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SOULVARS Review (Switch)

Deck-Building games are my bread and butter, and I love it all the more when a developer pushes to experiment with the gameplay format in new ways. The roguelike deck-builder has become the norm for adapting this style of gameplay, but games like Baten Kaitos and SteamWorld Quest have used its foundations to present more linear, story-driven role-playing experiences. While SOULVARS, the newly-released Switch title from publisher SUEISHA GAMES, might have originally been released as a mobile-only title, it is by no means a quick and dirty port, or a low-effort affair. There’s some strong tactical foundations and expansive customization to be found here, if you can hand wave some of the game’s weaker elements.

Review: Nova Lands (Switch)

I rarely dabble in simulation games, but I think their unique brand of resource management does have some crossover with role-playing games. However, tech tree progression often feels less about player-expression than it does overall optimization, and combat in simulation titles is rarely a priority, unless you’re talking about games with an action role-playing design philosophy and simulation elements. However, a number of Western-designed simulation games have been implementing combat into simulation games, and Nova Lands is no exception to this trend. This science fiction simulation title combines elements of combat, exploration, and resource management to deliver a straightforward play experience with a few brilliant moments of character and personality.

2018 In Review

Looking back on the year, there are some games that I will never understand. Some may think that this is because I am overly critical, and they are most likely correct in some regard. I am also extremely aware of my own tastes and I know that, when I am unable to understand a game, that likely means I cannot glean any particular pleasure satisfaction from it. So when writing this list, I have done so with some very specific criteria in mind: it is highly subjective and reflects the titles that I have played in 2018, which means it is ultimately limited in exposure and scope. However, the games featured also represent the sort of year that I have experienced- one where I have avoided major, landmark titles in favor of more niche experiences. Likewise, this will feature several titles that existed before 2018, and that's okay. I try to be as fiscally responsible as possible, which sometimes means not picking up games the day they release. Lastly, I'm the sort of person who feel...

Directional Influence in Salt and Sanctuary

Chances are, if you are a video game enthusiast, you likely don't need me to tell you what a looping path is. If you're a video game developer, the notion of explaining such a fundamental part of environmental design may seem laughable. Many exploration, adventure, and role-playing titles utilize this technique in order to create satisfying gameplay loops out of their game worlds, rather than just their gameplay mechanics and systems. It is one of the textbook ways to perpetuate a feeling of momentum within a video game world, making sure traversal does not become tedious by slicing off chunks of backtracking.

Series Improvments: Spectrobes

In terms of variations upon the foundations of role-playing games, the monster-catching sub-genre is arguably one of the more appealing and accessible of the bunch. Claiming ownership of a party member is an enticing prospect, but the ability to customize both the individual and whole party, as well as the completionist mindset, allow for multiple layers of enjoyment. This sub-genre is one that has been around for a while, some games utilizing the concept as more of a combat motif, while the more recognizable titles use the idea to inform their aesthetic, narrative structure, and longevity. While we can all agree that the wildly popular and long-standing Shin Megami Tensei series acts as both the face of the sub-genre and a shining example of player accessibility and universal appeal, many other titles have risen to challenge and attempt to profit off of the monster-catching framework. Some, like Digimon, offer unique combination methods and multiple character routes, while others, lik...

Tried and True and Tired Tradition

Hand of Fate 2 plays nothing like any other Role-playing game I have encountered, yet very clearly is a Role-playing game. The depth of its combat mechanics and the variations that it layers atop the foundations of its progression and narrative structure are smart and nuanced. The way it challenges the player to continuously achieve and succeed while tackling its chapters is commendable. The difficulty present in its scenarios is intense and unyielding. These phrases could be applied to a number of different titles, and this has something to do with the nature of personality in video games.

Super Mario Odyssey: An Action RPG of Mythic Proportions

For a long period of time, I believed that Paper Mario: The Thousand Year Door was as close to perfect as a Mario RPG could get. Its turn-based, action-command combat, light and varied atmosphere, and translation of many fundamental mechanics found in the Super Mario platformers into Role-playing concepts were just delightful, and the game served as a perfect entry point for a fledgling Role-playing fan. That being said, I understand how some contemporary gamers might look back on this title and scoff. With more recent Paper Mario titles being focused on aesthetically gorgeous titles that unfortunately lack in substance, the modern Nintendo fan might not understand why a Role-playing game with customization, multiple levels of depth, and a heartfelt story might be so appealing. Some might even find Paper Mario's turn-based combat a relic, favoring Super Paper Mario's action-platforming approach instead. It seems Nintendo may feel the same, because the reveal that Mario would...

