Tag Archives: PlayStation Vita

Gal*Gun: Sights and Sounds

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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?

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Gal*Gun: Narrative, Themes and Characterisation

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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.

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Gal*Gun: Introduction and History

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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.

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One Way Heroics: Which Version to Play?

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Given that there are now three different versions of One Way Heroics in the wild, the question on your lips will doubtless be “which one is best”?

It’s not an easy question to answer definitively, so what I’ll do in this piece is outline what each version offers along with the benefits and drawbacks (if any) that come with each incarnation of this peculiar and enjoyable game.

Make no mistake, One Way Heroics is well worth your time in one form or another, but read on for some information that might help you make a decision as to which one to try… or which one to try first!

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One Way Heroics: Narrative, Themes and Characterisation

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Unlike many other roguelikes, which tend to focus on mechanical complexity and the emergent narrative of each play session, Mystery Chronicle: One Way Heroics has a plot.

The original One Way Heroics and its Plus expansion had a narrative, too, but their more recent counterpart has expanded on it considerably to provide an enjoyable degree of context and motivation for the many journeys you’ll make over the course of your time with the game.

Let’s take a look at some of the main themes of the game and how they’re explored. Continue reading One Way Heroics: Narrative, Themes and Characterisation

Dungeon Travelers 2: Sights and Sounds

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A big draw of Dungeon Travelers 2 is its gorgeous presentation. This shouldn’t be surprising, given its heritage, but it really does have a distinctive look and feel to it.

Its visual aesthetic also proved to be the most controversial aspect of the game, with commentators such as Polygon’s Phil Kollar refusing to take the game seriously due to its appearance. This is particularly sad, as the game has some lovely art, some distinctive character designs and a very strong sense of style to it.

Let’s take a look at the art and sound of Dungeon Travelers 2, then.

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Dungeon Travelers 2: Narrative, Themes and Characterisation

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The dungeon crawler genre isn’t particularly renowned for its storytelling, though this isn’t necessarily a criticism.

The genre grew out of tabletop adventures where the players just wanted to hack and slash their way through some monsters and take their treasure, after all, so it’s understandable that a computerised version of this type of adventure would emphasise mechanics — particularly combat — over narrative.

That doesn’t mean that your average dungeon crawler is completely devoid of plot, however, and in recent years Japanese developers in particular have shown how to strike a good balance between narrative, characterisation and satisfying mechanics. Dungeon Travelers 2 is a prime example.

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Dungeon Travelers 2: Historical Context and Mechanics

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The dungeon crawler subgenre of role-playing games has a long and proud history that stretches right back to the dawn of gaming.

Dungeon Travelers 2 perhaps doesn’t deviate particularly significantly from the more well established conventions of the genre, but it executes them with such polished competence that it becomes clear shortly after starting to play that it is a game that has had a great deal of thought put into its mechanics.

But how did we get to this point? Let’s take a look back at the history of the genre, and how it relates to Dungeon Travelers 2 in particular.

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Dungeon Travelers 2: Introduction

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You’ve probably heard of Vita RPG Dungeon Travelers 2, even if you haven’t played it — but for all the wrong reasons.

You may well recall that around May of 2015, Polygon’s Phil Kollar incited the wrath of Western Japanese game fans by reporting on the impending localisation of Dungeon Travelers 2 with the provocative headline “Atlus can do better than this creepy, porn-lite dungeon crawler”.

Kollar’s impressions of the game were primarily based on the trailer that Atlus released after announcing the localisation of the game, and on the preorder incentives, which included a calendar featuring various illustrations of the game’s characters. The game was not available in English at that point — though it had been out in Japan for a while — but it was pretty apparent Kollar hadn’t played it, nor did he have any intention to.

Which is unfortunate for him, really, because Dungeon Travelers 2 is probably one of the finest dungeon crawlers ever created. Your loss, Kollar.

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Megadimension Neptunia V-II: Introduction

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Since its original appearance in 2010, the Neptunia series has grown from a niche-interest RPG into one of developer Compile Heart’s biggest success stories.

This is a particularly remarkable achievement, given that the first installment in the series didn’t have a strong critical reception at all — while review score aggregation isn’t an exact science by any means, the fact that the first Hyperdimension Neptunia game sits at a not-so-proud score of 45 on Metacritic should make it fairly clear that this is not a game that the mainstream press liked. At all.

And yet here we are, six years later at the time of writing, celebrating the release of the seventh (or fourth, depending on how you want to look at it) installment in the mainline, canonical Neptunia series, and the tenth overall release to carry the Neptunia name in the West.

How did this happen? How did a series that started with a game almost universally panned by professional critics become one of the most recognisable Japanese franchises on the worldwide market?

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