Showing posts with label Aksys Games. Show all posts
Showing posts with label Aksys Games. Show all posts

Sunday, September 30, 2018

A few thoughts on Creeping Terror (3DS) now that I've played and finished it

When Sushi Typhoon Games unveiled Creeping Terror in late 2016, I was stoked. A 3DS title inspired by the classic survival-horror game, Clock Tower? Sign me up!

Unfortunately, Creeping Terror didn't hit the North American 3DS eShop until Halloween day last year. For me, that was at least 24 hours too late. I wanted to play it in the lead-up to the holiday, not afterward.

So, I passed on it--with the intention of returning to it in advance of this All Hallows' Eve.

Of course, I completely forgot about Creeping Terror shortly after its release. Thankfully, an acquaintance reminded me of it a couple of weeks ago via an Instagram post.

In rapid succession, I bought, downloaded, and started playing the game. And after a little more than five hours (spread over seven or so days), I finished it, too.


What's my opinion of Creeping Terror given that experience? Here are a few thoughts:

If you've been looking for a "new" Clock Tower, you've got one in Creeping Terror--Clock Tower creator Hifumi Kono had nothing to do with Creeping Terror, but it can sure seem like he did when you're playing it. Not only does this 3DS title and Kono's Super Famicom standout have the same vibe, but the two games share a number of other traits as well. For starters, they look a lot a like--despite the fact that Clock Tower's claustrophobic world is crafted using sprites while Creeping Terror's is made up of polygons. Their gameplay is remarkably similar, too, though the 3DS title's is quite a bit more user-friendly. (Clock Tower is a old-school point-and-click affair, while in Creeping Terror you move the main character with the system's circle pad and interact with your surroundings with its face buttons.) All in all, Creeping Terror feels like a modern Clock Tower in most respects, which is just what I was hoping for when I bought it.


Unfortunately, Creeping Terror's protagonist is just as slow as her Clock Tower counterpart--The developers who brought Creeping Terror to life made a lot of improvements to the Clock Tower "mold" while doing so. That's not to say what they produced is the absolute best side-scrolling survival-horror game to see the light of day. For that to be true, its main character wouldn't move like she lacks leg muscles. The run button helps, but only a bit. (And even it becomes almost useless when an enemy starts chasing you.) Oh, well, it adds to the tension--even if artificially.

Every character besides the protagonist is an idiot--That's par for the course in slasher films, right?  And it's probably par for the course in slasher games, too. (I say probably because I've experienced far fewer of the latter than the former.) Still, Creeping Terror's cast seems especially dumb. They're constantly suggesting you split up or otherwise unnecessarily put yourselves in danger. I'm sure some of this is tied to keeping the gameplay focused on the protagonist, but I'm also sure it could've been handled in a far more elegant fashion.


Creeping Terror doesn't feature much music, but what it does feature is more than fitting--First of all, I've got to say I like that playing this game is a predominantly silent experience. Most of the time, all you hear are ambient noises, like creaking floors or dripping water. (Or the Mario-fireball-esque "ploink" that sounds whenever you turn on or off your phone's flashlight app.) Actual music only enters the picture right as one of Creeping Terror's antagonists are about to arrive on the scene. Believe me when I say the tune's not only fitting, but mighty effective in getting your attention (and in getting you to haul ass to safety).

The localization is disappointingly stilted--No offense to the person or people who handled Creeping Terror's localization. I know this work is tough. That said, the English text in the North American release of the game is pretty stiff. It almost feels like a "first pass"--like with a little massaging, it could've come across as a lot more natural. Don't worry, it's not so bad it'll make you drop the game; it's mostly just awkward.


How many items does a stranded school girl really need?--Creeping Terror's protagonist only has enough room in her jacket--or wherever she stuffs all the things she finds lying about the game's environment--for six items. That doesn't sound like much, but don't worry; it's plenty. After all, you seemingly come across a candy bar (eat it and you restore a bit of stamina--important when you're running from an enemy) or a portable phone charger in every other room. If your playthrough is anything like mine, it won't take you long before you barely even notice their existence. Which is a shame, as it keeps Creeping Terror from being a thoroughly terrifying engagement.

If you like making use of your system's 3D abilities, crank up its depth slider while playing Creeping Terror--I rarely play 3DS titles in 3D. Doing so usually either brings on a migraine, or makes me feel like I'm about to get one. That said, I made an exception for Creeping Terror after giving that aspect a try. Not only did it help immerse me into the game, but it also helped me see the on-screen action. (Most of Creeping Terror's set pieces are eye-strainingly dark. Switching to 3D mode makes them a little less so.)

