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Showing posts with the label Nintendo DS

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...

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.

Risk, Reward, and Rote in Etrian Odyssey

Most of the role-playing games I've talked about on this site have been narrative-driven, linear affairs. There's nothing wrong with this, and I've mentioned before that the appeal of these kinds of games is inheriting a role- being an active participant in a story. If this is the reason you play these kinds of games, you have an incentive for engaging in combat on a regular basis- you need to be strong enough to take on the next foe, so that you can progress the story, etc etc. The most frequent method of incentivizing a player is by crafting engaging narratives and allowing them to inherit a crucial role in the narrative. This leads a player to want to discover more from a narrative perspective, rather than through compelling gameplay. This is not to say that this model cannot have compelling gameplay- it largely depends on the sorts of organic progression the developers place in their way, as well as combat motifs and core mechanics. However, this can often present a...

The Importance of Aesthetic in Solatorobo

With a new installment in the Little Tail Bronx universe headed to the Nintendo Switch, there's no better time to take a look back at Solatorobo: Red the Hunter, the second title in the series. Released in the twilight days of the Nintendo DS, Solatorobo features arguably some of the best aesthetic design on the system, blending 3D character models with 2D backgrounds akin to early fifth generation role-playing games. While it shares a setting with its previous entry Tail Concerto, neither game requires playing the other as a prerequisite, and I would argue that Solatorobo is a fine entry point for anyone mildly curious in the series.