1859: Invite Only

Been playing a bit more Criminal Girls this week, and I’m enjoying it a lot, despite its flaws. (Said flaws, if you were wondering, include somewhat repetitive dungeon design, an encounter rate that is a little too high to be comfortable, battles that take a little too long/move too slowly/both and the strong necessity for grinding that will be required to unlock all the girls’ abilities.)

The absolute best thing about it is its atmosphere. Although the in-game visuals are PSP-level pixel art (sharply contrasting with the high-resolution character portraits, battle graphics and other visuals), they’re evocative and distinctive, and the individual sprites have a lot of character about them, particularly in idle animations. When combined with the music and background sound, the game has a wonderfully palpable sense of menace about it — entirely appropriate for a game set in the depths of Hell.

In fact, the atmosphere and presentation bring to mind another game: Corpse Party. Criminal Girls is a (relatively) traditional RPG compared to Corpse Party’s visual-novel-that-looks-like-an-RPG nature, of course, but in terms of atmosphere the two are quite similar. There’s a sense that something unpleasant could happen at any moment, and a lovely juxtaposition between the often light-hearted banter between characters and the unpleasant things that are going on around them.

The characters keep things interesting, too. At the beginning of the game, you don’t know anything about them, aside from their personalities. Initially, there’s Kisaragi, who is seemingly full of rage and obsessed with materialism; there’s the shy, childish Alice, who is one of the most adorable characters I’ve ever had in my party in any game ever; there’s the determined, tomboyish Sako; and there’s the obviously older, man-hating Ran. As the game progresses, additional girls join the group, and they each have their own distinct personalities — and, presumably, dark pasts — to discover.

The setup is immediately intriguing. Why are these girls in Hell? Why are they getting a chance to redeem themselves? Why have you been brought in to lead and “motivate” them? What do you get out of the whole situation? (Aside from being able to perv at the girls in a variety of costumes while you spank, electrocute and do various other S&M-ish things to the “temptations” that infest their bodies, of course, which is probably reward enough in itself for many people.)

I don’t know the answers to any of these questions yet, but I’m enjoying the process of discovery. And this is one thing Criminal Girls does well. The dungeons may be somewhat blandly designed, but it’s satisfying and fun to explore them and find their hidden treasures. Discovering how new skills work after a successful “motivation” session is enjoyable and interesting — particularly with the game’s idiosyncratic battle system, in which you simply take suggestions from the girls rather than micromanaging them. And discovering more about what is shaping up to be a very interesting cast of characters is providing plenty of incentive for me to want to push onwards and find out the truth.

I’m enjoying it a lot, then. It’s keeping me entertained enough that I now have copies of both Hyperdimension Neptunia Re;Birth2 and Hyperdevotion Noire — both highly, highly anticipated games for me — and haven’t yet popped them in my Vita for even a quick look yet. And I fully intend to see it through to the end before I indulge myself in more Neptunia than I know what to do with!


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