Category Archives: One-Shots

One-off articles about games, cultural phenomena, anime and anything else that isn’t getting the Cover Game treatment.

What’s in the Box: Cyberdimension Neptunia – 4 Goddesses Online

After a slightly longer wait than expected due to a printing error with the soundtrack CDs, the limited editions for Cyberdimension Neptunia: 4 Goddesses Online are finally here.

As with most of Idea Factory International’s releases, it’s a substantial but affordable release containing a nice selection of goodies — some practical, some purely to go “ooooh” at. IFI’s limited editions are always reasonably understated and never feel the need to go for the excess of some “Collector’s Editions” — particularly those from triple-A Western publishers — and it’s for that reason I like them. They’re easy and fun to collect and display, and they keep the focus on the game.

So let’s take a look inside the box of this newest one, then!

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Extra Life: Game Day is Soon!

November 4 is Game Day for this year’s Extra Life — at least for me.

You can find some information about the event and my contribution to it on my fundraising page — as well as make a pledge — but today I wanted to share a bit more information about what I’m planning for the day itself.

I don’t tend to do a lot of streaming, but my 24-hour stint playing Final Fantasy XIV for Extra Life two years ago was a lot of fun, so I’m looking forward to this session too! I hope you’ll join me for some of the day.

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The Death of a Community

The last few years have been a strange time for the gaming community at large — if such a thing even exists as a single entity any more — with one of the most surprising incidents being the apparent fall of NeoGAF.

I won’t be shedding any tears over the site’s possible demise, since its shift into heavily left-leaning progressive politics, the idolisation of women and minorities as infallible beings to be worshiped and unquestioningly protected (as opposed to regular human beings, the same as anyone else) and the immediate, uncompromising exclusion and demonisation of anyone who didn’t fall in line with these values had made the site a laughing-stock for anyone who just wanted to, you know, talk about games. Plus, most relevantly to us here at MoeGamer, many readers will know that the site had been unfriendly to discussion of many modern Japanese games for some time now, with threads on some titles such as Criminal Girls completely banned, and the entirety of the site’s substantial Senran Kagura community unceremoniously ejected one day without any prior warning or explanation.

But the fact remains that what was once a proud institution in gaming culture — one of the longest surviving gaming forums, and formerly a hangout for journalists, developers and gamers alike — now lies in ruins. And that’s significant to anyone who was ever part of it.

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You Can Keep Your “Games as a Service”, I’m Fine with Single-Player, Thanks

EA’s recent announcement that it was shuttering Visceral and “pivoting” (ugh) the Amy Hennig-fronted narrative-centric single-player Star Wars project it had been working on probably didn’t come as a surprise to anyone.

It did, however, rekindle a discussion that last cropped up back in 2010 — once again involving Visceral, interestingly enough, this time with regard to the addition of multiplayer to Dead Space — when EA Games’ Frank Gibeau commented that he believed “fire-and-forget, packaged goods only, single-player, 25-hours-and you’re out” experiences were “finished” and that “online is where the innovation, and the action, is at”.

The “pivoting” of the new Star Wars project is based on many of the same principles as Gibeau’s arguments from 2010: indeed, EA’s executive vice-president Patrick Söderlund claimed that the decision was due to a perceived need to “deliver an experience that players will want to come back to and enjoy for a long time to come” — or, to put it another way, the oft-mooted idea of “games as a service”.

I don’t want that. And I’m certain I’m not the only one.

Continue reading You Can Keep Your “Games as a Service”, I’m Fine with Single-Player, Thanks

Doki Doki Literature Club: Cute Girls Write Poems

I normally don’t bother with spoiler warnings here on MoeGamer, since it should be fairly apparent that in the process of analysing certain works in depth, “spoilers” are something of a necessity.

