Tag Archives: fantasy

The MoeGamer Podcast: Episode 25 – WTF Space Tarantulas

Bonan whatever it is in your area, and welcome along to another episode of The MoeGamer Podcast, featuring my good self and a highly caffeinated Mr Chris Caskie of MrGilderPixels.

The MoeGamer Podcast is available in several places. You can subscribe to my channel on YouTube to stay up to date with both the video versions of the podcast and my weekly videos (including the Atari A to Z retro gaming series); you can follow on Soundcloud for the audio-only version of the podcast; you can subscribe via RSS to get the audio-only version of the podcast in your favourite podcast app; or you can subscribe via iTunes. Please do at least one of these if you can; it really helps us out!

Or you can hit the jump to watch or listen to today’s episode right here on MoeGamer.

Continue reading The MoeGamer Podcast: Episode 25 – WTF Space Tarantulas

SNK Essentials: Fantasy

In the same year as the excellent Vanguard, SNK’s 6502-based “Rockola” hardware played host to an altogether different kind of game.

Fantasy was a rather unusual game. Eschewing the usual spaceships and aliens in favour of a distinctly more “human” setup, the game actually made an effort to tell a story as it progressed. An extremely simple story, yes, but exceedingly ambitious considering this was 1981.

HOW ARE YOU? I’M FINE, THANK YOU. AAAAAAHHHHHH.

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SNK 40th Anniversary Collection: (Almost) Perfect Preservation

As the years advance and old gaming hardware and media gets more expensive, harder to find and even more difficult to maintain, the matter of gaming preservation is of increasing importance.

I’ve previously talked about how emulation and ROM archives have an important role to play in all this — in spite of interference from certain quarters — but of arguably greater importance are companies’ own efforts to preserve their respective histories and portfolios.

I picked up the SNK 40th Anniversary Collection for Nintendo Switch recently, and I’ll be covering the individual games in it over the next indefinite period of time in an “SNK Essentials” column (and perhaps some videos) — but today, I wanted to talk about this package as a whole, what it gets right, and what I wish it had done slightly better.

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Death end re;Quest: Introduction

Although Idea Factory and Compile Heart will likely always be known as “the Neptunia people” thanks to the success of their flagship franchise, this cult favourite collective has been becoming more and more adventurous and creative as the years have advanced.

A big part of this experimentation comes in the form of Compile Heart’s “Galapagos RPG” project. Originally set up in 2013 with the mission to “develop RPGs specifically for Japanese customers”, the intention behind the studio was to eschew the growing trend for Japanese developers to change their style in a specific attempt to court a wider Western audience, and instead to focus primarily on that core audience. This wouldn’t rule Galapagos games out of being localised, mind you — it just meant they’d be unapologetically Japanese.

Sounds good to me. And going by the strength of past games put out by the project — including Fairy Fencer F and Omega Quintet — it seems to be a winning formula for the studio. Let’s take a first look at their latest, and where it came from.

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Lucy Got Problems: What’s an ADHD Succubus to Do?

Know what I love? Demon girls. Know what I love even more? Demon girls who are really bad at being demons.

With that in mind, I knew I was going to have a good time with Lucy Got Problems almost immediately, since it opens with the eponymous succubus rather meekly prostrating herself in front of her superior (and unattainable object of desire) Tiamat, suggesting that she had done something very silly indeed.

One might even say she had encountered some difficulties, or problems if you will…

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From the Archives: Make Some Time for Magical Diary

You know how every so often you take a look at your Steam library and start to feel guilty about games you purchased because they sounded like just your sort of thing, but then you never got around to playing them?

Well, that was the thought that was going through my mind when I decided to finally fire up Magical Diary, a game I’ve owned for well over a year [at the time of original writing – Ed.] but which I was yet to try.

Magical Diary, if you’re unfamiliar, is a visual novel by Hanako Games and Spiky Caterpillar. Despite the distinctly Japanese-style presentation, it’s actually a Western-developed game — Hanako Games’ founder Georgina Bensley has long been a big fan of anime, and this influence clearly and obviously shows through both in Magical Diary and her other games, all of which are marketed as “girl-friendly.”

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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From the Archives: Aselia the Eternal’s World Made of Words

I’m an RPG fan, and yet I typically find myself drawn to more linear experiences rather than open-world affairs.

Specifically, I often find that the richly-detailed worlds of titles like Skyrim leave me cold due to their lack of “personality”, for want of a better word — they may be beautiful to look at and packed with things to do, but there’s no emotional connection there.

I’d like to expand on this a little for this week’s READ.ME column, with particular regard to Aselia the Eternal, which we last looked at a couple of weeks ago.

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.

Continue reading From the Archives: Aselia the Eternal’s World Made of Words