Tag Archives: Bandai Namco

Ridge Racer 7: The New “Revolution”

cropped-ridge-header-8975512This article is one chapter of a multi-part Cover Game feature!
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Almost exactly a year after its previous installment, Ridge Racer got another mainline entry — a title which marked the franchise’s return to Sony platforms after its temporary dalliance with Microsoft.

Ridge Racer 7 was an exclusive title for Sony’s new PlayStation 3 platform — and in keeping with series tradition, it was a launch title, too — but it represented a less radical reinvention of the series than some of the previous games. In fact, those who played Ridge Racer 6 might find an awful lot of it quite familiar.

Ridge Racer 7, you see, is largely a reinvention of Ridge Racer 6, similar to how Ridge Racer Revolution was a reinvention of the original game. But that doesn’t make it a game you should pass up. Quite the opposite, in fact.

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Summer Lesson: First Impressions

Showcase PlayStation VR title Summer Lesson recently got a physical release in Asia with English subtitles, so I decided to grab a copy and investigate.

As you may recall, the idea of using VR to simulate interpersonal interactions and intimacy is something that I find very interesting indeed, so I was keen to try out this unusual title, and excited to have the opportunity to do so in English.

This morning I strapped on my PlayStation VR, sat comfortably and prepared to spend a virtual week in the company of Hikari Miyamoto. My headset didn’t come off until I’d finished an entire playthrough, at which point I was thoroughly convinced of the value of VR.

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MoeGamerTV: Sword Art Online Re:Hollow Fragment

Sword Art Online Re:Hollow Fragment is a PlayStation 4 rerelease of a Vita game that was itself an expanded version of a Japan-only PSP title. It’s a “simulated MMO” that follows on from the first arc of the Sword Art Online anime, and it’s one of the most interesting RPGs to be released recently. Take a look!

Tales of Xillia 2: The Difficult Second Game

There’s a reason we don’t see all that many direct sequels in gaming these days: they’re extremely difficult to do effectively.

This is particularly true in genres where individual installments are sprawling, lengthy affairs with narratives of a length equivalent to your average TV series — such as, say, role-playing games. This isn’t to say that developers don’t have a good go at it — Square Enix has done it three times to date with the Final Fantasy series’ X-2, XIII-2 and Lightning Returns installments, for example, and one of the best things about the wonderful Shadow Hearts series is the coherence of its narrative, particularly between the first two games — but often it’s just easier to have games in a series like this be thematically similar rather than directly related to one another.

Such has been the case for most of the Tales series’ lifespan, bar a few outliers like Tales of Destiny 2 and Tales of Symphonia: Dawn of the New World. Xillia 2 has a difficult role to fulfil, then: it’s the sequel to a great game, and it needs to follow up all the things that title did well, improve the things it could have done better and provide a very good reason for people to go back into the same world with the same characters.

Does it manage this without “reducing, reusing and recycling?”

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Tales of Xillia 2: Those Who Fight Together…

While it may be hyperbolic to say that an RPG can live or die by its combat system — I’ve played plenty of games over the years that remained compelling despite shambolic or overly simplistic battle systems — it’s certainly an important part of the experience as a whole.

The Tales series has always somewhat done its own thing with regard to battles over the years, eschewing both the turn-based nature of many traditional RPGs and the quasi-real-time Active Time Battle style of most Final Fantasy games. For those unfamiliar, a Tales game typically involves real-time combat with a party of four characters, with various button combinations unleashing both a selection of regular attacks and special “artes” that differ according to the character. In many cases, the games have even offered multiplayer functionality, with additional players able to take on manual control of other party members alongside the main player.

Tales of Xillia featured a particularly strong take on this battle system, with a cast of characters who all handled markedly differently from one another thanks to different weapon types and unique special abilities. When combined with the Link system that allowed characters to attach themselves to one another and trigger further unique skills, it became a flexible but easy-to-understand system into which you could delve as much as you desired. Those who simply wanted to button-mash hack-and-slash could stick with a single character; those who wanted a little more variety could switch around who they played as at a moment’s notice.

Tales of Xillia 2, unsurprisingly, follows suit, with a few little twists here and there.

Continue reading Tales of Xillia 2: Those Who Fight Together…

Tales of Xillia 2: Becoming a Better Person

Long gone are the days when an RPG could get away with a linear progression system, with characters simply learning skills at predefined levels.

Instead, these days we see all manner of different takes on the traditional “level up” system — and a few games that abandon it altogether in favour of alternative means of progression.

Tales of Xillia 2 doesn’t totally abandon a conventional progression model, but it does do some interesting things with how you develop your characters’ abilities and progress through the story. A number of different systems all interact with one another, ultimately allowing you to tailor the game somewhat to how you want to play.

But does it work? Well, read on and find out.

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Tales of Xillia 2: A Test of Character

One of the most important things for any party-based RPG to get right is that feeling of everyone having a place.

This can be handled in two different ways according to what kind of RPG we’re contemplating. Dungeon crawlers like Demon Gaze take a mechanics-focused approach in which every member of your party has an important role to play in combat, but outside dungeons they tend to fade into the background somewhat, with the player-controlled protagonist tending to take centre stage for important events.

Meanwhile, more story-centric RPGs emphasise the narrative trope of nakama, a Japanese term typically used to refer to the idea of true companionship — the idea of a group of characters who band together and become a substitute family for one another. They may not necessarily agree on everything, but they share common bonds that are usually strengthened by their shared hardships.

One of the things I liked most about the original Tales of Xillia was that it blended elements of both of these approaches. And its sequel, unsurprisingly, follows suit.

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Tales of Xillia 2: Some First Impressions

By popular (well, relatively speaking) request, it’s time for us to take a look at Tales of Xillia 2, the newest Western release in Bandai Namco’s long-running Tales of series.

I absolutely adored the original Tales of Xillia, as my original review over at my former stomping grounds of USgamer will attest. While the game had a few flaws here and there — most notably with some fairly bland environments in between the more lavishly detailed cities and villages you encountered in your journey around the game world — I came away from the experience thoroughly satisfied that it was one of the best Japanese role-playing games I had played for a long time.

Moreover, it was also one of the most inclusive JRPGs I’d had the pleasure of experiencing in recent memory, too. In other words, those who dislike the more fanservice-heavy direction some JRPGs have taken in the last couple of hardware generations could find plenty to enjoy in Tales of Xillia without having to worry about whether or not someone would walk in on them looking at anime panties. (Not that there’s anything inherently wrong with that in itself, either, mind you — but that’s a topic for a whole other day that we won’t get into for now.)

As such, then, I was unsurprised to witness a certain degree of dismay in the comments section of USgamer’s recent, post-Pete Tales of Xillia 2 review, in which reviewer Bob Mackey hammered the new game with a 2/5 rating: a stark contrast to the 5/5 I gave the original. I’m not here to criticise Mackey, his review or his approach to critiquing the game — different strokes for different folks and all that — but it will probably not surprise you, darling readers, to learn that my opinion on the early hours of Tales of Xillia 2 does not, so far, appear to coincide with Mackey’s take. In fact, I rather like it.

I like it so much, in fact, that I’m going to spend the next week picking at it a little piece at a time for your reading pleasure. And where better to start, then, than with my aforementioned first impressions of the new game?

Continue reading Tales of Xillia 2: Some First Impressions