trophies, and a decent photo mode. However, I tried to indulge in a few of these and just couldn’t feel bothered to spend more than a few minutes doing some extra runs.
The (not so) Grand Plié
In the end, I enjoyed my time with Bound, which was about 3 hours, and that was plenty. I recommend it to anyone who likes indies and needs a good palate cleanser between military shooters and RPGs. Just don’t expect to get more than a few hours of enjoyment out of it before you feel the pull to move on.
6 tutus out of 10 🩰
“We cannot solve our problems with the same thinking we used when we created them.”
What a game, is what they said 30 years ago. A great waste of your own time and a tick in the box of nostalgia goggles. When you play VF2 you need seriously bad eyesight to enjoy this game. The fighters all wear cardboard box suits like a 5 year old in Tesco. It has the fundamentals down if you want to get dirty, a few combos and ringouts. It's once you try to sidestep or jump things go awol. Sally Gunnel could only dream of jumping higher than a double decker bus yet even big Jeffery does this with ease. It's so cumbersome like trying to put a pair of small gloves on your feet, there is no point in doing that and there is no point in playing this. It holds up worse than a cowboy with a pellet gun and it's gameplay worse than Man Utd in the Uefa cup final. Its only once you replay these early 3d games you fully understand the leaps and bounds we have made like the anti-gravity jumps in this turd pie.
Forum Best Game of All Time Awards
PS3 Megathread 2019: The Last of Us
Multiplat 2018: Horizon Zero Dawn
Nintendo 2017: Super Mario Bros 3
Playstation 2016: Uncharted 2
Multiplat 2015: Final Fantasy 7
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Topic: User Impressions/Reviews Thread
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