Thoroughness in Ys Book I and II

Flashback twenty-four years ago: it's 1990 and the RPG is a fledgling concept. The introduction of a console with the first-ever CD-ROM peripheral allowed expanse material to be brought to the TurboGrafx-16- in specific,  titles like Ys Book I and II. Revolutionary for its time, Ys featured action-based gameplay with role-playing elements, a pounding soundtrack, and a surprisingly in-depth story. With Ys VIII's recent release on Steam and the increased exposure of the series thanks to its imminent release on Switch, it is as good a time as any to evaluate what makes Falcom's signature Role-playing series so unique. Like many of its kind, however, Ys has undergone several improvements and changes throughout the years. This feature will take a look at some of the best parts of Ys Book I and II, highlighting why it is still holds up in its base form almost a quarter of a century later.

Examing Fatal Flaws in Child of Light

As a sendoff to the month of May, in which we sought to examine narratives and narrative elements in Role-playing games, I thought it would be proper to write a critical analysis article for a video game. This is a review and revisit of Child of Light. The year is 2014, and Ubisoft Montreal is in the mood for something a bit different. While the Japanese Role-playing genre is alive and well, the western front largely relies on big-budget, high-investment immersive sims in order to fill that same void. Some independent developers create their own unique titles, but a high-profile Role-playing game utilizing classic gameplay is an alien thing.

Making a Better Shin Megami Tensei IV

Shin Megami Tensei V is currently in development for the Nintendo Switch, which may come as a surprise to longtime fans of the series. The gap between SMTIII and SMTIV was a substantial nine years, jumping from the PlayStation 2 to the Nintendo 3DS. The advancements between these two titles were few, with the latter actually taking a step back in representing its monsters as 2D portraits, but SMTIV was still very much a gargantuan Role-playing game, featuring 70-90 hours of gameplay, a fully-voice-acted story, and many monsters to obtain and unlock.

Overlapping Narratives in The Alliance Alive

The Alliance Alive is a relatively new game, and those who have followed these articles know that its predecessor, The Legend of Legacy, has already been covered because of its unique elements. With a month of content dedicated to narrative elements, there is one particular aspect of The Alliance Alive that stands out in relation to many of its contemporaries- the overlapping narrative that takes place during the first quarter of the game. Although it certainly is not the first Japanese Role-playing game to implement the idea, the game revisits the concept at multiple points and benefits from the concept a great deal.

Hypothetical Episodic Content in Dragon Quest

It comes as a great surprise to me that Square Enix has announced the far-off Final Fantasy VII remake will be released episodically. While any story-based game- and Role-playing games, especially- can have its narrative broken into smaller pieces, the pacing and amount of content per portion in Final Fantasy VII is questionable, and not necessarily clean-cut. Unless, I don't know, you break it up by the literal CD swaps from the original PS1 release. While many games have attempted episodic release schedules in the age of digital distribution, there are very few that seem justified in doing so. An episodic game needs to have a structure in which each installment tells a concise narrative, no matter how much cliff-hanging the writers wish to create in order to encourage a player to buy the next installment. What is stranger- to me, at least- is that there are specific franchises that feel primed to adopt an episodic release schedule yet have not done so.

Narrative Bloat in the Pokemon Series

Pokemon is arguably one of the most popular and widely recognized Role-playing games in the world, which is quite a feat for a genre with relatively low sales. Its addictive monster-catching gameplay is by no means revolutionary, but it is bolstered by an approachable battle system and strong core mechanics that have more or less endured the span of twenty years through the introduction of additional wrinkles. For newcomers, these can be seen as a gimmick- something new that appears in each new generation that may appear frequently during the course of a playthrough. For high-level and professional players, they are aspects that define and shape the competitive metagame based on their permanence- or lack thereof, if you consider the weather wars of generation five.

