Tag Archives: PS4

Fairy Fencer F ADF: Anatomy of an RPG

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Compile Heart RPGs have a very clear sense of identity; they’re instantly recognisable.

Everything from their overall aesthetic to the structure of the game contributes to this distinctive identity, and it’s a formula that’s been working for them for a number of years now. Unsurprisingly, Fairy Fencer F: Advent Dark Force is no exception to this rule, albeit with a few twists here and there to make it distinct from the company’s flagship Neptunia series.

Today we’re going to look at just how Fairy Fencer F: Advent Dark Force works as a game, and how it differs from what people might regard as more “conventional” role-playing games.

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Gal*Gun: Dating on Rails

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Although Gal*Gun Double Peace has the trappings of an arcade-style light-gun shooter, there’s a lot more going on in the game than simply pointing and shooting.

We no longer live in an age where a release like Namco’s original PlayStation port of Time Crisis is acceptable to modern consumers, at least at full retail price; players need more than just a basic game that takes 20 minutes to play through from start to finish and doesn’t vary significantly each time you play.

Fortunately, Gal*Gun Double Peace has plenty to offer those who are willing to put some time in, and it’s a fine example of Inti Creates’ talent for creating games that are simple to pick up but tricky to master completely.

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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

One Way Heroics: Mystery Dungeon, Forest, Plains and Mountains

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Mystery Chronicle: One Way Heroics — and indeed its illustrious predecessor — is unique in the Mystery Dungeon series in that it’s not confined to dungeons.

Indeed, the fact that the majority of the game is set above ground on a continuously scrolling world map of the kind you might see in a Dragon Quest game even makes it pretty distinctive in the roguelike genre and all its offshoots.

So how exactly does that affect the gameplay, if at all? Let’s take a closer look at the game’s mechanics to find out how it all works.

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One Way Heroics: Introduction and History

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The concept of a “point of no return” is a common one in RPGs: it normally refers to the point immediately before the game’s finale where advancing the plot any further will put you on a collision course with the ending.

In unusual roguelike One Way Heroics, however, every step you take is its own point of no return, since with every step you take the Darkness (or, in its new incarnation Mystery Chronicle: One Way Heroics, the Shine Raid) advances, obliterating the world behind you one column of tiles at a time.

Essentially the game is a cross between a typical roguelike and those anxiety-inducing levels from Super Mario World where the screen kept scrolling even if you didn’t move. Which makes it an altogether unique experience, and one well worth exploring.

So let’s do just that!

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Megadimension Neptunia V-II: Sights and Sounds

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One of the most appealing elements of the Neptunia series for fans is its consistent and instantly recognisable aesthetic.

This is largely the work of artist Tsunako. In fact, the Neptunia series at least partly came about as a result of developers Idea Factory and Compile Heart wanting to give her artwork a more prominent role after her previous contributions to games such as Cross Edge and Trinity Universe.

We shouldn’t understate the other aspects of Neptunia’s aesthetic, though; it’s not just about visuals. It’s also about how the games sound, and between the soundtrack, voice acting and even sound effects, it’s clear that the team behind the series has thought about this just as much as the art style.

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Megadimension Neptunia V-II: Narrative, Themes and Characterisation

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While dismissed by many mainstream critics as lightweight, disposable moe fluff, the Neptunia series actually has some of the sharpest, most on-point writing in the business.

Both strongly allegorical and satirical, the series as a whole has evolved its treatment of its narrative themes and characters from installment to installment, roughly in keeping with trends in the gaming business and longstanding concerns in the industry as a whole. Not only that, but it acknowledges and satirises trends in other aspects of popular media, too, particularly anime.

Part of this is down to the snappiness of the original Japanese writing and the characterisation therein — much of which you can pick up through the Japanese voice acting, even if you don’t speak much (or indeed any) Japanese — but a lot of credit must also be laid at the feet of the various localisation teams who have tackled the series over the years.

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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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