Tag Archives: combat

From the Archives: Layers Upon Layers

One interesting contrast between Western and Eastern role-playing games is the way they each handle their core “rulesets.”

Western RPGs tend to follow a model that is somewhat closer to tabletop role-playing, whereby all the rules are set out clearly in front of you from the outset. You generally spend the entire game applying these rules in different ways, gradually growing in effectiveness (usually through increased likelihood to succeed at various challenges) as you proceed.

This is perhaps a side-effect of the fact that Western RPGs have their roots very much in Dungeons & Dragons — in fact, many early Western RPGs quite simply were Dungeons & Dragons games — but even today with franchises like The Elder Scrolls, we see what are often some relatively straightforward rules being applied consistently throughout the entirety of a game.

Japanese role-playing games, on the other hand, play things a little bit differently.

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.

Continue reading From the Archives: Layers Upon Layers

MeiQ: Girls and Guardians

By attempting to provide an accessible dungeon crawler experience, MeiQ has put itself in an interesting position.

Too much mechanical depth and it will alienate the very people it’s hoping to attract. But not enough depth and the hardcore gridder enthusiasts will tire of it long before things get interesting. How to approach this, then?

Through a combination of approaches, as it happens, and the result is both effective at what it does and surprisingly distinct in a subgenre that is sometimes accused of taking a bit of a “cookie-cutter” approach.

Let’s take a look at the game’s mechanics in more detail.

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Nier Automata: Creating a Game That is “Unexpected”, That “Keeps Changing Form”

Nier creator Taro Yoko has some strong opinions about how to keep games interesting.

Last time, we heard how he felt that modern triple-A games were often fun for the first twenty minutes, but that he often became concerned these initially impressive titles would become tiresome after twenty or more hours. It was this mindset that caused him to design the original Nier with so many unusual features to it, and many of these — and more — have carried across to Nier: Automata.

Today, then, we’ll take a look at Nier: Automata’s mechanical aspects — and how Yoko’s collaboration with Platinum Games has helped him to realise his vision better than ever before.

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