Tag Archives: narrative

Sonic the Hedgehog: Take 2

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Remember back when we explored Sonic 2006 and I suggested that game was an attempt to provide a “big-budget movie” type of Sonic experience? It’s hard not to see Sonic Forces as Sonic Team having another crack at that.

All the major components of “big-budget movie adaptation of popular series” are here: recognisable but somewhat different setting; established characters in unconventional situations; brand-new, original characters designed for newcomers in the audience to attach themselves to; and significantly higher stakes than seen elsewhere in the series as a whole.

If you’re a “once and done” kind of player, you can also probably add “done and dusted in two hours” to that list, too, but rest assured, if you’re the sort of person who likes collectibles, secret levels and objectives, there’s significantly more than that here. Let’s take a closer look.

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Sonic the Hedgehog: A New Twist

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Sonic Generations rather ably demonstrated how the Sonic series’ gameplay had evolved over the years… but where could it go from there?

Certain members of Sonic Team were already contemplating this by the time Sonic Colours had completed development and work on Generations was underway. The concept grew from experimental attempts to make use of the Nintendo 3DS’ unique features, and the subsequent announcement of the Wii U console and the interesting possibilities it offered prompted Sega to focus the new game’s development on Nintendo platforms.

The result was Sonic Lost World; an unusual, highly creative and vastly underappreciated installment in the series, and one that would prove to be an ideal fit for Nintendo platforms. (As always, today we’ll be focusing on the home console version for Wii U rather than Dimps’ handheld incarnation.)

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Waifu Wednesday: Is Malon or Saria the Best Legend of Zelda Waifu?

All right, own up. Who has been repeatedly searching for this exact question on this site for the last week? I know you’re there.

I’m not mad or anything. In fact, since you’re asking, it might actually be quite an interesting question to contemplate — though naturally “best” is an entirely subjective term that not everyone will agree on. As such, today I will do my best to explore the virtues of both Zelda waifu candidates, and then you can make your own mind up at the end of it all.

Sound good? Good. Let’s begin. (Oh, and obviously, those who know me well will already be aware that my own personal correct answer to “who is best Zelda waifu” is, of course, Marin, but I’ll let that particular matter slide for today. Kind of.)

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Death end re;Quest: Down the Rabbit Hole

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Death end re;Quest, in keeping with the rest of Compile Heart’s Galapagos RPG project, is an ambitious and rather unusual affair from a narrative perspective.

The setup for the game is pure isekai, but almost immediately after actually starting the game for the first time, you’ll come to realise that there’s much more going on here — a really interesting blend of genres and styles that makes good use of its medium to tell a story and raise some intriguing questions.

Let’s take a closer look.

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Waifu Wednesday: Lucil Filarete

Death end re;Quest’s cast, like many other Compile Heart ensembles, is designed in such a way that pretty much everyone will find someone who appeals to them.

If you’re the type who likes the kind of girl who speaks in a wispy, seemingly emotionless, far-off voice, then you’ll probably get along with Lucil Filarete. If you like petite elf girls with honkin’ great boobies, you’ll probably also get along with Lucil Filarete.

In short, she’s a very appealing character for many, many reasons!

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Waifu Wednesday: Clea Glaive

Everyone’s sure to have a favourite from among Death end re;Quest’s all-female cast. And I imagine a popular choice will be Clea.

A great example of how the game sets and subverts expectation with regard to character tropes, Clea might initially seem like your common-or-garden ohohoho-ing ojou-sama, but over time it becomes abundantly clear that there’s more than meets the eye here.

Let’s take a closer look!

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SNK Essentials: Fantasy

In the same year as the excellent Vanguard, SNK’s 6502-based “Rockola” hardware played host to an altogether different kind of game.

Fantasy was a rather unusual game. Eschewing the usual spaceships and aliens in favour of a distinctly more “human” setup, the game actually made an effort to tell a story as it progressed. An extremely simple story, yes, but exceedingly ambitious considering this was 1981.

HOW ARE YOU? I’M FINE, THANK YOU. AAAAAAHHHHHH.

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Waifu Wednesday: Shina Ninomiya

One of the more interesting things about Death end re;Quest, as we’ll discuss in more depth when we talk about its story in detail, is its dual-perspective narrative.

The “real world” unfolds from the perspective of main male protagonist Arata Mizunashi, while the “game” side of things is the domain of trapped director and lead heroine Shina Ninomiya, who initially has absolutely no recollection of how she found herself in a virtual reality game so realistic it’s difficult to distinguish from “reality”.

Shina is an excellent lead for the “in-game” side of things, for reasons that will become apparent shortly. Let’s take a closer look!

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

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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 itself 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

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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.

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