Tag Archives: gacha

Girls’ Frontline: A Closer Look

Last week, we took a first look at the latest moe anthropomorphism mobile game, Girls’ Frontline (or “Gun Ladies”, as my wife calls it).

Since then, the game has officially launched out of open beta and got well underway, so I figured it was worth taking a closer look. With that in mind, I’ve been playing it a whole bunch over the course of the last week or so.

Short version: it’s really fun, it has interesting mechanics and great art and it is fair and generous. Sounds like a winning formula to me!

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Girls’ Frontline: Moe Anthropomorphism Goes Bang-Bang!

Moe anthropomorphism — aka “girls who are also [insert things that are very much not girls here]” — is a popular trend, particularly in the mobile and free-to-play gaming markets.

We’ve seen a number of success stories in this “genre” of popular entertainment over the last few years, with probably the most famous example being Kadokawa Games’ Kantai Collection, which went on to spawn anime, manga and all manner of other merchandise.

It’s unsurprising, then, that other developers remain keen to capitalise on the public’s apparent hunger for “girls who are also things that are not girls”. One of the latest games to cater to this demand is Girls’ Frontline by Chinese outfit MICA, brought West by Sunborn Games. Since a fair few people on my Twitter feed have been playing this recently, I thought I’d check it out for myself…

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Waifu Wednesday: Jeanne Alter

I thought I’d taunt the Fate/Grand Order players a bit with today’s Waifu Wednesday.

The joke’s on me, of course; having not played the game for a while and come back to it just in time for a drop rate up on the extremely popular Jeanne Alter, I burned 90+ Saint Quartz on summons only to receive more Boudicas than I know what to do with and not even a whiff of Jeanne. Serves me right for pulling Gilgamesh on my first draw back when his event ran shortly after the game launched in the West.

Anyway, let’s take a look at Jeanne Alter today, and why she might be so popular among the fanbase, particularly those under the thrall of the gacha!

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Fate/GO: Servant to the Gacha

I’ll freely admit that, up until the time of writing, I’ve had little to no familiarity with the Fate series as a whole aside from recognising various Saber incarnations and Tamamo no Mae on sight, and having some complicated feelings towards Astolfo.

But with the North American release of Fate/Grand Order — accessible outside the US by using a service such as QooApp for Android to download the app — I decided that I’d jump in. (I’m also planning to jump right back to the beginning of the series and the Fate/stay night visual novel in the next few months, so please look forward to that.)

And what do you know? I’ve been having a grand old time with a game that, while superficially similar to other mobile-social RPGs such as Granblue Fantasy, successfully distinguishes itself with a strong degree of audio-visual polish, some interesting mechanics and one hell of a lot of words. Pretty appropriate for a work whose source material is notorious for being roughly on a par with Lord of the Rings in terms of length.

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Granblue Fantasy: More Than Just a Deck of Cards

Japanese mobile-social gacha-based RPGs — or “mobages” as they’re colloquially known today, after the social network many of them are hosted on — were originally described when they first appeared as “card battle” games.

Looking at Cygames’ previous title Rage of Bahamut, it’s easy to understand why. Everything about the game had the feel of a collectible card game about it, from the simplistic battle system (which primarily consisted of ensuring your numbers were bigger than the enemy’s) to the fact that the main incentive to collect all the available units (through blind draws) was to see the beautiful artwork. About the only thing missing was the ability to actually trade “cards” with other players.

In recent years, while the basic structure of these games has remained similar — draw cards, level them up, upgrade them to higher rarity versions, challenge more and more difficult content — there’s been a noticeable shift away from the “card game” feel in favour of something a lot more interesting. And Granblue Fantasy is a particularly good example of this evolution.

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