School of Talent – Suzu Route: A Song of Joy

MyDearest’s visual novel School of Talent is in a similar situation to minori’s beautiful Supipara in that it’s the first in a series that doesn’t quite exist as yet.

In the case of both Supipara and School of Talent, the complete narrative work clearly exists as a concept that has been carefully considered, planned and fleshed out — just not yet explored from every possible angle. And in both cases, this fact doesn’t stop them from being highly enjoyable, touching and self-contained narrative experiences in their own right.

School of Talent is a little more up-front about its long-term intentions than the rather mysterious and ethereal Supipara, however, with that prominent Suzu Route subtitle on the first installment making it abundantly clear which of the girls on the cast the narrative is primarily going to be concerned with. And, while School of Talent’s overall cast of heroines is pretty consistently strong, the eponymous Suzu turned out to be a good focal point for this (potential) series’ debut.

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From the Archives: Capitalism, Ho!

It’s strange to think that just a few years ago, Japanese games on PC were a very unusual sight, being largely limited to adults-only visual novels and occasional localisations of doujin (indie) titles.

One game that really brought Japanese gaming to the PC-gaming masses was EasyGameStation’s Recettear: An Item Shop’s Tale, an early project for then-fledgling localisation outfit Carpe Fulgur, and a frequent recipient of generously deep discounts in Steam sales over the course of each and every year.

Recettear remains a wonderful game even today, some seven years after it first charmed Western players, and a full ten years after its original Japanese release. So let’s take a closer look at it today!

This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.

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The MoeGamer GameCast: Episode 10 – Season 1 Finale

In this week’s GameCast… the truth about Penelope! If you can prove your worth, that is…

This episode features a quiz that you need to beat in order to get the best ending. Rather than having to get full marks as with Midori’s JRPG quiz from Episode 3, however, in this case you have a bit more margin for error. All the answers can be found somewhere on this site. Good luck!

This is the last episode of the GameCast for a little while, since I’m starting a new full-time job tomorrow and don’t yet have an idea of how busy and/or tired it’s going to keep me. Once I have a better grasp of the situation, expect a second season of the GameCast if it’s practical for me to produce one.

screenshot-2017-04-09-19-38-37-7674289

Original music, as ever, is the work of MusMus, and the awesome retro font is by Style64. Other music in this episode remains the copyright of its respective owners. There’s a bunch of pieces from a variety of different games in this one.

If you’re having trouble running the browser version, take a look at the TyranoBuilder FAQ, which explains how to run browser games locally — though be aware there can be some security risks involved, so only follow its recommendations when you want to run a browser-based episode of the GameCast.

Download for Windows (208MB)
Download for Mac (211MB)
Download for Browser (180MB)

Please consider showing your support for MoeGamer via Patreon so I can pay for some proper hosting for the browser versions, allowing people (including Linux users) to play the GameCast online.

If you’re new to the GameCast, start from the beginning to find out more about the characters and what this is all about!

Shmup Essentials: Raiden IV: Overkill

The Raiden series is a venerable one in the world of video games, albeit one that is not quite as prolific as some series of similar age.

Originally appearing in arcades in 1990, the original Raiden followed the mould of vertically scrolling shoot ’em ups that had been established some eight years previously by Namco’s Xevious and later expanded on by other classics such as Capcom’s 1942 (1984), Nichibutsu’s Terra Cresta (1985) and Konami’s Twinbee (1985).

Raiden didn’t reinvent the wheel, in other words, and it could be argued that its subsequent installments haven’t, either — but the series remains nonetheless a distinctive, noteworthy entry in gaming history, with second-to-latest installment Raiden IV: Overkill being one of the best, most satisfying yet.

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From the Archives: It’s Not What It Looks Like

The discerning visual novel fan who decides to “go public” with his or her love for the medium faces a challenge that you tend not to encounter in the more “mainstream” parts of gaming — the gaming equivalent of the “I read it for the articles” conversation.

Allow me to share an actual exchange I had on Steam when I first fired up my copy of Private Nurse, an excellent visual novel from AngelSmile that we’ll get on to in just a moment. (Full names have been removed to protect the unenlightened. And yes, I deliberately add all the VNs I play to Steam specifically to provoke conversations like this.)

