• Jashin-chan Dropkick: Dropkick On My Devil!!

    Summoned from hell by the sadistic goth-loli Yurine Hanazono, Jashin is stuck on Earth until Yurine dies… so she does her best each day to try and kill her. Attempts which always backfire in a manner resulting in Jashin being mutilated or worse. Joining them in their everyday life are the devils Minos and Medusa, along with the fallen angel Pekora, all of whom are far more at ease with an Earthly existence.

    A slice of life comedy fond of 4th-wall breaking and reaction humor which features frequent violent dismemberment.

    More Information:
    Amazon
    aniDB
    Wikipedia


  • Legends of Eisenwald

    The turn-based tactical RPG Legends of Eisenwald is a lot like the King’s Bounty games, if they had more of a focus on questing than fighting (though there’s still a lot of fighting).

    The main campaign is pretty lengthy and spans multiple chapters, with early choices occasionally having a significant effect on later events and a possibility of 3 notably different endings. You can expect to get the protagonist to level 9 by the end of it, and also expect to have your army/inventory reset multiple times. Only your protagonist’s equipment and a few specific items (Black Necklace, Feline Mirror, Cursed Idol; if you’ve found them) are guaranteed to stick around, with you getting to keep your gold from the Windfeld map onward.

    If you have trouble solving some quests, thankfully there’s a complete guide available which covers everything that needs covering (albeit in broken English). As far as battle tactics go, a particularly useful one against Spear/Sword users is to combine a healer’s Gift of Medbh spell with the Witch’s Adhesion spell. In addition to the main campaign, there’s a few additional single-map scenarios:

    The Masquerade is pretty interesting, with a surprising number of choices and things to discover in it despite being on such a relatively small map (you can expect to reach level 5). Cursed Castle meanwhile is pure combat/conquest, just don’t count on holding anything other than castles for long since a seemingly endless stream of undead and bandits will be wandering around re-capturing everything else (expect to reach level 4 without grinding; 5 with). Each of these scenarios will take ~3-4 hours to complete.

    Finally we come to the Road to Iron Forest scenario, which has to be purchased separately. Length-wise it’s the same as the previous scenarios (expect level 5 again), but as far as content it’s something of a middle-ground between them. While there aren’t any choices, it has a strong narrative focus, there are a couple sidequests, and strategy plays a large role since you have to rebuild your army in hostile lands (be on the lookout for a Guard you can hire in one of the Inns).

    All in all the game is a lot of fun (if occasionally backtrack-heavy), nicely sidestepping King’s Bounty’s late game ‘stacks of doom’ issue, and I’ll probably either replay it (as a different class; Baroness is really good at 1-shotting archers/spiritualists but Mystic seems far more versatile) or try out Blood of November and possibly Bastard.


  • Magic Triumphs, The Brightest Fell, & Night and Silence

    The long-running plotline regarding Kate’s father is brought to something of a close in Magic Triumphs, which begins following a pair of large time skips (a nearly 2-year gap which will presumably be somewhat filled in by the remaining two parts of the Iron Covenant trilogy). Unfortunately, rather than Roland, it instead focuses far more on the Iron Covenant antagonists and for the most reads as little more than a string of exasperating deus ex machina.

    Seanan Mcguire’s eleventh October Daye novel comes very close to reinterpreting the ‘it was all a dream’ trope. While not bad, there’s not much in the way of forward momentum and it seems very much like it’s setting the story up to retread old ground. The included bonus novella is quite good though and wraps up the remaining loose thread from A Local Habitation.

    The follow-up twelfth installment, Night and Silence, does in fact retread old ground… though not at all in the manner I was expecting. It appears to be the start of a ‘third act’ of sorts and leads with about two chapters worth of recap. Then, much like Magic Triumphs above, starts linking together a bunch of highly questionable events that (while they certainly do have forward momentum) don’t really feel believable in the slightest. The bonus novella here isn’t as good as the previous one either and bizarrely enough actually goes and recaps something from its host novel. Just baffling.


  • Shadow Warrior 2 & The Bureau: XCOM Declassified

    While Shadow Warrior 2 may at first glance look like an FPS, in reality it’s an action RPG with quite a few character progression options. Unfortunately (and similar to Cosmic Star Heroine) it also has an overwhelmingly unconventional sense of humor made worse by some notably lackluster voice acting. The actual gameplay though is pretty good once you accept that you’re expected to get hit and take damage (there’s no dodge/block ability apart from a specific Katana move).

