Tag Archives: RPG

From the Archives: Birds Suddenly Appear Every Time You Are Nier

Nier is possibly one of Square Enix’s most misunderstood games.

Released to a rather lukewarm critical response back in 2010, this Cavia-developed PlayStation 3 and Xbox 360 action RPG, directed by Taro Yoko, is actually a fascinating game that is well worth your time and attention — so long as you have a bit of patience to deal with its idiosyncrasies.

This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.

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From the Archives: Aselia the Eternal and the Balance of Story and Game

A few weeks ago, we spent this column discussing the reason why we play different types of game.

The answer is, of course, different for everyone, but in the case of visual novel fans, most people will cite “story” as their main motivation to continue — even if the actual “gameplay” side of the title is left significantly wanting in the eyes of some people.

Take the title My Girlfriend is the President, which we discussed a while back, for example — in that game, once you’ve chosen which of the game’s four “paths” you’re going to undertake, there are absolutely no decisions to make that have any impact on the way the story ends at all, and yet that does not stop it from being a hugely entertaining and satisfying experience.

This article was originally published on Games Are Evil in 2012 as part of the site’s regular READ.ME column on visual novels. It has been republished here due to Games Are Evil no longer existing in its original form.

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Wii U Essentials: The Legend of Zelda: Twilight Princess HD

In contrast to The Wind Waker, which shook things up considerably in terms of both aesthetic and game structure, you’d be forgiven for thinking Twilight Princess was “just another Zelda game”.

It marks a return to the semi-realistic visuals of Ocarina of Time and Majora’s Mask, and is set firmly on dry land in the familiar land of Hyrule — albeit another, differently laid-out Hyrule to its predecessors on the grounds that it’s yet another era in the extremely convoluted Zelda timelines.

But get into the game a bit and you’ll discover something a little different to what we typically expect from a Zelda game: childish optimism replaced with melancholy; the usual feeling of light inevitably triumphing over darkness replaced by questions over whether everything really will turn out all right this time; and an air of slight cynicism that largely emanates from Link’s perpetual companion Midna, one of the most memorable characters the series has ever seen.

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Nights of Azure: Introduction and History

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2015’s Nights of Azure — or Yoru no Nai Kuni to its Japanese audience — was something of a departure for veteran developer Gust.

Primarily known for unconventional turn-based role-playing games with heavy crafting components, a style of game best exemplified by the developer’s flagship Atelier series, Gust opted to step out of their comfort zone with Nights of Azure by making it an action RPG with elements of monster raising.

It turned out to be a highly successful experiment for the developer, and what appears to be the beginning of a new series for the company, since a sequel is on the way at the time of writing. Yet despite Nights of Azure’s relative freshness compared to Gust’s other output, the game never forgets its heritage, and is recognisably “Gust” in both style and tone.

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Final Fantasy XV: Narrative, Themes and Characterisation

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Final Fantasy XV drew some raised eyebrows from certain quarters for its focus on an all-male cast, but this was a specific decision made in order to support the overall tone and character of the story.

Despite what this might sound like, however, Final Fantasy XV does not make any particular effort to explore concepts such as traditional (or indeed “toxic”) masculinity and the like. In fact, at numerous points over the course of its narrative, it subverts expectations through the interactions between its main cast and the supporting characters.

Not only that, unlike most previous Final Fantasy titles, the experience is not intended purely to be judged on its main scenario. Instead, as we explored last time, much like other Japanese attempts at open-world games such as the Xenoblade Chronicles series, the intention is clearly to build up a comprehensive picture of how the game world as a whole works, supporting the main scenario with numerous intertwining side stories and background lore to create a setting that feels well-crafted and truly alive.

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Final Fantasy XV: A Series of Constant Reinvention

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“If it’s not new, it’s not Final Fantasy.”

According to World of Final Fantasy director Hiroki Chiba, speaking with Gamer Escape earlier this year, this is the attitude that Final Fantasy series creator Hironobu Sakaguchi strove to work by. And it’s a creed that the various teams around Square Enix responsible for the continued development of the brand have maintained to this day, right up to latest release Final Fantasy XV.

The result is one of gaming’s longest running, most successful series that has managed to move with the times across six generations of console hardware and changing gaming trends, plus jumps to handheld and mobile devices. Your feelings about individual installments may vary, but it’s impossible to accuse Final Fantasy of stagnation at any point in its long history.

Let’s delve into the history of the series and see just how it’s developed over time.

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Fairy Fencer F ADF: Sights and Sounds

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Fairy Fencer F and its Advent Dark Force counterpart represent an interesting melting pot of influences.

We’ve already talked about how the gameplay includes influences from Compile Heart’s own Neptunia series, and how the narrative includes influences from classic JRPGs of yore, but Fairy Fencer F’s diverse background is perhaps most apparent when it comes to its audio-visual aesthetic.

Featuring concept art by Yoshitaka Amano of Final Fantasy fame, character designs by Tsunako of Neptunia fame and contributions to the soundtrack from longtime Final Fantasy composer Nobuo Uematsu and his band Earthbound Papas, Fairy Fencer F certainly has some impressively heavyweight talent behind it.

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Fairy Fencer F ADF: Narrative, Themes and Characterisation

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Compile Heart games, as we’ve previously discussed, don’t exactly follow the mould of the stereotypical JRPG. However, this doesn’t stop them from having a strong sense of worldbuilding.

You may not be able to freely wander the whole world in a Compile Heart game as you can do in a more open-world adventure, but physically representing something isn’t the only way to give the player a feeling of time and place. You can also do it through the writing.

And this is exactly how Compile Heart builds its worlds, both in its popular Neptunia series and in its outlier titles such as Omega Quintet and Fairy Fencer F. The latter, in particular, demonstrates that the company is more than capable of building a convincing world with an interesting mythology using relatively minimal resources.

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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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