A: Private Nurse? What is that, some Japanese nurse fetish thing?
me: Yes, it is Japanese 🙂 It’s a visual novel.
A: OMG I KNEW IT
A: nuuuuuuuuurrrrrse feeeeeetiiiiiiiish

This article was originally published on Games Are Evil in 2012 as part of the site’s regular READ.ME column on visual novels. It has been republished here due to Games Are Evil no longer existing in its original form.

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Wii U Essentials: Star Fox Zero

Star Fox Zero, a return to Star Fox’s standard formula after numerous games exploring alternative game styles, was met with a somewhat mixed reception on its original release.

Developed as a collaborative effort between Nintendo and action game veterans Platinum Games, Star Fox Zero was intended as something of a reboot of the series, retelling the stories of the original games and reflecting the original gameplay styles while incorporating some new elements of its own.

It was these new elements that caused some consternation among those who had difficulty adjusting to them, but this didn’t stop Star Fox Zero from being an interesting and worthwhile addition to any Wii U owner’s library.

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Nier Automata: Introduction and History

cropped-nier-automata-header-7367513This article is one chapter of a multi-part Cover Game feature!
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Nier: Automata is a fascinating game in its own right, but it becomes even more of an interesting story when you take it in context of everything that led to its creation.

In order to understand Nier: Automata and its predecessors, it is particularly important to understand creator Taro Yoko, one of the most distinctive “auteurs” in all of video game making — albeit one who, until the release of Automata, had largely flown under the radar in stark contrast to his contemporaries such as Hideo Kojima.

Yoko is a creator who, it’s fair to say, has consistently pushed back against the boundaries of what is “accepted practice” in video game development — both in terms of subject matter and mechanical considerations. And the results of his resistance to conventions and norms are some of the most distinctive and interesting — albeit sometimes flawed — creations in all of gaming.

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From the Archives: Bonds of People are the True Power

One of my favorite things about Japanese role-playing games is their focus on camaraderie and friendship.

In fact, you can extend this outwards to a large amount of Japanese media in general — take a look at manga and anime and you’ll find a very similar situation.

The concept of nakama, or the trope of “true companions”, is very commonly seen — party members don’t necessarily always get along with one another, but they can count on one another and trust each other to do the right thing in a pinch.

The Persona series takes this concept considerably further than most other JRPGs by emphasizing not only the bonds between party members, but also the bonds between the protagonist and the people whose lives he passes through fleetingly.

This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.

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The MoeGamer GameCast: Episode 9 – Garden of Memories, Part 2

In this week’s GameCast, Midori, Yumi and I continue our exploration of the Garden of Memories, and I share some further recollections that are important to me.

Original music, as ever, is the work of MusMus, and the awesome retro font is by Style64. Other music in this episode remains the copyright of its respective owners; you’ll also hear a piece from former Cover Game Megadimension Neptunia V-II as part of this episode.

screenshot-2017-04-03-16-18-41-4167920

If you’re having trouble running the browser version, take a look at the TyranoBuilder FAQ, which explains how to run browser games locally — though be aware there can be some security risks involved, so only follow its recommendations when you want to run a browser-based episode of the GameCast.

Download for Windows (125MB)
Download for Mac (132MB)
Download for Browser (101MB)

Please consider showing your support for MoeGamer via Patreon so I can pay for some proper hosting for the browser versions, allowing people (including Linux users) to play the GameCast online.

If you’re new to the GameCast, start from the beginning to find out more about the characters and what this is all about!

Shmup Essentials: Dariusburst Chronicle Saviours

A common criticism of arcade-style shoot ’em ups by people who don’t understand that the main “point” of them is to replay them over and over for high scores is that they’re “too short” or “don’t have enough content”.

This is one criticism that most certainly cannot be levelled at Dariusburst Chronicle Saviours, the most recent installment in the long-running shmup series. Featuring a full port of the super-widescreen 32:9 arcade version of Dariusburst Another Chronicle EX — including its 3,000+ stage “Chronicle Mode”, which is communally unlocked by players from all over the world — as well as an all-original 200+ stage “Chronicle Saviours” (usually shortened to just “CS”) mode designed specifically for 16:9 displays and a single player, Dariusburst Chronicle Saviours most certainly isn’t a game you can accuse of being “over in 20 minutes”.

It’s also one of the most expensive shoot ’em ups available in the modern market, even compared to the relatively premium prices that Cave’s back catalogue has historically commanded. But is it worth splashing out on? Spoiler: yes; but read on if you’d like to know more.

Continue reading Shmup Essentials: Dariusburst Chronicle Saviours

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