Tag Archives: mechanics

Atelier Iris 3: Grand Phantasm – Bursting Into Battle

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As we’ve seen so far, each game in the Atelier Iris series reinvents its core mechanics quite significantly from its predecessor; this was a rather experimental period for Gust.

In this article, we’re going to take a specific look at the combat and progression mechanics in Atelier Iris 3: Grand Phantasm, including the elements carried across from prior installments and some all-new considerations for this specific title.

Strap on your Mushroom Armour, rev up your Pyre Blade and get ready to fight — we’re going in. Watch out for the Punis!

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Ninja Combat: From a Distance

One cool thing that we’ve started to see in the last couple of console generations is publishers bringing formerly Japan-only releases to the West — not necessarily fully translated, but simply providing us access to games that were previously difficult or impractical to get hold of.

One such example is ADK Damashiia compilation of Neo Geo games that was released for PlayStation 2 back in 2008. It was ported to PlayStation 4 in 2015 for Japanese players — then, two years later, it got a surprise Western release via digital download, followed by a limited packaged release courtesy of Limited Run Games at the tail end of 2019.

ADK Damashii features five games to enjoy, all developed by former SNK partner Alpha Denshi Kabushiki Gaisha, also known as Alpha Denshi Corporation or, you guessed it, ADK. Let’s begin with a look at the rather literally titled Ninja Combat.

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Super Castlevania IV: Playing A Game “Right”

I’ve been continuing to explore Super Castlevania IV recently, and a few things about my experiences have got me thinking.

Specifically, it’s got me thinking about whether or not the concept of playing a game in the “correct” way really exists — and if that’s the same thing as experiencing the game in the same manner and the same context as its original release.

This is a question that is particularly relevant to modern rereleases of retro titles such as Super Castlevania IV, so let’s ponder it together today!

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Super Castlevania IV: The Quintessential SNES Game

One thing I feel like we’ve lost somewhat over the procession of console generations we’ve lived through is a feeling of “uniqueness” for each platform.

Sure, Nintendo still does its own thing and its games are immediately recognisable, but I’m talking more about a very clear look, sound and feel of games on a specific platform; partially a product of the hardware itself, and partially that of the companies specifically choosing to produce work for that platform in particular.

I hadn’t really spent a lot of time with Super Castlevania IV for Super NES until recently, but within about five minutes of delving into it in earnest thanks to the Castlevania Anniversary Collection for Switch, Xbox One, PS4 and PC, I’m absolutely convinced that it is the perfect example of what a SNES game really “is”.

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The MoeGamer Podcast: Episode 37 – The Art of the Remake

Coming at you live from the continuing lockdown situation, it’s a brand new episode of The MoeGamer Podcast, featuring my good self and 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 and listen on Spotify. Please do at least one of these if you can; it really helps us out!

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

Continue reading The MoeGamer Podcast: Episode 37 – The Art of the Remake

Final Fantasy VII Remake: The Future is a Blank Page

To say that the Final Fantasy VII Remake project was hotly anticipated is something of an understatement.

Ever since the run-up to the PlayStation 2 launch, where one of the promotional videos showed a cutscene from Final Fantasy VIII apparently being rendered in real time by the new system, fans have been wondering what would happen if one of the world’s most beloved RPGs were ever to get remade.

Well, we’re starting to get some answers now… and a whole bunch of questions, too. Let’s explore!

Spoilers for both the original FFVII and FFVII Remake (yes, there are differences) ahead.

Continue reading Final Fantasy VII Remake: The Future is a Blank Page

Waifu Uncovered: Return of the Strip ‘Em Up

So it seems that “strip ’em up” is a thing now. I am neither surprised nor particularly upset about this, given that Kaneko’s classic erotic Qix-alike Gals Panic also spawned its own subgenre; it’s just amusing to see this sort of thing happen in the modern day.

For the unfamiliar, the strip ’em up, previously seen here on MoeGamer in the form of Deep Space Waifu (and in a tangentially different form in Crawlco Block Knockers) is a take on the shoot ’em up — or, more broadly, arcade game — formula in which you not only blast enemies, you also, through engaging with the game’s specific mechanics, find some means of disrobing the (usually anime-style) young lady in the background. Success provides titties; failure provides frustration.

Which brings us to Waifu Uncovered, product of the delightfully named One Hand Free Studios, and a game that, rather pleasingly, isn’t just a clone of Deep Space Waifu. Let’s take a closer look!

Mild NSFW stuff ahead!

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Atelier Iris 2: The Azoth of Destiny – Worlds Apart

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The Atelier series, as we’ve previously explored, was primarily based around an isometric perspective right up until its shift to full 3D in the PlayStation 3 era.

If anything, this aspect of the game’s overall design and structure is even more apparent in Atelier Iris 2: The Azoth of Destiny than in its immediate predecessor, with much of male protagonist Felt’s quest consisting of exploring labyrinthine dungeons presented from this distinctive viewpoint.

With that in mind, then, let’s take a closer look at how one gets around in the world of Atelier Iris 2: The Azoth of Destiny, and how it differs from Atelier Iris: Eternal Mana.

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Gunbird 2: Peak Psikyo

Speak to anyone familiar with Psikyo’s work, and doubtless Gunbird 2 will come up sooner rather than later.

It’s probably one of the most fondly regarded entries in the company’s back catalogue, and for various reasons. Not only is it a solid shoot ’em up in its own right, but it also had an excellent Dreamcast release in collaboration with Capcom, featuring Morrigan from Darkstalkers as a guest character.

The Nintendo Switch version that comes as part of the Psikyo Shooting Stars Bravo collection sadly lacks this latter aspect — presumably due to licensing issues — but otherwise allows a whole new audience to enjoy this classic blaster. Let’s take a look!

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Waifu Wednesday: Noin

Gust has always been good at beautiful girls — one might argue the Atelier series has made it its primary selling point over the years. And, of course, Atelier Iris 2: The Azoth of Destiny is full of them.

A personal highlight for me on my journey through the game was Noin, one of the first characters that male protagonist Felt encounters upon his arrival in the strange “other world” of Belkhyde, and pretty much a fixture in the party for the entire game’s duration.

There’s a shocking lack of fanart of her on the Internet — even Rule 34 let me down — so I feel obliged to show her some love right here, right now. Let’s do it!

Continue reading Waifu Wednesday: Noin