It’s often fun to think about your favourite “bad games” — games which were received poorly either critically or commercially — and exactly why you like them.
Today, I wanted to talk a little about an interesting related consideration: why would you ever want to play a “bad” game, and how should you handle the experience?
MoeGamer was, right from the beginning, built around the idea that those games commonly considered to be “bad” by press and/or public usually have some redeeming features to someone out there — and there’s actually some solid critical theory to back it up. So let’s explore the matter further!
Continue reading From the Archives: Seeing the Good Within
This article is one chapter of a multi-part Cover Game feature!
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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.
Continue reading Death end re;Quest: Introduction