Category Archives: 2016

Cover Game features from April-December 2016.

RPG Maker MV: Introduction and History

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Have you ever thought about making your own games? I bet you have, even if it was only briefly when you were twelve years old and didn’t know any better about how much work was involved in producing them.

Over the years, there have been a number of solutions for aspiring game designers to put together at the very least convincing prototypes of the things they want to share with the world, and in many cases fully-realised projects, assembled without any need to delve into the complexities of programming a computer from the ground up.

One such solution that has remained enduringly popular over the years is the RPG Maker series, initially developed by ASCII and subsequently handed over to Enterbrain, a subsidiary of Kadokawa Corporation, for the more recent installments.

So what, exactly, has made this series such a firm fixture in the amateur development landscape for so many years now? Arm your chipsets, ready your battlers and cue up your BGM; we’re going in.

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Ys: Sights and Sounds

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Much like its gameplay, the overall aesthetic of the Ys series has evolved considerably over time.

As technology has improved with each new generation of games consoles and computer hardware, the Ys series has adapted and changed. And with its longstanding nature — not to mention its numerous remakes over the years — it’s fascinating not only from the perspective of examining how Falcom has improved the series over time, but as a means of showing how games in general have grown and changed.

With that in mind, let’s take a look at how the sights and sounds of the series have changed over time, and their relevance to gaming’s evolution as a whole.

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Ys: Building a World, One Game at a Time

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One of the things Ys developer Falcom is most consistently praised for is its ability to craft convincing, well-realised game worlds.

It’s not just the Ys series where Falcom demonstrates this; its The Legend of Heroes series is also acclaimed for that, particularly in the more recent Trails subseries, each component of which deals with one part of a coherent whole.

It’s perhaps Ys that provides the most interesting example of Falcom’s approach to worldbuilding, though, because it’s an ongoing process — the complete work that is Ys is continually growing, evolving and changing, and there’s no end in sight just yet.

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Ys: Evolution of an Action RPG

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Alongside Nintendo’s Legend of Zelda series, Falcom’s Ys was instrumental in helping to establish and refine the Japanese take on the action RPG genre.

Both were designed with accessibility and ease of understanding in mind — Zelda through stripping out complicated RPG mechanics like statistics, experience levels and dice-based mechanics, and Ys through simple, straightforward implementation of these mechanics — but both very quickly diverged in their own distinctive directions.

Let’s take a closer look at how the mechanics of the Ys series have evolved and changed over the years.

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Ys: Introduction and History

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The Ys series is one of the longest running franchises in gaming — yet it’s not nearly as well known as the Final Fantasies and Zeldas of this world.

This is a shame, because not only does Ys represent developer Falcom arguably at its finest, the series as a whole has also been key in the development of the action RPG as a subgenre.

It also holds the dubious honour of being one of the most remade series of all time, refreshing and rewriting its various installments long before the concept of the HD remake ever reared its head.

Let’s take a look at the main series’ various releases in chronological order and see how it’s developed.

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Dungeon Travelers 2: Sights and Sounds

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A big draw of Dungeon Travelers 2 is its gorgeous presentation. This shouldn’t be surprising, given its heritage, but it really does have a distinctive look and feel to it.

Its visual aesthetic also proved to be the most controversial aspect of the game, with commentators such as Polygon’s Phil Kollar refusing to take the game seriously due to its appearance. This is particularly sad, as the game has some lovely art, some distinctive character designs and a very strong sense of style to it.

Let’s take a look at the art and sound of Dungeon Travelers 2, then.

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Dungeon Travelers 2: Narrative, Themes and Characterisation

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The dungeon crawler genre isn’t particularly renowned for its storytelling, though this isn’t necessarily a criticism.

The genre grew out of tabletop adventures where the players just wanted to hack and slash their way through some monsters and take their treasure, after all, so it’s understandable that a computerised version of this type of adventure would emphasise mechanics — particularly combat — over narrative.

That doesn’t mean that your average dungeon crawler is completely devoid of plot, however, and in recent years Japanese developers in particular have shown how to strike a good balance between narrative, characterisation and satisfying mechanics. Dungeon Travelers 2 is a prime example.

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Dungeon Travelers 2: Historical Context and Mechanics

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The dungeon crawler subgenre of role-playing games has a long and proud history that stretches right back to the dawn of gaming.

Dungeon Travelers 2 perhaps doesn’t deviate particularly significantly from the more well established conventions of the genre, but it executes them with such polished competence that it becomes clear shortly after starting to play that it is a game that has had a great deal of thought put into its mechanics.

But how did we get to this point? Let’s take a look back at the history of the genre, and how it relates to Dungeon Travelers 2 in particular.

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Dungeon Travelers 2: Introduction

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You’ve probably heard of Vita RPG Dungeon Travelers 2, even if you haven’t played it — but for all the wrong reasons.

You may well recall that around May of 2015, Polygon’s Phil Kollar incited the wrath of Western Japanese game fans by reporting on the impending localisation of Dungeon Travelers 2 with the provocative headline “Atlus can do better than this creepy, porn-lite dungeon crawler”.

Kollar’s impressions of the game were primarily based on the trailer that Atlus released after announcing the localisation of the game, and on the preorder incentives, which included a calendar featuring various illustrations of the game’s characters. The game was not available in English at that point — though it had been out in Japan for a while — but it was pretty apparent Kollar hadn’t played it, nor did he have any intention to.

Which is unfortunate for him, really, because Dungeon Travelers 2 is probably one of the finest dungeon crawlers ever created. Your loss, Kollar.

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Megadimension Neptunia V-II: Sights and Sounds

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One of the most appealing elements of the Neptunia series for fans is its consistent and instantly recognisable aesthetic.

This is largely the work of artist Tsunako. In fact, the Neptunia series at least partly came about as a result of developers Idea Factory and Compile Heart wanting to give her artwork a more prominent role after her previous contributions to games such as Cross Edge and Trinity Universe.

We shouldn’t understate the other aspects of Neptunia’s aesthetic, though; it’s not just about visuals. It’s also about how the games sound, and between the soundtrack, voice acting and even sound effects, it’s clear that the team behind the series has thought about this just as much as the art style.

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