Summer’s drawing to a close in Arland just as it’s starting to get nice and warm for springtime here in the UK.
Today our brave little alchemist takes on her toughest challenge yet: dealing with a comic misunderstanding involving a gentleman friend and her parents! Oh no!
She also does a bit of alchemy and indulges in the usual Puni abuse. She does still have a job to do, after all…
One of the things Compile Heart’s Galapagos RPG project has been keen to do ever since its inception is experiment with mechanics, particularly when it comes to combat.
Death end re;Quest is an excellent example of this, featuring several layers of mechanics that keep things consistently interesting as you play through the main story and the optional side content. It’s also one of Compile Heart’s better balanced games to date, featuring a smooth incline in challenge factor rather than sudden, unexpected spikes.
Let’s take a closer look at how it all works.
Continue reading Death end re;Quest: The Art of Fighting
It’s time for our weekly visit to the kingdom of Arland, as our New Game Plus runthrough of Atelier Rorona DX on Nintendo Switch continues!
We’re well into the game’s second year now, and all sorts of interesting things are happening. Rorona is still devastatingly overpowered, however; can no-one provide her with a decent fight? She’s the Lu Bu of the Atelier world at this point.
Hit the jump to see how today’s crafting, gathering and Puni-splattering went.
Continue reading New Game Plus: Ghosts Don’t Have Feet
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!
Continue reading Waifu Wednesday: Shina Ninomiya
Whew! Even with the chaotic week I’ve had (including a brief period of complete computer failure last weekend) I managed to get all my usual videos out on time. Go me.
As always (well, usually, anyway), Friday plays host to New Game Plus, our weekly exploration of post-game content and New Game Plus modes. Currently, we’re doing a second playthrough of Atelier Rorona DX, part of the Atelier Arland trilogy we’ve recently explored here on MoeGamer.
Hit the jump to find out how today’s alchemical efforts went!
Continue reading New Game Plus: Time On Our Hands
I’ve been playing a lot of Ace Combat 7: Skies Unknown since it released the other day. And I wanted to talk about it a bit!
I’ve elected to use the “Delving Into” format, because that also provides a suitable framework for me to explore (and revisit) the rest of the series along the way, too. For the unfamiliar, my “Delving Into” pieces are more immediate, personal reactions to games or series I want to explore over the long term, but which don’t really fit into the Cover Game structure.
Each article will focus on a particular aspect of the overall experience, or something that I’ve found otherwise noteworthy. Let’s kick off today with my impressions of the game’s overall sense of style, based on my playthrough of the single-player campaign up to mission 17 so far.
Continue reading Delving Into Ace Combat 7: Skies Unknown – #1
I’ve tried numerous times to “get into” fighting games over the years with varying amounts of success.
Back in the SNES era, I had a good time with the original Street Fighter II and managed to beat it with most of the characters — but my skills have gotten severely rusty since then. Beyond that, my main contact with the genre has primarily been the Dead or Alive series, which I enjoyed for a combination of its cast of beautiful people and its enjoyably fluid, reasonably accessible action.
But I’d always find myself hitting a wall. I’d never be able to pull off impressive combos, I’d struggle to reliably trigger special moves and I’d have difficulty understanding the underlying strategy that is fundamental to the fighting game experience as a whole. Oh, what to do, what to do?
Continue reading SNK Heroines: Fighting is Fun