Category Archives: Articles

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

Outrun 2006: Gone, But Not Forgotten

Ah, OutRun. The quintessential “Sega blue sky” series… and one that has kind of fallen by the wayside a bit since the expiry of Sega’s license with Ferrari.

After listening to a bit of the soundtrack to the upcoming Senran Kagura: Peach Beach Splash and thinking “gosh, this sounds a bit like early 2000s Sega music, I feel like playing some OutRun” I decided to… well, play some OutRun.

Specifically, I decided to play some OutRun 2006: Coast 2 Coast. And yep, it’s still a great game.

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Shmup Essentials: Ghost Blade HD

Those with a longstanding interest in the worldwide shoot ’em up scene may well be familiar with German developer Hucast Games.

A developer primarily known for helping resurrect Sega’s defunct Dreamcast platform for modern audiences through the release of original, new arcade-style games for the system, Hucast’s work has had mixed reception over the years — though not necessarily entirely due to the quality of the games themselves, as this article from Segabits in 2015 explains in more detail.

As we move further into the “digital age”, however, it becomes a lot easier for developers such as Hucast to ply their trade — and, should mistakes occur, to correct them. Which is how we now find ourselves, two years after its original Dreamcast release, with an HD version of Hucast’s shmup Ghost Blade for Windows PC, PS4, Wii U and Xbox One.

And hey! It’s really good.

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Puzzler Essentials: Starsweep

Although the abstract nature of the puzzle game genre makes it theoretically possible to make a game out of pretty much anything, we tend to see a lot of the same sort of thing.

In particular, over the years, we’ve seen a lot of “match dropping things so that their colours match”, “swap things around to make lines of three like-coloured doohickies” and “shoot bubbles at precarious arrangements to make groups of three like-coloured blobs”. As such, it’s always rather pleasing to come across a game that does something a little different from one of these common conventions favoured by the most popular titles in the genre.

Starsweep, a game that originated in Japanese arcades and was subsequently ported to PlayStation and Game Boy, is just the ticket to refresh the jaded puzzle fan.

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GAMERS! The Feel-Good Anime of the Summer

Less than five minutes after the first episode of GAMERS! started, I had a broad grin on my face.

This, it was abundantly clear, was a show put together by people who understood gaming. People who understood why people play, why they feel so passionate about their hobby — and even why, at times, you just want to enjoy it by yourself without sharing it with others.

After the two episodes that have already aired at the time of writing, the show is already a delight, and looks like being a distinctly “feel-good” summer hit.

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Mega Drive Essentials: Fatal Labyrinth

Roguelikes have been around for many years now, but in recent years we’ve seen an explosion in popularity of more accessible games that present a friendlier face to this notoriously obtuse genre.

Well-received Western indie titles such as Spelunky, Rogue Legacy, Dungeons of Dredmor, FTL and numerous others helped popularise (and, some may argue, dilute) the roguelike genre. At the same time, games such as One Way Heroics and the Mystery Dungeon series helped develop the genre in a distinctively Japanese direction.

But this development isn’t quite as recent as you might think. In fact, we’ve had accessible console-style roguelikes since the 16-bit era, though many may not have been aware of “roguelike” as a genre at the time. And a great — if particularly punishing — example can be found in the form of Sega’s Fatal Labyrinth (aka Shi no Meikyuu: Labyrinth of Death, no relation to Compile Heart’s MeiQ: Labyrinth of Death) for Mega Drive.

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How Video Games Might Have Saved My Life

With today’s news about the suicide of Linkin Park frontman Chester Bennington, I thought now might be a good time to reshare a very personal piece I wrote a while back on my now-defunct personal blog.

Its link to Bennington is tenuous at best, I’ll freely admit, given that it’s an article about video games, but there’s an important core message in here that is relevant.

There are times in our life when we feel like we’re suffering, like things just can’t and won’t get any better. During those times, it can be tempting to contemplate taking drastic steps, up to and including ending your own life.

But, and you’ve probably heard these words a lot today already: don’t suffer in silence. Reach out to people and ask for help if you need it. And if there’s something that helps you cope, make use of it. Taking this advice is why I’m still here today.

This piece was originally written in April 2016, so some references may be a little dated! Oh, and here’s the source for the header image.

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Granblue Fantasy: Spotlight on Lyria

Granblue Fantasy is filled with an enormous variety of awesome characters, most of whom are playable characters that can be drawn in the gacha.

From the very outset, though, you have two faithful companions who never leave your side: the protagonist’s feisty baby dragon-type thing Vyrn, and Lyria, the latter of whom in particular is a big reason I find myself continually drawn back to the game.

While initially appearing to be the same sort of “mysterious young girl” character seen in a wide variety of Japanese role-playing games over the years — and particularly in mobile-social RPGs such as Granblue Fantasy and its peers — Lyria quickly distinguishes herself as a thoroughly pleasant character to have around, making her an ideal companion for you, the player, as you proceed on your journey around this fantasy world.

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From the Archives: A Square Sequel

Final Fantasy is probably one of the best-known names in the JRPG genre. And yet even within this long-running series there are titles which have had more attention than others.

Everyone can vouch for the quality (or at least impact) of Final Fantasy VI and VII, but what about the ones people don’t talk about in quite such reverential tones?

Today I’d like to talk about one of the less fondly-regarded entries in the franchise and explain why you should give it another look.

This article was originally published on Games Are Evil in 2013 as part of the site’s regular Swords and Zippers column on JRPGs. It has been edited and republished here due to Games Are Evil no longer existing in its original form.

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Fate/GO: The Joy of the Grind

Since starting to play Fate/Grand Order, I’ve cleared the prologue story chapter and moved into the next Singularity… but from thereon I haven’t made a great deal of progress in the narrative.

The reason for this is that I’m finding Fate/GO’s core battle gameplay to be so enormously appealing and enjoyable that I’ve been having a blast doing nothing but the daily quests. These are a series of narrative-free challenges of varying difficulty set up to provide you with an easy way to acquire experience-yielding cards for fusion, currency to pay for various character powerups, mana prisms to produce bundles of helpful items, or simply to test your skills.

It’s testament to Fate/GO’s excellent mechanics that “the daily grind” isn’t a chore, and is instead an interesting and varied way to try out varied party combinations from day to day.

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An Open Letter to Kenichiro Takaki, Marvelous Games and All Producers of Games with Fanservice

A recent article published by PlayStation Lifestyle suggested that Senran Kagura creator Kenichiro Takaki has considered toning down the fanservice elements of his most famous series.

Speaking with the site, Takaki-san reportedly said that he had pondered this possibility “a little bit… the game started out very small and that was the big selling point in order to move units. Now that the franchise has grown and is getting more popular, it might be worth considering having features that differ depending on where it’s being sold. That way it might be able to sell better in certain regions where it would be problematic to have that kind of content.”

He did, however, also note that “there are also reviews that ignore the games due to the sexual content, and write it off from the start, so those aren’t very helpful. If you’re going to write it off due to a main component then that game just isn’t for you, and that review isn’t really useful as feedback.”

I’d like to take this opportunity to address Takaki-san, Marvelous Games and any other content creators who make fanservice part of their work, and reassure them that their work is welcome, enjoyed and appreciated by fans of all descriptions from across the world.

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