See also: 'five things that made it really easy for me to put more than 60 hours into The Alliance Alive' and 'five reasons I've fallen head over heels in love with Sushi Striker'

Tuesday, November 15, 2016

A somewhat gay review of Chase: Cold Case Investigations ~Distant Memories~ (3DS)


Game: Chase: Cold Case Investigations ~Distant Memories~
Genre: Visual novel
Developer: Arc System Works
Publisher: Aksys Games
System: 3DS
Release date: 2016

I had such high hopes for Chase: Cold Case Investigations. The main reason for that: some (but not all) of the folks who made Hotel Dusk--as well as Trace Memory and Little King's Story--also made this digital 3DS game.

Unfortunately, Chase: Cold Case Investigations--or at least the minuscule portion of it that's presented in "Distant Memories" (more on what that means in a few paragraphs)--is no Hotel Dusk.

Hotel Dusk, despite its flaws, was a fully realized and surprisingly engaging, not to mention cinematic, product that showed just how marvelously dynamic a "visual novel" could be.

Unlike most of visual novels I've played--including Hakuoki and Sweet Fuse for PSP--to date, Hotel Dusk was more than a simple "Choose Your Own Adventure" story accompanied by static (and admittedly pretty) illustrations and enjoyable, if not altogether memorable, soundtracks. That 2007 title one-upped its fairly staid genremates by allowing players to freely move around within and otherwise explore three-dimensional spaces. It also let them solve puzzles and take notes using the DS' touch screen--all while holding the system on its side, "book-style."

And then there were satisfyingly superficial flourishes like the rotoscoped character portraits and the superbly low-key (and jazzy) backing tunes.

Sadly, you won't experience any of the above while working your way through Chase: Cold Case Investigations. What will you experience instead? A depressingly small cast (of six, if memory serves). Art that isn't completely terrible but is a far cry from what's showcased in the developer's previous titles. Scenes that feature such little animation they may as well be motionless. No exploration whatsoever. Disappointingly straightforward interactions with the game's characters. Oh, and the writing has little of the verve that drips from Hotel Dusk's text.

To be blunt, Chase: Cold Case Investigations feels half-baked. Worse, it feels like the half-baked introduction to what should be a much larger and longer game.

In its defense, it seems pretty obvious "Distant Memories" is just one part of what will wind up as a multi-part release. Still, this opening salvo is so underwhelming--and so relatively expensive, at $6 for less then two hours of content--that it's currently hard for me to imagine picking up any future installments unless it's clear from the word go they offer a lot more than this initial entry.


See also: previous 'somewhat gay' and 'Great Gaymathon' reviews

Thursday, April 21, 2016

Shots fired: Zero Time Dilemma's Japanese box art massacres its North American counterpart

While talking about Zero Time Dilemma's North American box art last week, I mentioned that I wouldn’t have minded if its designers had used another of artist Rui Tomono’s fascinatingly dark illustrations rather than the clichéd group shot seen here.

I also said "I would’ve even preferred if the folks at Aksys had gone with the gun-to-the-head art that helped introduce [the game] to the masses instead."

Fast forward to this morning, and what do I see while perusing one of my favorite Nintendo-focused sites (that would be japanesenintendo.com)? The following:



That imagery is going to greet folks who buy retail copies of the Japanese 3DS version of Zero Time Dilemma this summer, of course. (You can check out the very similar Vita iteration here, if you're curious.)

I don't know about you, but I much prefer the above to the North American cover. Do you feel the same way, or do you like the Western art better?

By the way, those of you who can't wait to start playing this third (and final) entry in the Zero Escape series of games may want to watch its second Japanese trailer.

See also: all of my posts about 9 Hours, 9 Persons, 9 Doors

Wednesday, April 13, 2016

Let's chat about Zero Time Dilemma's cover art

Once I finally got around to playing it, I fell head over heels in love with 999: 9 Hours, 9 Persons, 9 Doors.

I can't say the same for its sequel, Virtue's Last Reward, because, well, I haven't played it yet. I do own a copy of it (the Vita version), though, and my current plan is to find a way to play it before the series’ third and final entry, Zero Time Dilemma, hits store shelves in late June.

For now, fans of the Zero Escape series can do little more than chat about Zero Time Dilemma’s first screenshots and trailer or ogle its just-released box art.

Speaking of which, here’s the cover imagery that was created for North American copies of this highly anticipated visual novel.

As I’m sure you can guess, the 3DS version’s packaging will look very similar to its Vita counterpart. (Check it out here, if you’re curious.)

Will Zero Time Dilemma’s Japanese covers sport completely different art? I obviously don’t know, but I kind of hope they will.

Although I can’t say I dislike what Aksys Games’ designers conjured up for North American copies of this game, I wouldn’t have minded if they’d used another of artist Rui Tomono’s fascinatingly dark illustrations rather than the clichéd group shot seen above.

