Wednesday, October 12, 2016

A few more Dragon Quest VII 3DS impressions now that I've put about 20 hours into it

When I last commented on the recently released (outside of Japan) Dragon Quest VII 3DS remake on this blog, it was to share my impressions of the first seven or so hours of the game.

Those impressions were decidedly positive, with the only real negative I could muster was that it takes a while for the adventure to get going. (Specifically, you don't encounter your first battle until you've crossed the hour-and-a-half or even two-hour mark.)

Other than that, my first seven hours with Dragon Quest VII 3DS were thoroughly enjoyable. Is that how I'd describe the 13-plus hours I've since spent with the game? For the most part, it is, though I probably wouldn't use the word thoroughly this time around. Here's why:

Boy, you sure spend a lot of time running around in Dragon Quest VII, don't you?--Was the same true of Dragon Quest IX, my previous experience with this ages-old series? If so, I certainly don't remember it. Or at least I don't remember it impacting my enjoyment of that game as much as it is this one. Regardless, I've got to admit I've already become a bit annoyed by the game's many fetch quests that force you to return to locations you've already visited a number of times before.

I know I'm "directionally challenged," but I think I'd regularly get lost in this game even if that weren't the case--Combine this piece of criticism with the last one and it should be clear that a Dragon Quest VII playthrough can really test your patience. Granted, some of this likely is my own fault. I can be more than a bit dense when it comes to keeping track of all the details that are thrown at me while playing an RPG. Although in my brain's defense, pretty much every locale here has two versions--one set in the past, and one set in the present--and as such I can't help but think most folks who decide to tackle this game also have a hard time keeping them straight, especially as the adventure progresses and the world opens up.



What's the point of making monsters visible on the overworld (or in dungeons) if you can't escape them?--OK, so this actually isn't an issue while traversing Dragon Quest VII's overworld--or at least it's only rarely an issue in that context. It's very much an issue, though, once you dive into one of the game's many dungeons. Almost without exception, these dungeons are made up of claustrophobic hallways that make it nearly, if not completely, impossible to avoid oncoming baddies. In some cases, that means getting into a battle every couple of steps. Thankfully, the battles on offer here are snappy affairs, but that doesn't mean much when you're forced into 100 of them within a single, small dungeon.

Is it just me, or does everyone here look the same?--Considering how much content developer Arte Piazza was able to squeeze into this diminutive 3DS cartridge, I can understand why they decided to cut a couple of corners along the way. Still, would it have killed that company's designers and programmers to have created a few more NPC models? It often seems like they made a small handful and then called it a day, as you encounter the same ones over and over and over again during your travels. That would bother me a lot less than it does, by the way, if it didn't regularly fool me into thinking I'm talking to a character I'd previously met when in fact it's just someone who looks like a character I'd previously met.

Given all of the above, you might think I'm no longer thrilled to be playing Dragon Quest VII. That couldn't be further from the truth. Yes, I'm mildly annoyed by some aspects of the game, but I'm loving the rest of it (especially the "party chat" option that's accessed with a push of the 3DS' B button), so don't expect me to walk away from it anytime soon.

Now that I've said my piece, what do all of you who also are making your way through this 3DS remake think of it?

Monday, October 10, 2016

Attention regular folk: you can now buy Keita Takahashi's cute-as-hell ALPHABET

I was more than a bit bummed when I failed to back (via Kickstarter, naturally) the LA Game Space earlier this year and as a result missed out on obtaining a copy of Keita Takahashi's and Adam Saltsman's Alphabet.

For a $15 donation, backers gained access to the above-mentioned curiosity as well as something like 30 other indie titles.

That was nice and all, but the only one of those rewards that really appealed to me was Alphabet. I guess that goes a long way toward explaining why I didn't hand over any money in the end--despite the fact that the game offers players the chance to "run, jump, eat, sing, poop and sleep through silly obstacle courses."



Still, whenever Alphabet pops up in online conversations, I think, damn, I'd really like to play that game someday. Well, someday could be today, if I'd like it to be. That's because regular folk like you and I can now buy it and four other titles from juegosrancheros.itch.io for--you guessed it--$15.

Considering doing the same but not yet ready to sign in to your PayPal account or dig your credit card out of your wallet? Check out my friend Anne's entertaining playthrough of Alphabet. It should help you reach some sort of consensus on the matter.

Should you follow through with the purchase, come back here and let me know what you think of the game--especially if you figure it to be another Katamari Damacy.

Saturday, October 08, 2016

Aural Gratification #3: 'Woods Land' from Don Doko Don 2 (Famicom)

I'm not entirely sure why, but Taito's Don Doko Don 2 is strangely absent from most online discussions of great Famicom and NES platformers.

Which is a real shame, as this Japan-only release from 1992 is one of the system's better side-scrollers, in my opinion.

One reason I hold it in such high esteem is it's as cute as can be. Another is that it's full of the kind of charm Taito was known for back in the day. (Don't know what I'm talking about here? Check out Bubble Bobble, Rainbow Islands, Parasol Stars, The New Zealand Story and Mizubaku Daibouken.)

Most importantly, though, Don Doko Don 2 is a blast to play. I especially like how it takes the hammer-centric gameplay mechanism of the original Don Doko Don, which basically is a Bubble Bobble clone, and puts it to use in a Super Mario-esque platformer.



Don Doko Don 2 never reaches the dizzying heights of Super Mario Bros. 2 or 3, mind you, but it's still very much worth trying if you tend to enjoy the genre.

