Fate/stay night and its associated franchise seem to be pretty iconic among anime and Japanese video game fans. I’ve known about the series for quite some time, but didn’t engage with it until late 2011, when I watched the godawful 2006 anime adaptation. My interest in Fate waned for some time after until I watched the Fate/Zero anime adaptation, which rekindled my attention to the series. A year later, I noticed that fellow writer Franklin Raines had gotten his hands on a copy of the PSP game Fate/Extra; he expressed little interest in playing it at the time, but allowed me to borrow it in his stead. I was intrigued by this ditty of a PSP game, but how did it unfold in the end? We’ll see.
Fate/Extra was developed by Type-Moon and Imageepoch, and was originally released in North America in late 2011. Type-Moon is known for the visual novels and games they produce, including Tsukihime and Melty Blood. Imageepoch developed several RPG series since 2005, such as Luminous Arc and 7th Dragon, before filing for bankruptcy earlier this year.
…isn’t that what I’ve already been doing, though?
I have a system when it comes to playing video games in my personal backlog wherein I break up playing long games with shorter games. This system helps me to recover from potential burnout after playing lengthy games, and lets me pace myself. After recently finishing two Ace Attorney games back-to-back, I was in desperate need for a short “buffer” game, so I could later transition to something else. Luckily, fortune smiled upon me, and Steam put the Hateful Days pair of games on sale. Were the games actually as good I hoped? Today, we’re going to find out.
The Hateful Days pair of games were written and developed from 2012 to 2013 by Christine Love, an indie developer from Canada. Love has created multiple visual novel games since 2007, including Digital: A Love Story (which is considered a spiritual predecessor to the Hateful Days games), don’t take it personally babe, it just ain’t your story, and her (as of this writing) currently in-progress work Ladykiller in Love.
By ‘assistance’ she means giving you the archive files to actually read. That’s really it.
I haven’t had too much experience with the ‘hunter’ type of action games which pit the player against large monsters to kill in a certain amount of time. I dabbled briefly with Monster Hunter Freedom‘s PSP demo some years back and also enjoyed God(s) Eater Burst, but that’s about the extent of my involvement with such games. While twiddling my thumbs impatiently for news of a God Eater 2 Vita localization, I was gifted the game Freedom Wars by Francisco Fuentes for Christmas. I had some vague interest in the game beforehand, especially when I found out the God Eater team was involved in the production. But how does the game hold up in the end? Let’s take a look.
Freedom Wars was developed by SCE Japan Studio, who have produced a variety of PlayStation games over the years including Ico, Shadow of the Colossus, and Gravity Rush. The game was also co-developed by studio Dimps (who worked on the Sonic Advance and Dragon Ball Z Budokai games) and Shift (who worked on the God Eater franchise).
I love my healing Thorn but that green has a nasty contrast with the rest of my Sinner’s outfit.
When I first became acquainted with Francisco Garcia, he suggested that I play a certain visual novel/boys’ love dating simulator known as DRAMAtical Murder. At the time, I was more preoccupied with pestering Francisco for advice on how to set up a good team to fight the final boss in Persona 3 Portable, so I put his recommendation on the backburner. Now, after nearly two years and a rather tedious period of downloading and extracting various files to get the game to run, I can finally talk about this game in detail.
DRAMAtical Murder was developed and published in 2012 by Nitro+Chiral, the boy’s love- branch of visual novel production company Nitroplus. Nitro+Chiral was also responsible for such games as Togainu no Chi and Lamento -BEYOND THE VOID-. DRAMAtical Murder proved popular enough to warrant a sequel, re:connect, that follows up the individual character routes, anime and manga adaptations, and will get a future PS Vita port that removes the game’s sexual content.
Let’s play a game called “find the women in the CG backgrounds”.
A month or so ago, I was looking through eBay to see if I could find some cheap import games. As it turns out, I found Exstetra for the PS Vita at American retail pricing, around 40 dollars (to put this is in perspective, most games sell for at least 60 bucks in Japan). I remember sending the link to Franklin to have him take a look at it. Franklin thought that the aspect of having the main character Ryoma power up his allies by kissing them on the lips was kind of cool. Ryoma’s kissing powers got Franklin and I talking about how some RPGs have attacks that are just downright bizarre. So I decided to put together a list of games, mostly RPGs really, that feature attacks that are odd, bizarre, or have some kind of strange effect that will make you say “what?”.
Yes, Ryoma can kiss guys too. And no neither side is particularly pleased about it.