The Risk of Franchise Reinvention

A name has been whispered on the tips of many tongues lately, one that, most recently, had a shift in philosophy. One of its recent titles focused more on telling a deeper narrative with a flawed, vulnerable protagonist. One with bolder, more fluid cinematics and animation, this particular series has also seen something of a scaling back in terms of depth while still leaning heavily on nostalgia, ultimately leading to some divided opinions on the final product. This game is not God of War. If that were the case, there would be additional mention of how its most recent entry has seen multiple claims of helping to propel the medium forward, which is something of an odd statement. From a storytelling perspective, this seems unfounded, however in terms of technical performance and visual quality, the game is certainly setting some new goalposts that are unlikely to be met except in the case of specific high profile studios. The game being described in the introduction is Metroid: Oth...

How Much Text is Too Much Text?

If you're an avid fan of Role-playing games, it's likely that you have some level of text comprehension and reading skill. The genre is not necessarily plagued with verbosity, but it does rely heavily on dialogue and in-game text in order to communicate its narrative. Having a great deal of dialogue can be beneficial to the plot and character development, but the effectiveness of this text is also determined by the tone, level of nuance, and depth of character that it actually communicates.

The Difference Between Retro and Classic

Video games have evolved in ways previously thought impossible since their inception, largely thanks to the rapid growth and improvement found in iterative hardware and the importance of such devices in the digital era. What was once a rudimentary open-world game like The Legend of Zelda pales in comparison with Breath of the Wild, both games offering freedom and exploration in vastly different ways. Because of the rapidly-changing standards, however, titles that were once considered the highest quality of their era are constantly challenged by newer efforts. What was once hailed as revolutionary is now considered a relic, usually only in terms of aesthetic, nothing more. So when developers claim that they are attempting to evoke a "classic" feeling, what are we to expect from their product? It isn't necessarily the same as what is "retro," which, depending one your tendencies, is anything produced within the previous fifteen to twenty years. As men...

Missions and Movement in Code of Princess

With an HD port in Code of Princess EX and characters appearing in the soon-to-be-released Blade Strangers, it seems that this delightful little action-based Role-playing game is getting some love. Whether or not this is warranted, however, is another story. Code of Princess is, in many ways, a conundrum. Featuring absurd character designs, a wacky localization, incredibly extensive online functionality, and a slew of customization options, this game also suffers from terrible performance issues on the Nintendo 3DS, punishing difficulty, and a bland soundtrack. It is far from a perfect experience, which is perhaps why the prospect of co-operative play and altered enemy A.I. are large pushes- and welcome changes- in the EX package.

A Proper NG+ in Pandora's Tower

Before the Operation Rainfall trilogy, I was not aware of how much I really loved Role-playing games. I had enjoyed a number of titles from the genre in the past, but understanding the need and lack of representation on Nintendo's seventh generation console helped me realize why iterations in the Paper Mario and Crystal Chronicles series that appeared on the Wii were dissatisfying experiences. I longed for numbers-based combat, meaningful character progression and growth, and the wackiness that comes with a good, old, far-fetched Role-playing game. I was not alone in this desire. The power of a vocal community can be a compelling catalyst, though Nintendo themselves would only bring Xenoblade Chronicles to North America after the Operation Rainfall petitioning began. However, localization and publishing company XSEED recognized the potential of bringing these already-translated titles over from Europe, and thus, three of the Rainfall titles headed to North American shelves. While...

The Curious Case of Half-Genie Hero

There have been many memorable characters spawned by the independent video game industry-avatars with delightful and strange qualities that cater to their gameplay mechanics and motifs. Hand drawn, pixel-based, and three dimensional designs that are able to express and execute on smaller concepts that a full retail game might feel bloated in attempting. As games have become bigger and better, the design sensibilities of earlier titles- focusing on finely-crafted level design and a well-established set of mechanics for a tight and comprehensive experience- has become a standard of independent development, instead. Well, successful independent development, that is. When a team might only have one opportunity to make a statement on a certain platform, they need to ensure their product is as well-executed as possible in order to do so. Fortunately for developer studio Wayforward, they entered the scene at the right point to bypass this risk. They began developing and publishing games in ...