Wednesday, September 18, 2013

In case you didn't know already: the PC Engine Shuttle had really awesome packaging

I've known that the oddly named and designed PC Engine Shuttle system was sold wrapped in some seriously awesome packaging for a while now, but for whatever reason I forgot about it until I came across one on eBay over the weekend.

Here's the packaging in question, if you've never before laid eyes on it:



The system itself looks pretty awesome, too, if you ask me:



The whole she-bang was released, along with a Batwing-esque controller, in 1989, by the way--alongside the PC Engine Core Grafx and the PC Engine Super Grafx. (They were followed, in 1991, by three more PC Engine-branded systems: the Core Grafx II, the LT and the Super CD-ROM2.)

Tuesday, September 17, 2013

Want to know a bit more about Bravely Default? This interview's for you...

Attention everybody who is interested in the western release of Bravely Default (gosh, I hope that's more than a handful of gamers): last week, the guy who runs the lovely KameDaniRyuu tumblr published a translated (from Japanese into English) Famitsu interview with the producer of this impressive-looking 3DS RPG series, Tomoya Asano.

The interview is chock-full of intriguing comments and information, of course, I found the following questions and responses (about Bravely Default: For the Sequel, the follow-up of sorts that will be released in Japan at the end of this year and will be the version localized for other regions) to be the most interesting:

Famitsu: In addition to four-times battle speed and auto input, are there any other changes that have a large effect on gameplay? 

Asano: Another improvement for this game is the ability to change your encounter rate. This is an important point and when you think, “I just don’t wanna do any random battles now,” you can set the encounter rate to zero. When you think, “I’m gonna level up here,” you can then instead make the encounter rate high. You’re able to do that in this game. Players are able to match the game up with their play style and play. That’s really convenient.

Famitsu: I didn’t think you could set it to zero. 

Asano: Of course, if you leave it at zero and progress through the game, you won’t gain any levels, so I recommend fighting when it’s necessary.

Famitsu: It’s something like making it the player’s responsibility or like leaving it up to them to balance as they see fit. 

Asano: We were able to make it so “you can match everything and anything to your play style.” Of course we are concerned with balance and the recommendation is to not mess with the encounter rate and not run from battles. The concept is that experienced players can play more effectively by changing around the encounter rate. With the last game it took me over 70 hours to beat it, but in this game we’ve made it so you can beat the game in around 30 hours or so.

Famitsu: What! Only 30 hours without transferring over your levels and starting from the beginning? Cutting the time in about half is amazing. 

Asano: True. We want everyone to beat this game.

If you're at all curious about Bravely Default, I highly recommend checking out the entire Q&A at kamedani.tumblr.com.

Monday, September 16, 2013

(Gaming) sisters doin' it for themselves

I've said this before, and I'm going to say it again: I want another Super Princess Peach game, damn it!

I'd want said sequel to fix some of the problems I had with the original, of course, but even if this new title retained the first one's issues--too easy by far, and with a some-call-it-sexist gameplay hook--I'd still probably pick up a copy (especially if it were released for the 3DS).

Anyway, I bring up all of that because the following illustration, produced by artist Glen Brogan, reminds me of that much-maligned platformer--or maybe I should say it makes me ponder some of the improvements I'd like to see in its make-believe follow-up.


Brogan worked up the illustration for the recently opened 3NES Show at Brooklyn's Bottleneck Gallery (in runs through Sept. 22), by the way. Two others were produced along with it: one of which stars Samus Aran and Mother Brain and one of which stars Zelda and Ganon. (Both of them can be seen at albinoraven7.blogspot.com).

"My thoughts going into these pieces were that I wanted to stick closely to the original NES games, as opposed to branching out into subsequent games," Brogan says, "and I wanted to base them around the female characters in each game."

I'd say he did a pretty bang-up job in both regards, wouldn't you?

Saturday, September 14, 2013

Four reasons I'm stoked Theatrhythm Final Fantasy is getting a sequel

So, the folks at Square Enix decided to throw fans of dedicated handhelds a bone--you know, as opposed to announcing yet another iOS-based game--earlier this week when they revealed that a new Theatrhythm Final Fantasy title will be released for the 3DS (in Japan only, for the moment) next spring.

According to tinycartridge.com and other sources, the game in question--to be called Theatrhythm Final Fantasy: Curtain Call--will include over 200 songs and more than 60 characters, as well as some sort of multiplayer battle mode.

Little else is known about Curtain Call at the moment, but to be completely honest I don't need to know anything more about it to know I'm going to buy a copy of it as soon as it's available.

Why am I so stoked about this Theatrhythm follow-up? Here are the four main reasons:

1. I'm looking forward to seeing more of the first game's art style--Believe it or not, but Theatrhythm Final Fantasy's art style is what drew my attention to the title in the first place. I'm sure some people abhor its paper-doll-like character designs, in particular, but I love them. In fact, I've love them so much I'd kill to see them in some sort of Final Fantasy spin-off--for handhelds or even consoles, not for mobile--that harkens back to the series' earlier releases (such as Final Fantasy IV, V or VI).



2. I can't wait to experience more of this series' unique brand of gameplay--Although initially I was a bit skeptical of Theatrhythm's gameplay, it quickly made a believer out of me. As is the case with the best rhythm titles around (hello, Rhythm Tengoku), at its peak Theatrhythm's screen-tapping and stylus-sliding gameplay feels like it's wired directly into your brain.



3. I want to be able to play as some of the characters that were overlooked in the original Theatrhythm--Seriously, where was Rosa (from Final Fantasy IV)? Or Lenna (from Final Fantasy V)? How about Edgar (from Final Fantasy VI)? Do I think we'll see each of them--along with a few of the series' more "out there" characters, like Gogo, Palom, Porom or Umaro--in Curtain Call? Not really, but it sure would be nice to see at least a couple of them.



4. I'm expecting an even greater soundtrack the second time around--Specifically, I'm hoping this iteration will feature more than one version of the Chocobo theme. Gaining access to some or all of the series' airship themes would be awesome, too. Thankfully, I have a feeling the latter is pretty likely given the screenshot above.

Are any of you also looking forward to this 3DS title? If so, let me know why in the comments section below.

See also: 'The Great Gaymathon Review #58: Theatrhythm Final Fantasy (3DS)'

Friday, September 13, 2013

Dear Sony: bring Over My Dead Body 2 to the States and I'll finally buy a PS Vita

True story: I've been eyeing up copies of the original, PlayStation release of Over My Dead Body (aka Ore no Shikabane wo Koete Yuke or Oreshika) for ages now.

Why haven't I bought one yet? Because Oreshika looks to be a rather convoluted JRPG--albeit a beautiful one--and I'm just not sure I have it in me to try to stumble through such a game anytime soon. (A summary of its intriguing plot, via RPGamer.com: "A lineage of demon-hunters is cursed to live, age and die within a single year's span. A twelve-year campaign against the lord of demons thus becomes a matter for the generations.)

Anyway, I have a feeling I'm going to have a similarly tough time resisting Alfa System's upcoming sequel once it's finally released for the Vita sometime next year.

In large part, that's because the sequel looks absolutely stunning--as evidenced by the following, just-released screenshots:







Assuming Over My Dead Body 2's story and gameplay is even a smidge as impressive as its graphics, well, I think it's safe to say it's going to be hard for me to pass up this sucker--even if I don't yet know (much) Japanese and if I don't yet own a Vita.

Of course, Sony's North American arm could solve both of those problems by localizing and releasing the game here--but, really, what are the chances of that happening?

See also: more amazing Over My Dead Body 2 screenshots