I will, however, make an exception in the case of Doki Doki Literature Club, a Japanese-style visual novel from independent Western developer Team Salvato. This is a game that is best experienced completely and utterly blind, so if you have the slightest interest in a visual novel that subverts expectations and makes astonishingly good use of its medium, I recommend you go play it through now before reading any further. It’s completely free, can be cleared in an afternoon, and is available either via Steam or itch.io.

Beyond this point lie hefty spoilers, so consider yourself warned!

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Winged Sakura: Endless Dream – Dungeons and Defenses

Let’s get one thing out of the way up front, because it seems to be a common point of confusion if Steam reviews are anything to go by.

The Winged Sakura series is not the same as the Sakura series. The Sakura series is a sprawling range of ecchi and hentai visual novels with a distinctive anime-inspired art style, developed by Western indie group Winged Cloud. Meanwhile, the Winged Sakura series is, at the time of writing, a trilogy of three disparate games with a shared cast, a (different) distinctive anime art style, this time developed by Winged Sakura Games, also known as one-man studio and BCIT graduate Hong Dang (plus freelancers).

To put it another way, if you’re one of those people who sees a new game with Sakura in the title and thinks “oh no, another Sakura game” or makes other similar assumptions, note that Winged Sakura: Endless Dream is nothing to do with those games, despite similarities in both its title and the name of its developer. It’s also really rather good.

Clear? All right then. Let’s continue.

Continue reading Winged Sakura: Endless Dream – Dungeons and Defenses

Space Live: Flawless Fanservice

Sometimes a good palate-cleanser is just what the doctor ordered, and that’s exactly what Space Live: Advent of the Net Idols provides.

Developed as a West-first release by a collaborative effort between Da Capo creator Circus and localisation specialists MangaGamer, Space Live markets itself as a “short and sweet visual novel that will add some kick into your step for the week” — an eminently accurate description.

It’s not a visual novel that’s attempting to say anything deep and meaningful, nor is it attempting to wow you with its technical proficiency, big budget and days-long play time. It’s simply a bit of fun, aimed with a laser-sharp focus at Western fans of Japanese popular media, and it succeeds admirably at what it does.

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The Three Ages of Visual Novels

With this month’s Cover Game being one of the most influential, well-regarded visual novels of all time, it seems only right and proper to take a look at the history of the medium as a whole.

To date, there have been three main “eras” of visual novels that can be clearly distinguished through a combination of their visual style, thematic content, gameplay elements (if any) and breadth of appeal. Of course, things aren’t quite as neat and simple as that might suggest, with some modern works deliberately channeling older styles, or some older works being ahead of their time, but it’s a working hypothesis to start from.

And, since visual novels form an extremely important part of both Japanese gaming and Japanese popular media in general, it’s worth tracing the route things have taken to get to where we are today.

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What’s in the Box: Mary Skelter: Nightmares

Another recent release and a recent acquisition is Idea Factory’s Mary Skelter: Nightmares, an intriguing-sounding dungeon crawler featuring interpretations of numerous fairy tale characters and some cool mechanics.

Once again, this is a game I’d like to spend a full month giving the full Cover Game treatment, so today we’re primarily focused on what’s in the limited edition box. Idea Factory’s limited editions have typically been some of my favourite to date — helped along rather by the fact I’m yet to play a game by them that I haven’t enjoyed immensely — and so I was excited to get my hands on this one.

So without further ado, let’s take a look inside.

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What’s in the Box: Senran Kagura Peach Beach Splash

I grew up with computer games in the ’80s and ’90s. Those who also grew up in that era know that means one thing: big box game releases!

If there’s one thing I’ve come to really miss in the last couple of console generations, it’s big box releases of games on all platforms — not just console, but PC too. In fact, PC physical releases are an endangered species full stop, but console releases have been little more than a plastic case and a disc since about halfway through the PS3/Xbox 360 era.

Thankfully, the “big box” philosophy isn’t quite dead yet… and it’s all thanks to limited edition releases that don’t break the bank. Today, we’re taking a look at the recent European “Girls of Paradise” edition of Honey Parade Games’ Senran Kagura Peach Beach Splash.

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