(I’m probably in the minority here, but I would’ve even preferred if the folks at Aksys had gone with the gun-to-the-head art that helped introduce Zero Time Dilemma to the masses instead.)

What do all of you think? Do you like Zero Time Dilemma’s North American 3DS and Vita box art?

Also, how does it compare in your minds to what was concocted for 999 (for a refresher, here are that DS game’s Japanese and North American covers) and Virtue’s Last Reward (3DS version here, Vita version here)?

See also: my #ADecadeofDS post about 999

Wednesday, February 10, 2016

Shiren wanders back to North America this July with The Tower of Fortune and the Dice of Fate

Are you a fan of roguelikes? Listen up.

Actually, even if you don't much care for these traditionally unwelcoming dungeon-crawlers, you still should listen up if you own a Vita (or PSTV) and you're looking for something to play on your Sony-made console.



Why? A couple of days ago, the folks at Aksys Games revealed they'll be releasing ChunSoft's Fushigi no Dungeon: Fuurai no Shiren 5 Plus--Fortune Tower to Unmei no Dice in North America on July 26.

In this part of the world, the game will go by the far more understandable Shiren The Wanderer: The Tower of Fortune and the Dice of Fate.

The best part of this out-of-nowhere announcement: The Tower of Fortune and the Dice of Fate will be available in both digital and physical (boxed) forms upon release.



If the game's Japanese name sounds familiar, by the way, that's likely because it's an expanded port of a Japan-only DS game known as, you guessed it, Fushigi no Dungeon: Fuurai no Shiren 5--Fortune Tower to Unmei no Dice. (Note: the DS game, from 2010, lacked the "Plus" part of the 2015 Vita follow-up.)

Sadly, no one seems to be taking pre-orders for this Shiren The Wanderer title--the first to see the light of day in North America since 2008's Mystery Dungeon: Shiren the Wanderer, also for DS--at the moment, but I'm sure that will change shortly.

In the meantime, are any of you going to buy some version of The Tower of Fortune and the Dice of Fate? If so, which one? (I'm going to go for the retail version, naturally.)

Monday, September 21, 2015

Now that I've finished 999, someone's going to have to explain its 'true ending' to me

Yes, it's true; I've finished Chunsoft's horror-tinged visual novel, 999 (aka 9 Hours, 9 Persons, 9 Doors).

And when I say I've finished it, I mean all of it. I experienced every single ending it has to offer, including the hours-long "true ending."

Don't believe me? Here's a bit of photographic proof:



For those of you who've yet to play 999, an icon is added to the game's opening screen whenever you wrap up one of its six endings.

Even with 999's fast-forward function--which lets you race through text you've already encountered--finishing the game six (or, in my case, five) times can take a long time.

How long? Check out the next photo, which shows off how many hours I spent with 999 in the last few weeks:



Have any of you also played--and fully finished--999? If so, can you shed any light on its true ending? Some of it seemed to make sense, but the rest of it was brain-meltingly confusing.

One last comment-slash-question before I hit "publish": that last interactive section of the true ending is shockingly beautiful, don't you think?

See also: #ADecadeofDS (9 Hours, 9 Persons, 9 Doors) and Nice Package! (9 Hours, 9 Persons, 9 Doors, DS)

Tuesday, September 15, 2015

#ADecadeofDS: 9 Hours, 9 Persons, 9 Doors


Amount of time devoted to this game since I started playing it a few weeks ago--12 hours, 47 minutes.

Most recent boss toppled, location reached or milestone achieved--So as to not spoil anything for those of you who've yet to play 999, all I'm going to say here is that I'm currently working my way toward this Chunsoft-made game's fourth (of six) ending.

Overall comments on the experience so far--I first attempted to play through 999 a number of years ago. I didn't make it very far and walked away from the experience after getting stuck while trying to find the exit to some room or other.

At the time, I stubbornly refused to turn to an online FAQ for assistance. I thought I shouldn't have to resort to such "cheating" and became pretty disenchanted with 999 as a result.

This time around, I decided to check my pride at the door from the word go, and I've got to say I'm glad I did. Sure, I hate it when I can't figure out a puzzle on my own, but the hatred is softened quite a bit by the fact that checking an FAQ allows me to move forward and learn more about this game's intriguing cast of characters.

Speaking of which, 999's characters have proven to be a real highlight of my first honest-to-goodness encounter with this horror-tinged visual novel.

Just as appealing has been the story that brings all of these men, women, girls and boys together--even if it's against their will--and forces them to find a way to escape the creepy ocean liner that serves as this game's setting.

