Matt Sainsbury
Heart of the Woods is a beautiful and romantic visual novel, with a wonderfully winding plot and brilliant set of characters. Without giving anything away, the first hour or two isn't indicative of the rest of the game, and once you push through that slow, senseless start, something beautiful, sweet, and, yes, a little sexy shines through the paranormal, gothic and mystery elements.
In the end, Doki Doki Literature Club (and this Plus version) is both a homage and a challenge. It’s a homage in the way it delightfully plays with the dating visual novel genre – sure, it ends up subverting that to horrific effect, but there’s such glee in how it does that that hugely entertaining. On the other hand, it’s also a challenge – a suggestion that the genre can be a bit more reflective, look for ways to approach things differently, and that there is a lot that this genre can do with characterisation and relationship dynamics. The director has been outspoken that the initial seed of Doki Doki Literature Club from his “love/hate” relationship with anime and VNs. There’s much more of the love in there, I think, but developers making games in this genre should certainly play this game to encourage them to think about the structure of their own work from a different angle.
I'm glad that, on a whim, I purchased and gave it a go on Nintendo Switch, because once you give it a go, it rewards the risk you took on playing it. Cross The Moon has a lot going on and all of it is quite brilliant.
I'm very torn on Mario Golf: Super Rush. On the one hand, the aesthetics are gorgeous, the charm is there, and the basic golf mechanics are wonderfully accessible and yet have enough given that there is room to master them. Putting aside the silly "manually chase the ball" nonsense in the story mode, the rest of it feels like a homage back to the original GBC Mario Golf, too, and that's really nice. I even give a pass to the Battle Golf mode. It may have sucked up development resources and time but... it is great, highly repeatable multiplayer fun.
In effect, Legend of Mana is less interested in being a JRPG as it is a story of immersion. You’re given these truly beautiful, art gallery-worthy environments to explore, these eclectic, memorable characters to interact with, and a narrative that is broken up into a series of vignettes that keeps the overall game feeling vibrant and energetic. Perhaps the best comparison I can draw with Legend of Mana is to that of the most beautiful picture book version of Aesop’s Fables you could imagine. Without being religiously heavy-handed, this game has a way of sharing wonderful little stories of morality and humour, and it’s certainly going to be rolling around in my head for some time to come entirely because of the quality of those stories.
I just didn’t expect it could be this bad. Dark Alliance is a functionally broken product. When enemies simply ignore you as you carve their health down to zero, when there’s so little to the game that that’s all you’re doing, and when the multiplayer experience is only superior because it’s a chance to share the misery with someone else, some passable graphics and one neat checkpointing system aren't anywhere near enough to redeem this game. This is the poorest handling of a license since Superman 64.
As an existing fan of Disgaea, this new one is, despite the incredible focus on big numbers, more of the same, and that is fine by me. The extended level cap is hugely indulgent and entirely unnecessary to the tactics JRPG format, but at the same time it's part of Disgaea's inherent self-awareness and genre-transgressive humour.
Scarlet Nexus is one of the most interesting new JRPGs that we’ve seen in a while from a big publisher. Combining a beautifully elegant, but also visceral combat system with a rich and evocative theme, and hugely entertaining characters, this game is available on the previous generation, I know, but in design and execution, it’s very much the perfect new-generation experience.
Of course, it would be unfair to expect Empire of Angels IV to be an equivalent experience to Disgaea, and I don’t. Empire of Angels’ strengths are its streamlined tactics engine and its fan service, and the game delivers both of those with exceptional proficiency. It’s just a pity that the localisation stops me from enjoying the characters as much as I think I might have otherwise – everything sense I have tells me that in its native language Empire of Angels IV would be quite the out-there good time. As it is, though, the game's just lucky that it's gorgeous enough and plays so nicely that it got its hooks into me anyway.
I could certainly see plenty of others finding it less compelling, however, because beyond the visuals, so very little has changed in 35 years. Yikes. 35 years. Presumably, Prince Alex is now King Alex of Radaxian by now. I'd better get back to my throne.
