The MoeGamer Awards are a series of “alternative” awards I’ve devised in collaboration with the community to celebrate the sorts of things that never get celebrated in end-of-year roundups! Find out more here — and feel free to leave a suggestion on that post if you have any good ideas! We’re out of time for this year, but leave a suggestion anyway and I might use it next year!
In the five-and-a-bit years since MoeGamer has been a thing — and, indeed, pretty much since the beginning of the decade, when I chose to specialise my gaming in the things I personally found interesting rather than that which was critically well-received by the mainstream — I’ve come across a lot of wonderful developers.
Some of these are new companies just getting started; some have undergone radical changes since their formation; some have a long and fascinating history. Some have put out just a few games that are worthy of note; others have been incredibly prolific. All of them are worthy of respect and attention; a disappointing number of them don’t get either of those things!
When I think back over the decade just gone by, one developer in particular stands out as not only being an absolutely defining influence on my modern gaming tastes and approach to exploring media in general, but also as being a group of passionate individuals who are more than happy to learn new lessons from each and every title they ship in the name of gradual, constant improvement. And that’s why they’re my choice for Developer of the Decade.
And the winner is…
Continue reading The MoeGamer 2019 Awards: Developer of the Decade
Japan’s most commonly seen take on the popular roguelike RPG subgenre — typically referred to as “Mystery Dungeon” games after the Chunsoft series that cemented the formula — is a little different from how we tackle our dungeon-delving here in the West.
Mystery Dungeon-style games have been developed by a wide variety of companies over the years, and the formula is straightforward and versatile enough that it’s been applied to all manner of franchises ranging from Pokemon to Etrian Odyssey as well as a number of original creations.
Sorcery Saga: Curse of the Great Curry God from Compile Heart and Idea Factory takes Compile’s venerable Madou Monogatari series — that which ultimately begat the much more well known Puyo Puyo puzzle empire — and reimagines it for the Mystery Dungeon age. The result is an accessible and enjoyable game that is a great introduction to this style of RPG.
Continue reading Sorcery Saga: Curse of the Great Curry God – A Mysterious and Fragrant Dungeon
Hi folks, just a quickie to announce that from this point onwards, you can expect (hopefully) regular Let’s Play videos on Saturdays and Sundays.
This is in addition to MoeGamer’s midweek content, which I’m aiming to support with video versions of articles as you may have seen me experimenting with throughout the latter half of this week.
Head on over to my YouTube page to subscribe now, and hit the jump to check out the first two episodes of Sorcery Saga: Curse of the Great Curry God, a game I’ve been meaning to check out for ages — and which has recently had an excellent PC port!
Continue reading Pete Plays Sorcery Saga: Curse of the Great Curry God
This article is one chapter of a multi-part Cover Game feature!
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First-person, grid-based dungeon crawlers have, over the years, become the place to go for those who like hardcore, mechanics-driven, combat- and exploration-centric role-playing games.
Often de-emphasising narrative in favour of deep customisation, challenging encounters and devious level design, the dungeon crawler has gone from strength to strength over the last few years in particular, but also remains a subgenre that is notoriously difficult to get into.
Its with this in mind that Idea Factory and Compile Heart developed MeiQ: Labyrinth of Death (or Death Under the Labyrinth as it was known in Japan) — it’s designed to be accessible and enjoyable even to newcomers, yet incorporate the elements of the genre that longstanding fans enjoy so much. And it’s very successful at what it does.
So how did we get here?
Continue reading MeiQ: Introduction and History