The poor shopkeeper doesn't have it easy, whatever form they take. If they're a retail monkey working for minimum wage in some sweaty hell-hole where chavs repeatedly come up and ask if the nearly-black garment they have in their hands is available in black, then they're probably losing the will to live by the second. If they're working in a, shall we say, "premium" retail environment they're probably having a better time but rapidly growing sick of the fixed grins they're forced to wear, not to mention the stock phrases that spew forth from their mouths like some form of verbal effluvia.
And then there's the poor, downtrodden RPG merchant, forced to sell all manner of crap, apparently only to adventurers, who then helpfully restock them with an endless supply of boar intestines, bits of wood, crystal chippings and used swords that they don't need any more. It must be a difficult life. And frequently a tedious one, as anyone who entered the online world of Ultima Online with lofty ambitions of owning a huge retail empire will attest.
It's this odd premise that quirky Japanese indie game Recettear: An Item Shop's Tale (available on Steam, as well as directly from the distributor's website) decides to explore in great depth. Playing the role of Recette, an adorable young girl with an absentee father, it's the player's job to help her run a successful RPG item store and make enough money to pay off the debt her father left her with. She's not in it alone, of course. She has a fairy assistant named Tear. Tear works for the financial institution with which Recette's father took out the loan, "because fairies are good at administration" and is there to help Recette pay off the debt she's been saddled with. The two become friends quickly, but should Recette be unable to make any of the weekly payments she's required to, Tear will quickly repossess her house and leave the poor girl living in a box.
So far, so Animal Crossing, you might say. And you'd kind of be right. Except not. There really isn't another game quite like Recettear out there. There are games which focus on individual elements of the game, sure. But none which blend together such peculiar and diverse elements with such successful results.
The game is split into three main sections. Firstly, there's the item shop itself. Recette can dump anything from her inventory onto the shelves in the store. Stuff in the window is likely to attract customers. If she chooses to open the shop, she has to deal with a flow of customers coming in and asking for things. If they're on display, all she has to do is agree a suitable price with the customer. If they agree, cha-ching. If they disagree, Recette has one chance to make a more reasonable offer before they leave.
Simple enough. As the game progresses, though, more elements are added to this formula. For starters, in true RPG tradition, people start selling stuff to Recette, too. This can be a good way for her to build up stock, as she can often get stuff for knock-down prices with a bit of shrewd haggling. Then people will place special orders, requesting that she deliver, say, three hats in two days' time. Recette has to not only make sure she has the hats in stock but also remember to have the store open when the customer plans to return. And finally, some customers will come in not quite sure of what they want, and Recette will have to make recommendations from the stock she has on display and in her inventory.
It's a straightforward mechanic, and you soon get to know how much certain customers are willing to pay over base prices. A few twists come in later with a news ticker informing Recette of increased or decreased prices in the market, but it's mostly a case of buy low, sell high.
If Recette chooses to leave the store, she can wander around town and occasionally bump into the people who frequent her store. These come in the form of random townsfolk and adventurers. Completing requests for adventurers will sometimes net her their Guild Card, which enables her to make use of them for expeditions to the local dungeons.
Yes, there are dungeons. Because sometimes the local markets just don't have the things people want to buy. When that's the case, Recette is free to pop down to the local Adventurers' Guild and hire one of the guildies she's made friends with. It's then into an action-RPG dungeon crawler to kick monster booty and gather lots of crap that people might want to buy.
It works, brilliantly well. The item shop stuff occurs quickly enough that it never gets tiresome. The storytelling scenes feature attractive artwork and a truly excellent localisation from the Japanese. And the dungeon-crawling, while simplistic, is fun and satisfying, broken up by regular boss battles and in-dungeon special events.
The whole game is distinctly adorable, but deceptive. The artwork, music and squeaky-voiced Japanese girls make it look like something which should be incredibly embarrassing and cringeworthy to play. But in fact, there's a distinctly acidic sense of humour underneath all the sweetness, and a large number of the dialogue exchanges are genuinely laugh-out-loud funny. The kawaii presentation coupled with fairly sophisticated, intelligent humour and a wonderfully self-aware nature reminds me a lot of the Disgaea series.
I'm probably about halfway through the game now, having made two of Recette's repayments successfully. There's the hints of a bigger plot at work, and a bunch of new characters have been introduced, most of whom will presumably end up being playable adventurers for the dungeoneering sections.
If you're after something that is both comfortably familiar and quite different to any JRPG you've ever played, then Recettear: An Item Shop's Tale is well worth checking out. I fully intend on posting a full review somewhere once I've beaten it.
I started watching Mad Men recently thanks to the generous loan of the Season One and Two DVDs from my old school friend and fine, upstanding gentleman Mr Andy Plummer, with whom I met up with for the first time in nearly ten years recently. Of the last two times I saw Mr Andy Plummer, the first involved the pair of us, drunk as skunks, consuming a pound of Tesco Value Mild Cheddar cheese between us at about 3 o'clock in the morning. No bread, no crackers, just cheese. It seemed like a fantastic thing to do at the time. The second time involved someone (I forget exactly who, though I know for certain it wasn't me) vomiting copiously out of a mutual friend's bedroom window onto the corrugated plastic roof of their student house's conservatory. The next morning involved dangling a mop out of the window and attempting to remove the… actually, this is completely beside the point, not to mention disgusting so I shall leave the rest to your imagination.
I beat DEADLY PREMONITION tonight and made the confident announcement that it was, barring any last-minute wonders, very much my Game of the Year for 2010. It won't be everyone's Game of the Year for 2010 by any means, for various reasons. But personally speaking, it's very much the most satisfying gaming experience I've had all year. Which is nice.
We're coming up on holiday season. If you're American, it's already started with Thanksgiving. And you know what that means if you're a gamer: Steam sales.
I've been somewhat short of what one might call "victories" recently. In fact, most of my endeavours for the last I-don't-know-how-long-now have ended in what could politely be called failure. As such, I've been in a bit of a funk recently, getting very tired of… well, everything, really.
As I have mentioned once or twice previously, the Xbox LIVE Indie Games Marketplace is a veritable treasure-trove of unappreciated hidden gems of gaming.
Somehow I don't think that anyone who is reading this blog will fall into the category that I'm about to talk about, but I'll direct this at everyone generally just in case.
Nearly everyone I've spoken to has had an absolutely terrible day today. If you are one of those people who has had a terrible day, I offer my sympathies, condolences, fistbumps, high fives, whattups, hugs, manly nipple tweaks or cock-punches (take your pick) and understand entirely if you're currently feeling a bit less-than-optimum.
Ladies and gentlemen, we are afflicted with a plague of the Information Age. The plague of "Google/the search bar is your friend". A plague of laziness, if you will, as this is a catch-all response which makes it look like you're being vaguely helpful and/or knowledgeable when in fact all you're doing is being an arrogant asshole and trying to get out of answering a question as quickly as possible.
How much time do you think you waste every year waiting for things to happen? Whether it's waiting for the phone to ring, the response to an email, the answer to a question, an alarm to go off, someone to call you into their office or for your delicious improvised curry sauce to thicken, chances are you spend a good proportion of your time waiting for things to happen or for other people to do things.