Tag Archives: narrative

Death end re;Quest: Where Does the Game End and the World Begin?

One of the most interesting things about Death end re;Quest is the fact that it gradually evolves over the course of its duration, with new mechanics and structural elements being continually introduced throughout the first distinct “part” of the game.

Today we’re going to take a look at part of the game’s overall mechanics and structure: specifically, the part of the experience that allows you to explore and advance the overall story. We won’t be discussing the narrative specifically today — just how it’s presented and how the game hangs together.

It’s one of Compile Heart’s most interesting games, even before you’ve unlocked everything — so let’s take a closer look at one of its coolest aspects.

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Death end re;Quest: Introduction

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.

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Waifu Wednesday: Maria Osawa

Before we bid 428: Shibuya Scramble a fond farewell from the Cover Game spotlight, I wanted to give some love to one of its main characters.

Since many of the articles on MoeGamer deal with the core narrative themes of the games under the microscope, I don’t typically bother with spoiler warnings. However, in this instance, I will preface today’s article with one, since… well, to explain why would probably in itself constitute a major spoiler for 428: Shibuya Scramble. So consider yourself warned.

Armed with that knowledge, then, let’s spend some time with Maria Osawa!

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Waifu Wednesday: Michiru Matsushima

After many months (years, actually, I think) of waiting, I finally took possession of my Grisaia Complete Box today.

As you may recall, I had many, many words to say on the subject of The Fruit of Grisaia and its sequel in a previous Cover Game feature, but I’m yet to explore either the third and final game in the main series or any of the “side” games. Consequently, I’ve officially earmarked some time (maybe after Death End Re;Quest) to cover the remainder of the series.

In the meantime, though, I thought it might not be a terrible idea to give one of the Grisaia girls a bit of a shout-out for today’s Waifu Wednesday. And since I’ve given Amane a bit of favouritism previously, well, today it’s Michiru’s turn.

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428: Shibuya Scramble – A Question of Identity

Well, it’s time to unravel some of the mysteries at the core of 428: Shibuya Scramble. And there are plenty of them!

Not only that, but “beating” the game isn’t the end, either; once you’ve seen the “normal” or “true” endings, there are other, more deviously hidden scenarios to track down… but that’s a tale for another day. Today, we’re going to focus on the how the game explores its various protagonists and one of its most important core themes.

Let’s step back into Shibuya, then… the beating heart of one of the world’s busiest cities.

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428: Shibuya Scramble – The Mechanics of Storytelling

When we’re talking about conventional games — particularly today’s games — it’s important to consider them from a wide variety of perspectives.

Typically, we look at a game from several different angles: the way it’s presented through its sights and sounds; the way it plays through its mechanics; and, where applicable, how it handles its story.

When contemplating visual novels, the balance tends to be a little different. We tend to up the focus on narrative considerably, and in many cases mechanics don’t enter the picture at all — many visual novels simply don’t have any! That is, unless you’re 428: Shibuya Scramble, in which case your narrative and mechanics combine together to produce something exceedingly interesting…

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