    The Bureau: XCOM Declassified on the other hand is a more conventional FPS, albeit a squad-based one with cover shooter gameplay similar to Mass Effect 2. Squad tactics are very important here if you’re playing on the higher difficulties; a style of play facilitated by a ‘bullet time’-like mechanic that lets you give orders in relative peace. There are some notable negatives however: Saving is restricted to checkpoint autosaves, the character interactions are pretty terrible, and the PhysX graphic options are broken by default (while they can be fixed easily enough, doing so results in extreme slowdown at certain points).


  • Cosmic Star Heroine & Starpoint Gemini Warlords

    Cosmic Star Heroine is a throwback to early sprite-based RPGs with notably retro (though not low-quality) visuals and controls (directional buttons to move, enter to select, tab to bring up the character menu, and space to switch menu tabs). The two things that really stand out about it however are the combat system and general offhand irreverence in both the dialog and plot developments.

    Combat is interesting as it’s made up of reusable abilities, rechargeable abilities, and limited abilities; reusables are generally weak attacks that can be used as much as you want, rechargeables can only be used once before you have to defend to recharge them, and limited abilities (granted by items and equipment) can normally only be used once per battle. Complicating things a bit is the Hyper Mode system, which gives every character a large strength boost every few turns (the intervals vary per character).

    So for the greatest effectiveness in battle you have to plan out exactly when you’re going to use your strongest abilities and when you’re going to defend to recharge them since you certainly don’t want to be stuck having to defend on a Hyper-boosted turn. What saves this from becoming annoying is that not only does HP fully regenerate after each battle (meaning each battle effectively exists in a vacuum) but you(‘ll eventually) also have a large selection of abilities to pick and choose from; you don’t have to take the weaker abilities if you don’t want to.

    Less of an unequivocal good thing is the style of humor, which is constantly present in everything from the character dialog to the item/enemy descriptions and borders on the 4th-wall breaking (there’s a side-mission which recreates part of Resident Evil 2). It’s basically a parody, with everything being a joke to some extent and plot developments often coming across as either random or blatantly contrived. So far it’s been very hit and miss, leaning a bit more toward ‘miss’ as of Chapter 8.

    As for Starpoint Gemini Warlords… I couldn’t get into it. It’s very much like an enhanced Freelancer (which I loved at the time it was released), but I’ve long lost the ability to handle true space combat; the combination of 360° movement, throttling the combat speed, shield and light weapon energy usage, limited heavy weapon ammo, use of multiple skills, and a boarding minigame on top of it all is far more than I can comfortably keep track of.


  • Zombie’s Bite, Lover’s Knot, & Shadow’s Bane

    At first, while reading Karen Chance’s Zombie’s Bite novella, I was completely lost and feared I had forgotten everything about the franchise in the intervening years since having read the third book in this series. As it progressed however bits and pieces started coming back and I realized it’s actually a prequel that details Dorina and Marlowe’s first meeting. Once that was established it became decent enough.

    Lover’s Knot is another Midnight’s Daughter novella, this one taking place between the series’ third and fourth books. It tells two stories, one in the present and one in the past centered on Mircea, both of which are connected by the same phenomenon. Despite also involving Marlowe, it ends up much better and easier to follow than the previous novella.

    I was soon lost again after starting Shadow’s Bane, the fourth full novel in the series, as I had completely forgotten how fae-centric as opposed to vampire-centric the focus had become. This particular entry has three main plot lines: The central external threat which is broken up into past/present segments identical to Lover’s Knot, resolving the issue of Dorina’s split personality, and advancing her relationship with Louise-Cesare. And while I could do without the incredible character overload, amazingly enough it manages to both juggle and resolve all those plotlines while never feeling rushed or incoherent. That said… I’m not sure I’ll pick up a potential 5th installment, as it only seems the number of house-guests will continue to grow unchecked.


  • Ys: Memories of Celceta

    Playing Memories of Celceta, the third Ys IV iteration, after Lacrimosa was a very bad idea. Not because of the plot/character connections (which are superficial), but because of the technical quality; it’s no better than Seven. Arguably worse:

    While it’s true you eventually get the ability to warp at any time, for the first half of the game or so your fast travel is restricted by pointlessly color-coded monoliths. Worse is how ‘gamey’ it is, with bizarre obstacles constantly being placed in your path that can only be overcome by using a particular party member’s controlled ability. The new GUI is also a problem, both due to the ease of being able to accidentally click on the Inventory/Item buttons when you’re trying to simply attack (continuously attempting to move the camera via mouselook is a nasty habit) and because the ‘cancel’ keybind doesn’t work on all screens when bound to the right mouse button (you have to manually click the onscreen cancel/back button). On the positive side of things at least the combat itself hasn’t deteriorated and this does mark the first appearance of Flash Dodging… so it’s not all bad.

