Gravity Rush is an interesting series. Originally intended as something of a flagship title for Sony’s Vita handheld, its first installment was well-received but passed a lot of people by.
Fortunately, it managed to get a second chance at success thanks to an enhanced port for PlayStation 4 by Bluepoint Games, the company previously responsible for the PS3 versions of God of War and Team Ico’s classics Ico and Shadow of the Colossus. And, from there, it did well enough to spawn a true sequel, this time specifically designed for the PlayStation 4.
The two games are both excellent, but both suffered somewhat from poor release timing and, in the case of the first game, the somewhat niche-interest status of the Vita as a platform in the West. Consequently, they haven’t had nearly as much love as they deserve from the general public.
What better reason to take a closer look at where this series came from and why you should check it out, then?
Continue reading Gravity Rush: Introduction and History
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.
Continue reading MeiQ: Building a Better Dungeon
A common criticism of arcade-style shoot ’em ups by people who don’t understand that the main “point” of them is to replay them over and over for high scores is that they’re “too short” or “don’t have enough content”.
This is one criticism that most certainly cannot be levelled at Dariusburst Chronicle Saviours, the most recent installment in the long-running shmup series. Featuring a full port of the super-widescreen 32:9 arcade version of Dariusburst Another Chronicle EX — including its 3,000+ stage “Chronicle Mode”, which is communally unlocked by players from all over the world — as well as an all-original 200+ stage “Chronicle Saviours” (usually shortened to just “CS”) mode designed specifically for 16:9 displays and a single player, Dariusburst Chronicle Saviours most certainly isn’t a game you can accuse of being “over in 20 minutes”.
It’s also one of the most expensive shoot ’em ups available in the modern market, even compared to the relatively premium prices that Cave’s back catalogue has historically commanded. But is it worth splashing out on? Spoiler: yes; but read on if you’d like to know more.
Continue reading Shmup Essentials: Dariusburst Chronicle Saviours
Kadokawa Games’ Root Letter, first in their new Kadokawa Games Mystery series, quietly snuck out onto the market at the end of October, just four months after its Japanese release.
The proposed series is set to be a collection of visual novel-cum-adventure game hybrids for PlayStation platforms that feature real-world locations, artwork from Love Plus character designer Mino Taro and a cast of fictional actresses who will play different roles in each game. The plan, presumably, is to create a series of adventures that, while distinct in their own right in terms of story, will have numerous thematic and stylistic similarities throughout that make them feel like “part of a set”.
So far, all we have to judge the series on is its inaugural installment Root Letter, but fortunately it’s a very strong start indeed, eminently worthy of your time if you’ve ever enjoyed the Ace Attorney or Danganronpa games.
Continue reading Root Letter: Eleven Letters, Eight People, One Truth
Gal*Gun Double Peace is memorable for a whole lot of different reasons: its contribution to the revival of rail shooters, its silly but touching plot and its striking audio-visual aesthetic.
Unlike many other anime-inspired games, the art and music of Gal*Gun are not the work of particularly well-known or established names — but there’s some decent pedigree there if you take the time to look into things a bit more deeply.
So let’s do just that, shall we?
Continue reading Gal*Gun: Sights and Sounds
Gal*Gun Double Peace is about much more than just shooting pretty girls until they fall over in quasi-orgasmic states: it’s actually got a pretty decent narrative, too.
Technically, it’s got several narrative threads, and in true dating sim/visual novel tradition, it’s only by playing them all that you’ll get a full understanding of everything that is going on and the context of each of the characters.
As you might expect from the general tone of the game as a whole, Gal*Gun’s narrative errs on the lighter side of things, but that certainly doesn’t preclude it from exploring a variety of interesting themes along the way.
Let’s dive in and take a look.
Continue reading Gal*Gun: Narrative, Themes and Characterisation
With the advent of HDTVs and their different method of producing an image compared to old-school CRTs, one genre of game has largely fallen by the wayside: the light-gun shooter.
With that said, however, there are a number of developers out there keeping the soul — if not the exact execution — of this classic arcade genre alive, and with most gamers tending to demand more than a simple 20-minute arcade-style game for their money these days, they often have a ton of hidden depth behind the traditional “point and shoot” gameplay.
Gal*Gun: Double Peace is one of the most potent examples of a developer taking what is, at heart, a very simple, straightforward style of game and adding a ton of depth, replayability and longevity to it. We’ve certainly come a long way since Operation Wolf, that’s for sure.
Continue reading Gal*Gun: Introduction and History