Category Archives: Articles

All the non-Cover Game articles and features in one place.

Waifu Wednesday: Rizna Lanfbitt

Rance 5D’s main heroine Rizna Lanfbitt is a great character — and pleasingly, she gets plenty of time in the spotlight in the subsequent games, too.

Initially presented pretty much as a textbook example of a “damsel in distress” — right down to being trapped inside a castle, fairy tale-style — Rizna shows herself over the course of her subsequent adventures to be a character with considerable depth and appeal to her, not to mention plenty of flaws that humanise her somewhat.

One might argue that Rance perhaps isn’t the best influence on her, given the things she’s been through, but when our “hero” isn’t taking advantage of her, they enjoy a good relationship that comes across as one of the most genuine friendships in the series.

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Nintendo on Atari: Donkey Kong

Today, Nintendo is primarily known for its excellent first-party games that it produces for its unique consoles and handhelds. But there was a time when Nintendo games were a lot more platform-agnostic than they are now.

That time was the early ’80s — specifically, the years before the release of the Famicom in 1983, and its Western incarnation, the Nintendo Entertainment System, in 1985. During this time, Nintendo was making arcade games. And there was a great hunger for ports of these arcade games to home-based systems of the time.

Nintendo’s 1981 classic Donkey Kong was a game that got ported to pretty much every platform imaginable at the time. And the 1983 version for Atari home computers was one of the best.

This is a cross-post with my new site Atari A to Z; please head over there and follow if you’re interested in Atari computers, games, software and hardware!

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Shmup Essentials: Satazius

When you think of Japanese shoot ’em ups, it’s easy to get hung up on nothing but classic arcade and console titles.

But over the years, the PC has played host to a wide variety of its own unique titles, too, with many developers specialising in this highly flexible platform thanks to its ease of digital distribution and free marketplace.

One such developer that has come to prominence over the last few years is Astro Port, and its title Satazius is one of its best, alongside the similarly excellent Zangeki Warp.

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Visual Novel Maker: How to Look Fontastic

Last time in our exploration of Degica’s Visual Novel Maker, we looked at how you can create your own custom characters to form the cast for your next masterpiece.
Today we’re going to look at something a little more mundane but just as important to the overall experience of your game: the user interface. Specifically, we’re going to take a look at some ways in which you can customise the way it looks and feels.

This is one of those steps you can quite easily skip when putting something together in a package like Visual Novel Maker, but using something other than the default UI not only helps your game look more polished, it gives you a greater feeling of ownership over the whole experience — so do consider taking a few of these steps on your next project!

Note: This post has been updated with some helpful advice from Archeia, a member of the VNMaker team. Please give it another read even if you’ve already looked it over!

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Puzzler Essentials: Lumines

There’s been an unwritten rule ever since the days of the Game Boy that every major new handheld system must launch with at least one awesome puzzle game.

Sony’s PlayStation Portable was no exception, launching with the wonderful Lumines (pronounced “luminous”, not “loo-mines”, as I’ve heard some people call it), a game that combined the familiar style of falling-block puzzling with the synaesthetic blend of light and sound patterns designer Tetsuya Mizuguchi had used to such great effect in his renowned Dreamcast title Rez, and which he would later use once again in the PSP versions of Gunpey and Every Extend Extra.

Lumines isn’t a complex game in mechanical terms. But it is most definitely not a quick-hit throwaway experience, either; on the contrary, when you sit down for a game of Lumines, expect to be staring glassy-eyed at your PSP for at least half an hour before you’ll be able to tear yourself away.

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Waifu Wednesday: Athena 2.0

A real highlight of Rance 5D is the amount of time you get to spend with Athena 2.0.

Utterly devoted to her master, but in a completely different way to the genuine feelings Sill holds for Rance, this rather peculiar artificial lifeform is a reliable source of comedy, cuteness and, more often than not, erotic scenes.

She’s definitely a memorable character for sure, and her interactions with Rance, Sill and the rest of the cast form an important part of Rance 5D as a whole.

(There’s a disappointing lack of Athena fanart around the Internet, so there’s a couple of mildly NSFW images from the games after the jump; consider yourself warned!)

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Visual Novel Maker: The Breath of Life

Last time, we looked at how to get up and running with Visual Novel Maker as soon as possible using its built-in assets and template project.

Today we’re going to take a look at how you can use your own assets to create something unique to you! Because built-in assets are all well and good — and Visual Novel Maker certainly has some lovely default artwork and character designs — but if you’re serious about getting creative, you’ll want to take control of as much about your work as possible.

That means, among other things, creating your own characters with which to tell your story. So let’s take a look at that today!

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Shmup Essentials: Raiden V

It’s interesting to see how the Raiden series has evolved over time, what with it being one of the longest-running series of shoot ’em ups that is still relevant today.

Raiden V is probably the biggest “reinvention” the series has seen since its inception — and consequently may take a little adjusting to for series veterans in particular — but it’s still very much recognisable as an installment in this classic series.

For those less familiar with shoot ’em ups — or those interested in getting involved in the modern side of this challenging, fascinating genre — Raiden V is certainly something of a trial by fire, but it’s a very rewarding journey to take.

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Microtransactions: The Battle Isn’t Over

The controversy over microtransactions in full-price triple-A games has been brewing for a few years now, but it finally came to a head with EA’s release of Star Wars Battlefront II.

To recap: Reddit poster “MBMMaverick” was frustrated to discover that he had paid $80 for the game only to find that a favourite character, Darth Vader, was locked behind either an extremely long grind or having to pay further real money for a chance of unlocking him through the game’s loot box system. And with the variable character abilities and other unlockables in the game, this meant that the game most definitely had an element of “pay to win” about it, since those with the cash could simply pay up and get better things with which to dominate other players.

EA’s response became one of the most downvoted Reddit comments of all time, sitting at a mighty -676k points — that’s minus six hundred and seventy-six thousand — at the time of writing. And things didn’t get any better from there.

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Visual Novel Maker: First Steps

Now that we’ve had a whistle-stop tour of Visual Novel Maker’s main features, it’s time to delve into how it all works.

Today we’ll be taking a look at how you can get started with the application using its built-in resources. In subsequent articles we’ll look at importing custom resources and creating new characters, but for today we’ll primarily be focusing on the core functions of the program, getting a playable game up and running as soon as possible.

Let’s dive right in, then!

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