(If you aren't all that knowledgable about 999, the gist is that nine people, most of whom don't know each other, are independently knocked out, kidnapped and dropped onto a Titanic-esque vessel. They're then given nine hours to traverse its many puzzle-filled rooms and successfully make their way through the ninth of its titular, boobytrapped doors. Oh, and should they fail to do all of that, they'll die.)

Admittedly, I've found some of 999's riddles and berths to be annoyingly obtuse, but even that hasn't done much to dampen the thrilling shiver that travels up and down my spine whenever I gain even a smidgen of insight into this game's goings-on.

Will I continue to play this game in the coming days, weeks and maybe even months?--Well, I'll certainly continue to play it for the next few days, but after that I probably won't play it again for some time.

I don't mean that in any sort of negative way, of course. I just mean that I'm expecting to clear all of its many endings in that time, and once that's done I'll put my 999 cart away until I've forgotten enough of its story to be able to enjoy it again.

Mark my words, though; I'll definitely come back to it down the road. It's quickly become one of my all-time favorite DS games, so there's no question I'll play through it many more times in the future.

Do I recommend it to others?--Absolutely. I know there are plenty of folks out there who have tried 999 and have walked away from the experience feeling dissatisfied, but I have to imagine they're a distinct minority.

So, if the game's premise sounds at all interesting to you, I think it's worth risking disappointment to pick up a copy if you've got the dough.

Next up--Mr. Driller: Drill Spirits


See also: previous #ADecadeofDS posts

Tuesday, September 08, 2015

Nice Package! (9 Hours, 9 Persons, 9 Doors, DS)

If you read through my most recently published #ADecadeofDS post should be well aware that I mentioned at its close that my next selection for that on-going series would be Chunsoft's 9 Hours, 9 Persons, 9 Doors.

Since then, I've put more than nine hours into this horror-tinged visual novel, and I imagine I'll put at least nine more into it before I switch it out for something else.

I'm planning to publish another #ADecadeofDS post here in a couple of days, by the way, so if you want to read some of my thoughts on this first entry in the Zero Escape series, keep an eye out for it.



In the meantime, I thought it would be nice to ogle some photos of the box art, cartridge label and instruction manual the folks at Aksys Games produced for the North American release of 9 Hours, 9 Persons, 9 Doors.

Admittedly, 999's North American cover illustration (see above) isn't quite as stellar as its Japanese counterpart--or at least it isn't in my opinion--but I still think it's pretty great.


The North American iteration's cart label simply gets the job done, if you ask me, but I won't hold that against the powers that be at Aksys. After all, how many DS cart labels can be described as anything but "passable"?


The front cover of 9 Hours, 9 Persons, 9 Doors' instruction manual is more impressive, although even it is far from amazing. I think I'd prefer it if it focused only on the game's colorful cast of kidnappees and ignored "Zero," its antagonist, completely.



The illustration featured on the first page of 999's manual goes a long way toward making up for things. Unfortunately, there are only a few other pieces of art in this game's instructional pamphlet--which for me means the overall product qualifies as a bit of a disappointment.

Oh, well, at least the cover art that can be seen in the first of this post's handful of snapshots is a looker, right?

See also: previous 'Nice Package!' posts

Friday, June 26, 2015

Five games I'm really looking forward to playing between now and the end of 2015

True story: I've been on a bit of a "pre-order tear" for the last couple of weeks due to all of the just-announced games that have been offered up for sale at sites like amiami.com and play-asia.com.

I only mention this because the afore-mentioned pre-order-athon is fully responsible for the creation of this post.

So, which games am I really looking forward to playing between now and the end of 2015, and which ones have I already pre-ordered? Keep reading to find out.


Animal Crossing: Happy Home Designer (3DS)--I don't know about you, but I've had quite a change of heart regarding this soon-to-be-released (in Japan, at least) 3DS title. When it was first unveiled, I looked at it in horror due to the fact that it sounded like little more than an embarrassingly limited cash-in. After its brilliant E3 2015 showing, though, I "did a 180," as the saying goes. Now, I'm not only interested in this game, but I've got a copy of the Japanese version, Doubutsu no Mori: Happy Home Designer, pre-ordered along with a couple of packs of the Animal Crossing-branded amiibo cards that will join it on store shelves in late July.


Code: Realize (Vita)--I've considered myself a fan of the otome genre ever since I played through the first Hakuoki game that made its way to the West. (I shared my impressions of that PSP title in this "somewhat gay" review.) Does that mean I'll get a kick out of Code: Realize, which will earn both a digital and physical release sometime this fall courtesy of Aksys Games? Not necessarily, but I certainly hope I'll end up feeling as positive about it as I did about Demon of the Fleeting Blossom. The story "hook" of this Otomate-made game should help matters quite a bit, given that it features a number of famous literary characters as romance options.


