Tag Archives: JRPG

Granblue Fantasy: First Steps in Phantagrande

Last time, we looked at where Cygames’ mobile hit Granblue Fantasy came from, and how it’s become such a phenomenon.

Today, we’re going to look in more detail at the game itself: how it works, how it plays, its similarities and differences from other popular mobile games, and what newcomers can expect from its early hours.

Given that it’s effectively an MMO of sorts, it’s perhaps unsurprising that the game has become a surprisingly sprawling, complex and somewhat daunting affair after three years of active development. But that doesn’t mean it’s completely inaccessible — nor does it suffer from the common MMO problem of new players being too weak to be able to participate in anything.

Let’s take a closer look.

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From the Archives: Flying High in the Sky

There was a period in my life where I happily devoured every single JRPG I came across to the exclusion of almost all other types of game.

To be perfectly frank, I’m pretty much back in that situation now after a few years of feeling “obliged” to play the big triple-A games that everyone was talking about, but I still primarily associate my early 20s with “my JRPG period” — or perhaps more accurately, “my first JRPG period.”

Returning to the fold a number of years after my original JRPG binge has allowed me to both appreciate how the genre has changed and evolved over the years, and see the older titles I loved so much first time around in a new light. So with that in mind, let’s look back at a classic long overdue an HD remaster.

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: Acknowledging a Phenomenon

There comes a point where something becomes so popular that it’s impossible to ignore, even if your initial reaction to it is “I’m not sure I want to get involved with that.”

Such is the case with Granblue Fantasy, a free-to-play mobile game developed by Cygames and published on the popular Japanese Mobage platform.

Granblue Fantasy is an interesting case because not only is it still immensely popular on its home turf even three years after its original release, it’s also managed to pick up a significant English-speaking following, even without an official release on high-profile digital storefronts such as Apple’s App Store for iOS and Google Play for Android.

So why this game? What sets it apart from the myriad other free-to-play games on the market? Only one way to find out: let’s take an ongoing look at it from the perspective of a newcomer.

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MeiQ: Narrative, Themes and Characterisation

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Dungeon crawlers aren’t historically associated with having particularly strong stories, perhaps largely due to their origins as mechanics-heavy games with player-created parties.

A number of recent Japanese takes on the subgenre — including, among others, Demon Gaze, Operation Abyss and Dungeon Travelers 2 — have proven it is possible to blend mechanically sound, deeply absorbing dungeon crawling with a strong sense of narrative, however.

MeiQ is the latest game to follow this trend, featuring an imaginative steampunk-cum-sci-fi tale revolving around a strong, all-female central cast of characters.

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MeiQ: Building a Better Dungeon

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A good dungeon crawler has two aspects it has to nail in order to be successful: combat and exploration.

Japanese takes on the genre often tend to incorporate a strong sense of narrative and characterisation to the experience, too — and certainly MeiQ: Labyrinth of Death is no exception to this — but at its core, a dungeon crawler is about 1) navigating your way through a series of increasingly complicated mazes, and 2) kicking the snot out of any monsters who appear to block your path.

We’ve already talked about MeiQ’s interesting and unconventional combat, progression and equipment mechanics. So now let’s take a closer look at its approach to dungeon design.

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MeiQ: Girls and Guardians

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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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From the Archives: Shaking Up the Formula

One of the most common criticisms levelled at the JRPG genre — usually by those who don’t play them much — is that they are bland, formulaic and predictable.

And while in some cases developers do fall back on the same conventions we’ve been using for over twenty years now — often with good reason: they work! — there are just as many titles out there that buck the trend and do something completely original.

Even the Final Fantasy series, regarded by many as the poster child of Japanese gaming’s stagnation, has reinvented itself with every single installment over its entire lifetime, as we discussed a while ago.

This week I wanted to talk a bit about a game from the PS1 era that I remember enormously fondly. It subsequently spawned a whole series of successors — none of which I’ve played at the time of writing, regrettably — but it was striking from the get-go for me, largely because it refused to follow the trends of the time and instead provided its players with a highly distinctive experience.

That game was Wild Arms from Media.Vision and Contrail.

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 republished here due to Games Are Evil no longer existing in its original form.

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MeiQ: Introduction and History

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First-person, grid-based dungeon crawlers have, over the years, become the place to go for those who like hardcore, mechanics-driven, combat- and exploration-centric role-playing games.

Often de-emphasising narrative in favour of deep customisation, challenging encounters and devious level design, the dungeon crawler has gone from strength to strength over the last few years in particular, but also remains a subgenre that is notoriously difficult to get into.

Its with this in mind that Idea Factory and Compile Heart developed MeiQ: Labyrinth of Death (or Death Under the Labyrinth as it was known in Japan) — it’s designed to be accessible and enjoyable even to newcomers, yet incorporate the elements of the genre that longstanding fans enjoy so much. And it’s very successful at what it does.

So how did we get here?

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From the Archives: Shadow Hearts – A Classic Series from the PS2 Era

Back in the PS1 and PS2 eras we were very much enjoying a Golden Age across a variety of different game genres, but many people regard this as a very special time for the JRPG in particular.

This period in gaming history gave birth to some truly “timeless” and gloriously experimental titles which remain immensely entertaining today, despite their obvious technical limitations.

Several such examples can be found in the Shadow Hearts series, a collection of games that sound completely batshit crazy on paper, but which actually turn out to be some of the finest role-playing games I’ve ever had the pleasure to enjoy.

This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.

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From the Archives: Battle Systems I Have Loved

Given the amount of time you spend kicking the crap out of everything from small woodland creatures to skyscraper-sized giant robots in JRPGs, it’s fair to say that the battle system is one of the most important aspects of the game.

It’s also one of the most commonly-cited reasons for the genre’s supposed stagnation, as many assume that modern JRPGs still make use of the old Final Fantasy/Dragon Quest-style “Attack, Magic, Item” menu systems rather than doing something a bit more interesting.

While many JRPGs certainly do still make use of simple turn-based menu systems, there are just as many out there that either put an interesting twist on this basic formula or mix things up entirely with something completely wild.

This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.

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