Tag Archives: setting

Atelier Escha & Logy: Alchemists of the Dusk Sky – Corporate Alchemy

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After the emotional journey that was Atelier Ayesha: The Alchemist of Dusk, Atelier Escha & Logy: Alchemists of the Dusk Sky followed a year later. This time we were promised a pair of playable protagonists — something we hadn’t seen in the series since Mana Khemia 2: Fall of Alchemy.

This time around the two “paths” through the game are less noticeably different from one another than they were in Mana Khemia 2, due to the fact that the two protagonists spend most of their time alongside one another. It’s still worth playing both routes, however, as not only do you get to “hear” the innermost thoughts of each protagonist in their own respective route, there are some endings that can only be seen by one protagonist or the other.

But we’re getting ahead of ourselves! What exactly is Atelier Escha & Logy, and how does it fit in to the Atelier series as a whole? Read on and let’s find out together.

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Atelier Totori: The Adventurer of Arland – Beyond the City Walls

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One interesting thing about the way the Arland subseries of Atelier develops over time is how its scale gradually increases.

In Atelier Rorona: The Alchemist of Arlandthe action is primarily confined to the city of Arland and its surrounding environs. In Atelier Totori: The Adventurer of Arlandwe get the opportunity to explore the Arland region in much greater detail, coming to understand a lot more about the context of various locations. And, as we’ll see when we come to Atelier Meruru: The Apprentice of Arland, the series then actually moves on to a whole other setting with connections to Arland, rather than unfolding in Arland itself..

Atelier Totori in particular brought about a very strong sense of worldbuilding and narrative context, and of the protagonist being just one tiny little part of a wide variety of events that would continue to unfold with or without her involvement. Let’s take a closer look at how the game achieves that feel.

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PS2 Essentials: Ace Combat: Squadron Leader

The Ace Combat series is a jewel in Namco’s crown that people sadly seem to forget about quite often — though hopefully the seventh installment due early in 2019 will rectify that to an extent.

The series mostly stretches across the PlayStation and PlayStation 2 eras, with a less well-received (but still enjoyable) spinoff installment in the Xbox 360/PlayStation 3 era. For most, the series’ peak was with its PS2 installments; opinion varies as to which one of these is really “the best”, but they’re all very much worth your time.

At the time of writing, we’ve already talked about fourth installment Distant Thunder (aka Shattered Skies), so today let’s take a look at the fifth game, known as Squadron Leader in Europe, and The Unsung War elsewhere. It’s a good ‘un.

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Gal*Gun 2: A Strange and Sexy Little World

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A game where you blast cute girls to quasi-orgasmic ecstasy while attempting to fend off the mischief of a cheeky young demon might not sound like the sort of experience that would have good worldbuilding, but the Gal*Gun series as a whole is full of surprises.

It’s clear that developer Inti Creates has taken a great amount of care over the course of the Japan-only Gal*Gun, its sequel Double Peace and Gal*Gun 2 to make the series something more than a throwaway joke game. Yes, it’s amusing; yes, it’s silly; yes, it’s cheeky, fun and sexy; but none of those things mean that it can’t have some depth or be well-crafted.

So today, then, we’re going to take a closer look at how the series as a whole builds that sense of a coherent world, and where Gal*Gun 2 fits in with all that.

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Rance: The “Discworld” of Eroge

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One of the most remarkable things about Alicesoft’s Rance series is quite how detailed its lore is.

This might not be something you expect to hear about a series of 18+ games with rather a lot of sexually explicit content, but just a few minutes with a Rance title will make it abundantly clear Alicesoft takes this franchise very seriously indeed. At least, so far as ensuring its lore is internally consistent; as a series with absurdist (and often black) humour at its heart, Rance is anything but “serious”.

This combination of a significant humorous component with deep, well-crafted lore established over a long cycle of individual works particularly brings to mind Terry Pratchett’s influential Discworld series. And if we look a little more deeply into that lore we can see a number of similarities along the way, particularly in terms of how things the audience will recognise from modern life are blended with the conventions of fantastic fiction.

NOTE: A hanny from /vg/ helpfully pointed out that the original version of this article used terminology from the original Japanese versions and fan translations. It’s now been updated with terminology from MangaGamer’s “official” translation to prevent confusion for series newcomers!

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From the Archives: A Question of Genre

How do you describe a piece of interactive entertainment? Chances are the first thing you mention is the way it plays, or the supposed “genre” it is part of.

Final Fantasy is a JRPG; Gears of War is a third-person shooter; Mario games are platformers. And this isn’t only true for mainstream games, either — even the most esoteric indie games tend to be described in terms of their mechanics. Fez is a puzzle-platformer; The Binding of Isaac is a roguelike shooter; Minecraft is an open-world building and survival sim.

While you may then elaborate on that by describing the setting — sci-fi, fantasy, cartoonish crazytown — it’s highly likely that this is not the first thing you mention. Interactive entertainment is pretty much the only artistic medium in which we do this.

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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Ys: Building a World, One Game at a Time

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One of the things Ys developer Falcom is most consistently praised for is its ability to craft convincing, well-realised game worlds.

It’s not just the Ys series where Falcom demonstrates this; its The Legend of Heroes series is also acclaimed for that, particularly in the more recent Trails subseries, each component of which deals with one part of a coherent whole.

It’s perhaps Ys that provides the most interesting example of Falcom’s approach to worldbuilding, though, because it’s an ongoing process — the complete work that is Ys is continually growing, evolving and changing, and there’s no end in sight just yet.

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