Super Mario Maker (Wii U)--Does this mean I'm actually going to get off of my cheap, lazy butt and buy a Wii U before 2015 comes to a close? That's the plan, but your guess is as good as mine as to whether or not that's what will happen. If it does, though, you can thank Super Mario Maker, which I think looks absolutely stunning at this point--and I'm not sure we even know all there is to know about it yet. Speaking of which, if someone at Nintendo were to reveal that Super Mario Bros. 2 (Super Mario Bros. USA in Japan) characters, enemies, items and moves will be appearing in this game, too, I'd go out and buy a Wii U console the very next second.


Taiko no Tatsujin: V Version (Vita)--My decision to include this upcoming Vita release on this list shouldn't surprise those of you who previously read this post or this post. Still, I'm mentioning it here because it's easily near the top of the heap in terms of games I desperately want to play in the next six months. Thankfully, I know for certain that I'll be playing it either in late July or in early August, as I pre-ordered it as soon as I was able via the previously discussed amiami.com.


Yo-kai Watch (3DS)--I've wanted to play this Pokemon-esque Level-5 RPG since it first graced Japan with its presence two years ago. Thankfully, Nintendo revealed it will be releasing a localized version of it in North America this holiday season. Will it also bring the series' second and third entries to our shores, potentially in 2016 and 2017? I sure hope so, although I can't say I'm all that confident that's what will come to pass. Oh, well, at least we'll always have this first ghostly adventure.

This isn't the extent of the games I'm looking forward to playing between now and the end of the year, by the way. In fact, I've already started writing a follow-up post in which I declare my love for five more such titles, so look for it to be published sometime next week.

In the meantime, let me know which games, if any, you're chomping at the bit to sink your teeth into at some point during the remainder of 2015.

Thursday, February 27, 2014

The Great Gaymathon Review #65: Sweet Fuse: At Your Side (PSP)


Game: Sweet Fuse: At Your Side
Genre: Otome/Visual Novel
Developers: Comcept and Idea Factory
Publisher: Aksys Games
System: PSP
Release date: 2013

Considering how much I enjoyed Hakuoki: Demon of the Fleeting Blossom a few years ago, I approached the kind of similar--yet decidedly more modern--Sweet Fuse: At Your Side with fairly high expectations.

Which may explain why I initially, at least, found myself feeling a tad underwhelmed by this PSP "visual novel," despite the fact that I consider both its creative setup (it's a mystery that takes place at a video game-themed amusement park) and its colorful cast of characters to be far more appealing that the ones offered up by Hakuoki.

Thankfully, my indifference only lasted for an hour or so. After that, I was fully and joyfully involved with this game's plot--a doozie that involves saving game illustrator and producer Keiji Inafune and a few other folks from being blown to smithereens, along with the aforementioned theme park, by a porcine villain.

That's not to say the experience was all puppies and rainbows. There were times, for instance, when I just wanted the characters to shut up so I could move things along. (And by that, I mean so I could spend some more "alone time" with my main-squeeze-to-be, Ayumu Shirabe.) Granted, chattiness kind of comes with the territory when you agree to play a virtual novel, which tend to feel a lot like Choose Your Own Adventure novels in game form, but that isn't going to keep me from occasionally becoming annoyed by someone who's being just a bit too verbose.

Speaking of visual-novel standbys, another Sweet Fuse element that proved to be a bump in the road for me, from time to time, was the one that basically dictates that a player use a guide if he or she wants to end up successfully wooing a particular man in the end. (And let's be honest here: as much as this game is about solving a mystery and saving Inafune, it's also about winding up with a hot boyfriend.) I know this is a staple of the genre--that one or two missteps can keep you from finding love--but I really would've preferred it if the developers of this game could've found a way to make things less rigid in that regard.

Other than those two aspects, though, I found Sweet Fuse to be a thoroughly engaging and enjoyable affair. Like I said earlier, there's a lot to like about this game's cast--from its spunky protagonist, Saki Inafune (she's Keiji's neice), to its disparate band of potential paramours, to its cigar-chomping baddie, Count Hogstein.

The overall story here deserves praise, too. There are twists and turns, red herrings, dramatic confrontations and colorful dialogue--all of which are part and parcel of any good mystery, if you ask me.

And then there are the little things that conspire to keep players excitedly--or at least attentively--pressing their PSPs' X buttons, like the "Break Time" and "Explosive Insight" segments and the moments that prompt Saki to get pissed and scream, "WHAT'S WRONG WITH YOU?!"