Suikoden Tierkreis has your allies attacking as groups, including one group that blinds the enemies with their bare scalps.
I’m not terribly acquainted with the Suikoden series but I had a jolly old-time playing Tierkreis on my DS. One of my favorite features were the Unite Attacks, in which characters linked together in some thematic or story-based reason perform powerful attacks.
The attacks themselves ranged anywhere from absolutely badass to just plain goofy. Here’s a link to the majority of them, but highlights include a love-dovey couple fighting together (and pissing off everyone else), a mother training his son and embarrassing him in the process, dandy young men destroying opponents with their bishonen good looks, combining robots, and, perhaps craziest of all, a trio consisting of an assassin, a blacksmith and an ethereal cosmic entity blinding their enemies with their bare scalps.
I wonder is she polishes her head…?
When I initially reviewed Acquire’s Class of Heroes 2, I did a personal check of the high school dungeon crawler to see if it marked every check box on a special list. That list is called the “Francisco Fuentes Big Three”, otherwise known as a set of perimeters or elements a game is to contain to be a considered a Francisco Fuentes game. First is the setting, which has to be set in an anime high school. I’m not talking about your Project A-ko style anime high school with their gangs and mech unit fights, but one with dates and class representative meetings. Second is a usually fantasy (but science fiction can also work) world where everyone name drops specific proper-nouns and terminology and expects the player to keep up. Third is the biggest deal breaker, which is a heavy injection of boys’ romance perversion (think panty flashes and jiggling breasts). Thankfully Class of Heroes 2 well short on the third check box, but unfortunately Conception II: Children of the Seven Stars strikes that final square with gleeful abandon.
Developed by Spike Chunsoft, Conception II has you playing in a fictional-fantasy world, as the gray-haired male youth Wake Archus (you get to pick his name, but Wake seems to be the canon name), a recent transfer to an island combat academy. Each student at the academy is called a disciple, as they all share a uniform symbol on their hands called the Brand of the Star God, a mark said to have been bestowed by their god as a means to fight alien creatures that appeared decades ago. Wake learns that he is the fictional religion’s God’s Gift (a title who’s subtlety will quickly appear more Gallagher’s sledgehammer then soft messiah), a forespoken figure whose huge magical energy count allows them to successfully travel through the otherwise hazardous home of the monsters, called labyrinths.
The red-head is named Clotz, the game’s constant reminder that his life sucks simply because you are the cherished protagonist and not him.
Videogames have been a huge part of my life ever since my earliest memories and I owe them for getting me through some tough times.
Even before learning to read, I wanted to play the same games my older siblings played. That meant clicking randomly in PC games like Super Solvers: Gizmos & Gadgets!, Where in the World is Carmen San Diego?, and Indiana Jones and the Fate of Atlantis. In that little kid fashion, I felt like I was at least doing something. Yet, something inside me yearned to play for real.
Fight me jerk!
The time and quality I had playing videogames were directly connected to my living situation. Both my older brother and I were still in school, but even though he was 7 years older than I, we both had infinite free time, even more so during the summer breaks. This gave us LOTS of time to rent and buy numerous videogames. Our plan of attack consisted of recycling the games we’d beaten to fund the new ones. We lived together in the same house hold for the majority of my life and, because of that, I garnered a special situation with him.
Now that he is married and raising a family of his own, and we live our own separate lives, we still try to find time to reconnect with new games. During the recent Steam summer sale I bought my brother Double Dragon Neon and Sid Meier’s Civilization V with the complete expansions for us to play together. In this day and age though, we cannot return to that nice infinite free time we once had. A place lost in time and space, only accessible now through memories.
Super 90’s as hell!
I was lucky enough to grow up in a house hold where both of my parents were a bit nerdier than most adults (and attributing to who I am today). My father liked to play computer games and I vividly remember him, my brother, and I all huddle around the monitor playing/trying to solve King’s Quest: Mask of Eternity. By the time I had gotten my Nintendo 64, I already had a stack of Game Boy cartridges lying around. Even with all those I was still just wading into the world of gaming. The introduction of my new and specifically first console opened up a whole new world of interaction with my father and brother. We could now play multiplayer games against each other. Before it was all working as one unit (mostly me watching) or us taking turns, but now we were shooting each other and having fun facing off in GoldenEye 007. My parents would soon divorce and the trio became a duo as my brother and I lived with our mother, leaving us the only gamers in the house. With every dark patch there is a bit of light as he and I grew closer and bonded over the Nintendo 64.