And even if you consider it a flop from a gameplay perspective, you should still get a kick out of its soundtrack. "Woods Land," which can be heard in the video above, is my favorite of its many tunes, but plenty of others also will have you tapping your foot or bobbing your head as you traipse through the title's brightly colored stages.

So, what do you think of this Don Doko Don 2 song? Or what do you think of this Famicom game in general?

See also: previous 'Aural Gratification' posts

Thursday, October 06, 2016

Nice Package! (Shining Force, Mega Drive)

Although I began the 16-bit generation favoring NEC's and Nintendo's machines over Sega's, that's not how I ended it.

OK, so I wouldn't say the Genesis (or Mega Drive, depending on your preferences) wound up being my favorite of that era's consoles, but I'd definitely say I grew to love it every bit as much as the Super Nintendo and TurboGrafx-16 (or Super Famicom and PC Engine, respectively).


This game is hugely responsible for that change of heart. I distinctly remember reading everything I could about its Japanese release in 1992 and swooning over practically every screenshot and piece of concept art I came across along the way.

That's understandable, right? I mean, Yoshitaka Tamaki's character designs, showcased in the Japanese box art seen above, are beyond fabulous, in my humble opinion.


Shining Force's in-game graphics are just as wonderful, of course. Also wonderful: the title's epic soundtrack, tactical gameplay and likable cast of characters.

In fact, I found all of those things so appealing then, and still find them so appealing now, that I wouldn't hesitate to call Shining Force one of my all-time favorite games.


I also wouldn't hesitate to call Shining Force's Japanese packaging an all-time favorite.

After all, not only is its outer box a stunner, but so is its cartridge. (Seriously, I've always loved the sexy, rounded carts that contained Japanese Mega Drive games.)


Unsurprisingly, its manual is well worth ogling, too, as the photo above should prove.

Don't worry, I'll try to scan and share the entirety of Shining Force's instruction booklet in an upcoming installment of my "Manual Stimulation" series.


In the meantime, please enjoy the snapshots shared throughout this post. (I especially like this last one, by the way. There's just something about its layout that rubs me the right way.)

Also, if you, too, are a big fan of the original Shining Force--or any of this long-running series' releases--let me and others know in the comments section below.

See also: previous 'Nice Package!' posts

Monday, October 03, 2016

Five overlooked Japanese PlayStation games you need to play as soon as possible

Most folks who love the original PlayStation know all about Japan-only gems like Harmful Park, LSD: Dream Emulator, Rakugaki Showtime, Slap Happy Rhythm Busters, Vib-Ribbon and Umihara Kawase Shun.

There are a lot of other PSone imports that are worth picking up and playing, though--and many of them are far more affordable than the titles mentioned above. Here are five such games. (Bonus: all of the following can be enjoyed without knowing a lick of Japanese.)


Engacho!--I know why people ignore this game even after they become aware of it. It's gross--and not in a Mortal Kombat kind of way. No, this colorful puzzler is gross in an "it's full of boogers and spit and smelly armpit hair" kind of way. The thing is, the brain-teasing gameplay that surrounds all of this grossness is not only fun and challenging, but unique. To learn more about it, read my Engacho! review. (If you'd also like to get a glimpse of this game's outer case, disc and manual, check out my post, "What in the hell does Engacho! mean, anyway?"


Gussun Paradise--Although I can understand why a lot of Westerners shy away from Engacho!, I'm completely flummoxed that they treat Gussun Paradise in the same manner. For starters, the latter game was made by the masters at Irem. Second, it's a single-screen platformer à la Don Doko Don and all kinds of other Taito releases. Third, its graphics are so cute and colorful it's hard not to grin like an idiot while basking in their glow. For more information on this Gussun Oyoyo spinoff, and to see some snapshots of its packaging, peruse this old post about it.


Lup Salad: Loopop Cube--If adorable games tend to give you toothache, you may have to see your dentist for a root canal after playing this puzzler-platformer from 2012. Not only are its sprite-based characters, blocks and backdrops as precious as can be, but the same can be said of its ear-pleasing soundtrack. You'd do well to try Loopop Cube (or Lupupu Cube or Rupupu Cube) even if the description and screenshot above give you pause, though, as the block-pushing and -matching gameplay at the center of this title will entice even the biggest haters to waste many an hour on it.


Mad Panic Coaster--All of the Japan-only PlayStation games that have been discussed up to this point are unquestionably enjoyable affairs. The same can't be said of Mad Panic Coaster. So why on earth have I included it here? Because it's so damn weird--it's basically an on-rails racer that's set on a bunch of themed roller coasters--that it's worth playing even if it can be maddeningly frustrating and difficult at times. If you're a collector of import PSone titles, by the way, do yourself a favor and hunt down a complete-in-box copy of Mad Panic Coaster. Its instruction manual (ogle scans of it here) alone will make you appreciate your purchase.


Susume! Taisen Puzzle-Dama--For whatever reason, Konami's long-running Taisen Puzzle-Dama never made waves outside of Japan like other match-two and -three titles from the same era. You know the ones I'm talking about: Columns, Magical Drop, Puyo Puyo and their ilk. That's too bad, as the various iterations of Taisen Puzzle-Dama I've played--including this one and one that features the company's TwinBee characters--are a blast. That's partially because of its frantic puzzling action, of course, but it's also because of its wacky cast (see above) and sense of humor.

Can you think of any unfortunately overlooked or ignored Japan-only PSone games that people in other parts of the world really need to play? If so, share them in the comments section of this post.