Does all of the above mean I wholeheartedly recommend Sweet Fuse to anyone who happens across this review? Not entirely. Some folks just aren't going to enjoy spending 10 or so hours mostly clicking through text, even if that text is both witty and entertaining. If that doesn't bother you, though, and if you're even slightly curious about this game's concept, I'd certainly recommend giving it a try as soon as you can.


See also: previous 'Great Gaymathon' reviews and Sweet Fuse posts

Thursday, October 24, 2013

Who's up for some more Hakuoki?

Don't worry if you're not quite sure how to answer that question, as I'm not sure how to answer it myself.

Still, I'm intrigued. I mean, yet another Hakuoki game is coming to North America--who could've guessed that a few years ago?

The latest Hakuoki game that's being brought stateside, by the way, is the PS3-based Hakuoki: Stories of the Shinsengumi.

As always, Aksys Games is handling the localization. The Torrance, California-based company has yet to announce a release date for Stories of the Shinsengumi, although an Aksys representative recently revealed on neogaf.com that it will be given both a digital and retail release.

My only problem with this announcement: it seems that Stories of the Shinsengumi includes yet another retelling of the story that serves as the focus of the 3DS and PSP Hakuoki titles.

Will any of you be picking up one or both versions of Stories of the Shinsengumi, or have you had enough Hakuoki for the time being?

See also: 'A somewhat gay review of Hakuoki: Demon of the Fleeting Blossom (PSP)'

Wednesday, August 28, 2013

Raise your hand if you picked up a copy of Sweet Fuse: At Your Side (PSP) yesterday

Sadly, my own hand is not in the air at the moment.

I actually pre-ordered it after first becoming aware of it many moons ago, but I canceled that pre-order after surveying all of the games I've already bought yet failed to play this year.

Now, I'm not ruling out buying a copy later this year, or maybe early next, but for the moment I've decided to live my life Sweet Fuse-free.

In the meantime, maybe I should share a brief description of the game with those of you who've never heard of Sweet Fuse.

Basically, it's a visual novel aimed at women, as it stars a girl who, while navigating a bizarre amusement park filled with video game-themed attractions, must also juggle the relationships that are budding with a handful (six, to be exact) hunks.

Sweet Fuse, which was developed by Idea Factory and is being published in North America by Aksys Games, is noteworthy for a few other reasons, too--chief among them being that it features Keiji Inafune (aka the man who created Mega Man), who helped contribute to the game's development. It also features character designs from the hand of Kumiko Suekane, of Ace Attorney fame.

I don't suppose any of you picked up a copy of this intriguing PSP title? If so, why did you do so--and what do you think of it so far?

Buy: Sweet Fuse: At Your Side

Thursday, June 13, 2013

You tell me--is the limited edition of Hakuoki: Memories of the Shinsengumi worth $59.99?

I'm going to go out on a limb here and guess that the overwhelming majority--if not every last one--of you will answer the question above with a resounding "no!" And, really, I can't fault you for that line of thinking. After all, I agree with it--for the most part.

That said, a small part of me is wondering if maybe, just maybe, the limited edition release of this upcoming 3DS otome game is worth nearly 60 bones. After all, who doesn't need a folding fan branded with Hakuoki artwork, a Japanese-style towel featuring more of the same and a "Men of Hakuoki Art Book"?


Seriously, though, I'm looking forward to Hakuoki: Memories of the Shinsengumi's release, which is scheduled for Aug. 3 here in North America. On that date, Hakuoki fans will be able to pick up a regular edition of the game for $29.99 or the aforementioned limited edition for twice the price.

Will any of you be adding either version of this hunk-filled adventure title to your burgeoning collection of 3DS carts?

(Via siliconera.com)

Wednesday, April 24, 2013

I'm always up for some more Hakuoki

As if sensing that I don't have enough 3DS games on my lengthy "play sometime during 2013" list, the folks at Aksys Games announced yesterday that they're busy prepping Hakuoki: Memories of the Shinsengumi for a North American release.

Unfortunately, they've yet to say when this 3DS otome game (aka visual novel primarily aimed at a femal audience) will hit our shores. They've also yet to say if it'll receive a retail release, a digital one or both.

Should it wind up earning a boxed release, I'll likely buy a copy on or around its street date, as I really enjoyed Hakuoki: Demon of the Fleeting Blossom on my PSP.

Speaking of which, it seems Memories of the Shinsengumi will be an enhanced port of that 2012 title--with the 3DS iteration including 3D functionality, an image and movie gallery, some sort of "photo booth" and six additional stories.

For more information on this pending 3DS release, check out this piece of PR and the game's official website.

See also: 'A somewhat gay review of Hakuoki: Demon of the Fleeting Blossom (PSP)' and 'My five favorite non-3DS games of 2012'

Tuesday, February 19, 2013

No joke: another otome game (for PSP) is coming to North America

And not only that, but it appears that this forthcoming otome game will be released both digitally and on UMD à la Class of Heroes 2.