    Finished it in ~20.5 hours with 100% map/quest/treasure/monster completion at level 57. The storyline this time around is notable for being something of an origin story despite taking place after Felghana, and in that respect it’s decent. The ‘modern day’ part however unfortunately focuses on the winged race and Darkling descendants (both of which are terrible) in a manner similar to Origin; the whole ‘blatantly false god that everyone worships like a god’ trope really needs to go (which, if Lacrimosa is any indication of future direction, may actually come to pass).


  • Ys VIII: Lacrimosa of DANA

    This game improves upon Seven, which occurs after it (Lacrimosa is a mostly stand-alone tale chronologically placed sometime between Napishtim and an occasionally referenced Celceta), in nearly every way… with the notable exception of stability. Chances are if you try to play immediately after installing, you’ll start running into persistent and seemingly random crashes shortly after arriving at the island. The two main causes of this seem to be the ‘Map Shadows’ graphics option (I always disable shadows) and a multi-core threading issue (the fix detailed there fully solved the problem for me). The Version 8 patch may or may not have fixed those complications; based on the changelog I’m guessing it didn’t.

    That’s the only problem it has though: Graphics have been massively improved, the system options have been greatly expanded and can be modified from the title screen, jumping along with combo-attacking have both made a triumphant return, dodging has been upgraded to provide an effect similar to Flash Guard (which now lasts longer), you can warp at any time, the playtime has more than doubled, you now have full camera control, the Japanese voice acting is included, and (wonder of wonders) the storyline and character behavior are actually pretty decent. At least until near the end when the big world-ending-whatever makes its appearance (just how many Roots of All Existence are in this universe?).

    Finished the Epilogue boss at level 77 in a little under 50 hours with 100% completion in all areas (though I forgot to pick up the last map completion bonus), all skills maxed out, and all Suppression/Hunt missions cleared at A rank or higher (4 at S rank). The main thing to note about this entry is that, unlike many of the previous games in the series, combat actually is skill-based. This is thanks to the combined Flash Guard/Dodge systems’ invincibility window, which allows you to negate every single attack so long as your reflexes are up to timing it right. The bosses may have a lot of moves and use them semi-randomly à la Felghana (the dragon-wall thing in Baja Tower and Dana’s last solo boss being the most annoying), but they are all beatable with zero reliance on luck.

    As for the DLC, which has caused a bit of a furor, the only part of it that you can’t find in the game proper is the (100% cosmetic) costume. Nearly all of the accessories are Chapter 2 level, the potions/food are common, you’ll eventually be drowning in materials, and the (non-Tempest) Elixirs are easily craftable late game. I will say though that the Fish Bait is mildly useful and the aforementioned Tempest Elixirs can help you defeat the level 80 optional boss and ‘Never-Ending’ base defense missions the moment they become available (otherwise you’ll have to do 30 minutes or so of grinding to get up to level 70 if you don’t want to wait).


  • Ys SEVEN

    This particular Ys game makes a number of significant changes to the franchise. Changes which mostly serve to turn it into a conventional RPG.

    The character visuals are now full-sized rather than being sprite-based, you can now save at any time, jumping has been replaced by dodging, there’s a party system with a large selection of eventual party members along with a crafting system, a number of quests that don’t involve combat, quite a few optional plot-related scenes, and even some (superficial) dialog choices. Combat mechanics are fundamentally pretty much the same with the magic system being replaced by a skill system (skills are learned from different weapons and can be leveled-up) and boost being slightly modified to trigger a single powerful attack, while the boss difficulty is about the same as Origin‘s (the ‘Furious Bird’ and Wind Dragon being the most annoying). Oh, and a block mechanic has been added as well.

    I finished the game after ~21.5 hours at level 60 with all but one of the final weapons crafted and the only grinding that had to be done was at the very end; to get the materials for those weapons. Overall I’d say the experience was worth it once you’re able to open the menu to change the practically unusable default keyboard/mouse controls… though it must be mentioned that the storyline (note that one of Napishtim‘s characters plays a major role here), character behavior, and certain plot developments are just as terrible as you’d expect from previous entries.


  • Fate EXTRA: Last Encore

    With little interest in school life Hakuno Kishinami’s placid façade conceals thoughts and daydreams filled with hatred and death, feelings he cannot pinpoint the source of. That changes on the morning he visits a mysterious area of the school shrouded in rumors of suicide and waking nightmares, where he learns that this existence is nothing but a virtual world designed to trap potential Masters.

    A philosophical dialog-heavy drama with occasional action scenes and small bits of slice of life-ish comic relief. It can be watched either as a stand alone story or as an alternate universe supplement to Fate/Stay Night.

    More Information:
    aniDB
    Netflix
    Wikipedia