Tag Archives: JRPG

Mega Drive Essentials: Fatal Labyrinth

Roguelikes have been around for many years now, but in recent years we’ve seen an explosion in popularity of more accessible games that present a friendlier face to this notoriously obtuse genre.

Well-received Western indie titles such as Spelunky, Rogue Legacy, Dungeons of Dredmor, FTL and numerous others helped popularise (and, some may argue, dilute) the roguelike genre. At the same time, games such as One Way Heroics and the Mystery Dungeon series helped develop the genre in a distinctively Japanese direction.

But this development isn’t quite as recent as you might think. In fact, we’ve had accessible console-style roguelikes since the 16-bit era, though many may not have been aware of “roguelike” as a genre at the time. And a great — if particularly punishing — example can be found in the form of Sega’s Fatal Labyrinth (aka Shi no Meikyuu: Labyrinth of Death, no relation to Compile Heart’s MeiQ: Labyrinth of Death) for Mega Drive.

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From the Archives: A Square Sequel

Final Fantasy is probably one of the best-known names in the JRPG genre. And yet even within this long-running series there are titles which have had more attention than others.

Everyone can vouch for the quality (or at least impact) of Final Fantasy VI and VII, but what about the ones people don’t talk about in quite such reverential tones?

Today I’d like to talk about one of the less fondly-regarded entries in the franchise and explain why you should give it another look.

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.

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Fate/GO: The Joy of the Grind

Since starting to play Fate/Grand Order, I’ve cleared the prologue story chapter and moved into the next Singularity… but from thereon I haven’t made a great deal of progress in the narrative.

The reason for this is that I’m finding Fate/GO’s core battle gameplay to be so enormously appealing and enjoyable that I’ve been having a blast doing nothing but the daily quests. These are a series of narrative-free challenges of varying difficulty set up to provide you with an easy way to acquire experience-yielding cards for fusion, currency to pay for various character powerups, mana prisms to produce bundles of helpful items, or simply to test your skills.

It’s testament to Fate/GO’s excellent mechanics that “the daily grind” isn’t a chore, and is instead an interesting and varied way to try out varied party combinations from day to day.

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From the Archives: Wandering the World

I’ve asked this question before in our visual novel column, but it bears repeating: why do we play?

The answer is different for everyone, even between fans of the same type of game. Some enjoy JRPGs for their heavy focus on story and character development in a narrative sense; others enjoy the gradual process of building up their strength and power and being able to take on the toughest challenges the game has to offer. Others still enjoy finding all the secrets there are to find in the game — and there are usually a lot.

For me, as a self-confessed narrative junkie, I primarily enjoy the experience of hanging out with the characters, of fighting alongside them and, eventually, taking on some sort of earth-shattering, physically-improbable Big Bad, probably in space. Battling against all odds. Building those bonds between people that the Persona series is always banging on about, you know?

But this isn’t the only way to enjoy a JRPG.

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.

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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: The Grind Never Ends

One interesting thing about Granblue Fantasy when compared to a more traditional MMO on computer or console is the fact that what we’d typically regard as the “endgame grind” is actually spread out throughout the whole game.

This is partly due to the game’s overall structure and progression: you’re not levelling up a single character and thus there isn’t a “level cap” to reach because at any time, you can switch out your party members, your weapons and your summons to create a new experience for yourself.

Aside from this, however, it allows players to get into the multiplayer content — often restricted to high-level play in other mobile-social RPGs — almost right from the outset.

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From the Archives: Go, Unlosing Ranger!

I made a throwaway comment to a friend a while back that I wanted to check out more of Nippon Ichi’s games.

This was partly due to some past positive experiences with Disgaea back in the PS2 days, an enjoyable bit of time spent with the surprisingly tragic The Witch and the Hundred Knight as well as a great deal of enjoyment of products NIS had contributed to, such as the early Hyperdimension Neptunia games.

Zip forward to the time of writing (Editor’s Note: 2013… and this is a game I’d like to cover in more detail in the future!) and I’m thoroughly engrossed in one NIS offering in particular: a PSP game from the team behind Disgaea. And, boy, does its heritage show.

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.

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From the Archives: Xenoblade Chronicles and the Wii’s Swansong

If you owned a Wii, whinged about there being no good games for it and didn’t own a copy of Xenoblade Chronicles then, well, frankly we need to have words.

Xenoblade Chronicles, you see, is awesome. I’d probably go so far as to say it’s one of my favorite RPGs in recent memory. I’m not convinced it is my all-time favourite — with so many great games out there today, I’m pretty hard-pressed to pick an all-time favourite, to be honest — but it’s certainly right up there with the best of them.

Let’s take a closer look at what makes it such a remarkable game.

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.

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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.

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Granblue Fantasy: My First Three Weeks

With any big online game — particularly one that has been around for several years — it can be difficult to know where and how to get started. Granblue Fantasy is no exception.

With that in mind, I thought I’d outline my experiences over the last three weeks as I learn about the game, how it works and what I can expect from it in the future.

This is by no means an attempt to say “this is how you should play the game” — doubtless the more hardcore players out there will have strong opinions about how “best” to progress! — but rather a reflection on the experience of one timid newbie and his attempts to understand the many hidden depths of this surprising phenomenon.

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