The name of the title in question is Sweet Fuse: At Your Side, by the way, and it's being brought to North America by Aksys Games.

Here's a summary of Sweet Fuse's story as per Aksys' website:

"Saki Inafune, niece to legendary game developer Keiji Inafune, can’t wait to visit her uncle’s new theme park. She’s been invited to the opening day ceremonies, and is looking forward to a day of fun and excitement when suddenly Count Hogstein—a villain as corpulent and cliché as he is evil—blows up the Ferris wheel, takes the park management hostage, and declares the beginning of a deadly series of games.



"Desperate to save her uncle, Saki volunteers to be one of the participants in Hogstein’s games, and finds herself thrust into the midst of excitement very different from what she’d expected when she woke up that morning. She’ll need all of her cunning, determination, and exceptional insight to get herself and her fellow participants—all available bachelors—out alive and maybe, with a little luck, find love along the way."

As for when Sweet Fuse will see the light of day in North America: according to the folks at Aksys, it'll do so sometime this summer.

Friday, November 09, 2012

You don't say: Another PSP-based Hakuoki game is coming to North America

Unfortunately, it sounds like this Hakuoki title, unlike the one released earlier this year, isn't very good. (That's what a good percentage of the folks posting comments here are saying, at least.)

Still, I'm curious about it. Despite the fact that its gameplay sounds Dynasty Warriors-esque. (I'm not a big fan of hack-and-slash games. Shocking, I know.) Oh, and despite the fact that it doesn't seem to include any scenes in which Isami Kondou makes out with Shinpachi Nagakura.



I've yet to add it to my lengthy "to buy" list, though, because the folks at Aksys Games have done little more than announce their intent to bring it to North America and share its localized name (Hakuoki: Warriors of the Shinsengumi) so far.

More information on this PSP release is sure to appear on its official website sooner rather than later, though, so if you're like me and you're at all interested in it, you'd do well to pay it a visit every now and then.

See also: 'A somewhat gay review of Hakuoki: Demon of the Fleeting Blossom (PSP)'

Wednesday, May 09, 2012

A somewhat gay review of Hakuoki: Demon of the Fleeting Blossom (PSP)


Game: Hakuoki: Demon of the Fleeting Blossom
Genre: Otome/Visual Novel
Developer: Idea Factory
Publisher: Aksys Games
System: PSP
Release date: 2012

Please forgive me for being a bit crass, but I consider Aksys' Hakuoki: Demon of the Fleeting Blossom to be the gaming equivalent of "a grower, not a shower." What I mean is that, for me at least, it wasn't all that appealing at first. I think that's because I expected ... well, something other than what greeted me during the first hour or two of my playthrough of this PSP title.

You see, rather than being the kind of action-packed game most of us in the western world are used to playing, Hakuoki is a visual novel. As such, you can expect to spend a lot of time reading text and hitting your PSP's "X" button over and over again in order to advance the game's story--which follows a young woman, Chizuru Yukimura, as she and the Shinsengumi, a group of samurai who protect the citizens of Kyoto, search for Chizuru's missing father during Japan's Bakumatsu period (1853-1867).

Although you spend a lot of time reading while playing Hakuoki, that's not all you do. Sometimes, for instance, you're able to influence the story's direction a la the Choose Your Own Adventure books that many Americans devoured as kids. At the same time, you're able to influence Chizuru's future, as each decision brings her another step closer to (or takes her a step further away from) one of the game's eligible bachelors, romantically speaking.

Sadly, these moments of interactivity are all too rare. Not only that, but they're more than a bit confusing--especially if you're like me and you've never before played a visual novel or otome game--since it's often difficult to decipher how a particular decision is going to alter Chizuru's path. That said, the interactivity, even if it's a bit ham-fisted, is more than welcome amid Hakuoki's endlessly streaming lines of text.

The good news here is that those endlessly streaming lines of text are both well-written and, for the most part, quite engaging and compelling. Similarly compelling are the game's characters, each of whom are imbued with personality, and its graphics, despite the fact that they're static and more than a little repetitive. Although the word repetitive also could be used to describe Hakuoki's soundtrack, it never really becomes grating thanks to its relaxed nature.

Given all of the above, would I recommend Hakuoki to your average PSP owner? Yes, although with a few reservations. In my opinion, this title is most likely to appeal to those who are OK with playing as a girl, who don't mind games that include a dating component, who enjoy a good page-turner and who have at least a smidge of patience.