Arc System Works are masters of the genre, and Guilty Gear Strive is a showcase of that mastery. It might not be the most comprehensive fighting game out there, and I do think the developers have made a mistake in giving up on drawing new players into the franchise with a story mode that assumes you’ve been playing Guilty Gear for years. However, those quibbles melt away the instant you get into the action itself. There’s no other word to describe it: it’s sublime.
As everyone knows, I love Japan. I'm also a die hard fan of the Olympics, and a person that sets up four or five screens as the Olympics runs in order to watch as many different events as possible. I've been looking forward to both Tokyo 2020 Olympics ever since the country won the opportunity to host the event, and this game more than satisfies me as a fan of all of the above. Once again, import it, as it is fully localised in English, and if you ever see a green, twin-tailed girl setting records while looking awesome in a school uniform, be sure to send me a digital wave.
Anyhow, I digress. To come back to where I talk about the grift. The grift here is that each of these titles offer platinum trophies that can be "earned" with no effort required whatsoever. You'll sit through a laboured and completely ineffective 10-20 minute sermon on nonsense, play it through a couple of times to meet all its conditions, and then you'll get your trophy. I don't know if anyone still actually cares about those things, but as pathetic as it is as selling point for a pathetic series of games, it actually works. If these games didn't annoy me so much I'd be making a joke about how Sony's allowing hardcore Christian content onto the same platform where they've turned into puritans over anime boobs.
Farm Frenzy Refreshed is by no means perfect. Indeed, it sits on the wrong side of the "casual gaming" spectrum whereby it becomes a grind for the sake of keeping players playing. And yet... I continue to enjoy Farm Frenzy, have done so for nearly a decade (if not longer now), and Refreshed has given me a rush of that all over again on the PlayStation.
My concerns with DC Super Hero Girls: Teen Power sit with it as a property. I know this is a wildly controversial thing to say, but I don't really believe that Marvel and DC are appropriate for children. If the hundreds of implied and explicit deaths per movie or show weren't enough to convince you of that, then the inherent moral lessons from these properties should because there's a lot more there to digest, interpret and come to terms with than people generally think about. Making all that baggage cute, as DC Super Hero Girls: Teen Power does, might make it palatable to a young audience, but it still needs to be questioned.
Game Builder Garage might be pitched at a younger audience - and I can genuinely see Nintendo selling a bunch of Switches to schools for use in the younger grades as an introduction to the all-important education space - but the systematic clarity with which the tutorials of Game Builder Garage are arranged, and then the ease of use and accessibility of the software to play around with afterwards, makes it the best introduction to programming that I've come across, for anyone of any age.
With two artifacts that belong in the video game hall of fame, and one curiosity that highlights Itagaki’s genius by showing what happened when he wasn’t involved in Ninja Gaiden, this collection stands the test of time. So many modern action video games are either self-serious or desperately eager to make sure you laugh when they tell you to. It’s weird, given how bloodthirsty the Ninja Gaiden series is, but the laconic, droll approach that they take to everything they do almost comes across as subtle and classy these days, and I’ve loved revisiting that.
Ratchet & Clank: Rift Apart is a superb blockbuster game that hits its brief perfectly.
Neptunia ReVerse is clearly a "first-run effort" by Idea Factory to take the tools of the PlayStation 5 and see what they can do with them. It's perhaps a less ambitious effort than what Idea Factory made as its launch on PlayStation 4 (Omega Quintet), but putting that aside, this is a genuinely good game, worth the time of any JRPG fan, and by its very nature the perfect introduction to the entire series for new players with the new console. The additions that have been made here make it even more complete and also worth a replay for the Neptunia faithful. And if nothing else having an excuse to watch Neptune and the other girls run around in swimwear costumes for a few hours is always worth the investment.
And so, though I love the concept and presentation of Wing of Darkness, it falls a little short of being an instant indie classic like Sumire was. Wing of Darkness has the right attitude when it comes to depicting the impact of war. It has impeccable presentation and art direction. The gameplay systems are enjoyable and, for the most part, well-executed. Almost everything about Wing of Darkness is spot-on, but it just falls short of making us care enough that the poignant themes and evocative narrative can really hit home.