See also: Previous 'somewhat gay' reviews

Wednesday, March 28, 2012

Let's Play: 'Which Box Art is Better?' (Zero Escape: Virtue's Last Reward edition)

A little disclaimer before I continue on with this post: I'm really happy--ecstatic, even--that someone (Aksys) decided to bring Chunsoft's Extreme Escape Adventure: Good People Die to the North American market.

That said, I'm not as happy with the name they chose for this particular localization: Zero Escape: Virtue's Last Reward. (Pre-order the 3DS version here and the Vita version here.) A much more appealing one, in my humble opinion, would have been something like Zero Escape: Good People Die.

Another aspect of this localization that I'm far from ecstatic about: Its cover art. Why? Well, take a look at the game's North American box art:


And then compare it to the art that graced the cover of the Japanese iteration, which was released on Feb. 16:


As I said in this previous post, I consider the latter to be one of the best examples of 3DS cover art. The former? Not even in the same league--thanks in part to its scrunching of Kinu Nishimura's beautiful illustration and thanks in part to its use of, as the guys at tinycartridge.com call it, "the TurboGrafx-16 font."

All of the above is just my opinion, of course. What's yours?

See also: Previous 'Which Box Art is Better?' posts

Wednesday, February 29, 2012

While I was away ...

I may have been tending to my dad (and mom) for the past week or so, but that doesn't mean I've been completely oblivious to the goings on in gaming world while I've "been away." Here are some of the stories that have popped onto my radar over the last few days:

* A bunch of Bravely Default demos are about to hit the Japanese eShop--If you're like me, you groaned when you read that they're only hitting the Japanese eShop for the time being. Here's hoping Square-Enix announces a western release for this 4 Heroes of Light-esque 3DS RPG soon--and pops the aforementioned demos onto the Australian, European and North American eShops tout de suite, too.


* Etrian Odyssey IV was announced--For the 3DS, of course. And, as of now, only for Japan. I have a feeling the folks at Atlus will bring Etrian Odyssey IV to North America eventually, though, and hopefully to Australia and Europe, too. Although I've yet to buy, let alone play, Etrian Odyssey II or III, I'm planning to pick up this sequel on day one--assuming it's released in my particular region, of course.


Monday, February 20, 2012

I'm going to get with Isami Kondou if it's the last thing I do (or, I'm currently making my way through Hakuoki: Demon of the Fleeting Blossom)

Those of you who have been paying attention to the little "Now Playing" list that resides on the right-side on this blog should be aware that I recently acquired a review copy of Aksys Games' PSP-based otome title, Hakuoki: Demon of the Fleeting Blossom. (And those of you who tend to ignore said list? Well, I guess you're in the loop now.)

I believe I've played it for about four or five hours, give or take an hour, which according to the proprietress of the Chic Pixel blog (aka apricotsushi, who you've likely come across if you've ever posted a comment here) means I should encounter one of the game's many endings sooner rather than later.

I don't want to give away too much in this post, as I'd rather save the important details for the "somewhat gay" review that will be published shortly, but I will say this: Hakuoki, while not exactly everything I had hoped for, is interesting and engaging enough that I'd recommend it to those who don't mind controlling a female protagonist and those who enjoy a good page-turner.

The second point above is especially important, as reading is pretty much all you do while "playing" Hakuoki. Every once in a while you're allowed to steer the story in one direction or another, a la those Choose Your Own Adventure books you plowed through as a kid (if you were anything like me), but other than that the main thing you'll be doing during this "visual novel" is hitting the X button on your PSP to advance the story.

As for the content of said story: It's a bit too detailed to go into here, but the long and short of it is that you have to search for the missing father of the aforementioned protagonist, Chizuru Yukimura, alongside the Shinsengumi, a tight-knit group of samurai who protect the citizens of Kyoto.

Although the bulk of your time is spent digging up clues as to the whereabouts of Chizuru's dad, a small bit of it (too small, in my opinion) is spent getting to know the studly members of the Shinsengumi better, if you catch my drift.

Personally, I only consider three of the many men in this game to be anything close to studly--which would be all well and good if it were possible to hook up with all of them. Instead, only one of them--the least appealing of the bunch, of course--is at all open to Chizuru's rather stilted advances. (Just in case anyone is curious as to which characters I'm talking about: Isami Kondou and Shinpachi Nagakura are my top two picks, while Saito Hajime comes in a somewhat-distant third.)

If any of what I've said here has piqued your interest in Hakuoki: Demon of the Fleeting Blossom, I'd highly recommend heading over to the game's official site, hakuoki.com, as well as this NeoGAF thread. (If you're really curious about it, you may want to check out this recent interview with Ben Batemen, a senior editor at Aksys Games, too.)

Buy: Hakuoki: Demon of the Fleeting Blossom (Standard Edition) or Hakuoki: Demon of the Fleeting Blossom (Limited Edition)