2005: Dan’s List of Vita RPGs

0006_001This is one of those posts I write specifically to respond to something someone asked me recently where Twitter or chat messages aren’t a particularly ideal solution to give an answer. In most cases, though, people other than the original person who asked can also get something out of my response, so I post it here.

In this case, my good friend Dan Lipscombe enquired as to whether I could give him any Vita RPG recommendations.

Well, of course I can!

Here goes, then. Some Vita RPGs that are either well-regarded or that I have personally enjoyed. This isn’t an exhaustive list by any means!

Persona 4 Golden

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This is the one everyone recommends, and with good reason; it’s great. Even if you played the original Persona 4 on PlayStation 2, Golden is worth playing due to its amount of additional content and tweaked gameplay.

If you’re unfamiliar with Persona 4, it’s a combination of murder mystery, school life simulator, dungeon crawler and Pokemon. Taking on the role of a transfer student to a school out in the sticks of Japan, you start investigating a spate of strange murders that sees people disappearing then showing up a few days later hung upside down from television aerials. It’s up to you and your school friends to discover the truth behind what is going on, which is far stranger than you might expect.

Persona 4 Golden is an excellent game that has transcended its originally niche appeal to become a truly mainstream title that most people have heard of by now. It’s well worth playing through to completion — though be warned, it is long. Like, 80+ hours long, even if you don’t do much of the optional side content. It’s a journey well worth taking, though, and the lengthy slog makes the characters’ personal journeys all that more meaningful.

Hyperdimension Neptunia Re;Birth
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There are three Hyperdimension Neptunia Re;Birth games on Vita. There’s no real requirement to play them in order, since they’re self-contained stories that don’t really have anything to do with each other, but playing them in order will give you a better understanding of the characters — plus an appreciation for how the series has continually grown, developed and changed for the better over time.

Neptunia’s concept is based on anthropomorphised game consoles going about their business in the land of Gamindustri. The three games’ stories veer off in different directions, but there are usually strong anti-piracy messages involved, along with commentary on not forgetting the past, the futility of fanboyism and general satire of both games industry and anime culture.

The Neptunia games are occasionally clunky, sometimes balanced questionably and not the most technically impressive games you will ever see — but my God, are they ever charming and delightful, not to mention rare examples of comedy and satire in games actually working well.

Hyperdevotion Noire

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A spinoff of the main Neptunia series, Hyperdevotion Noire focuses on PlayStation personification Noire and gives the tsundere princess her own personal story. Unlike the regular Neptunia series, Noire is a strategy RPG a la Fire Emblem and Final Fantasy Tactics. A wide cast of characters, each of whom personify a well-known Japanese game series (such as Final Fantasy, Dragon Quest and Resident Evil) all have unique abilities, strengths and weaknesses, and “gimmicks” in each stage force you to think a lot more strategically than “charge at the enemy and cut them down in order”.

I’m not normally very good at strategy RPGs, but Noire is accessible, fun and enjoyable — plus it continues the series tradition of good humour, charm and satire, and Noire is absolutely a strong enough character to carry her own game.

Demon Gaze

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If you liked old-school dungeon-crawlers on PC — I’m talking stuff like Wizardry, Lands of Lore and Might & Magic — then you might want to give Demon Gaze a shot. Creating your own custom party of adventurers, you venture forth into an array of dungeons to battle terrible demons, capture them and make use of their power.

In between your adventures, there’s a delightful little soap opera going on in the inn that you and your party call your home, with a cast of colourful characters getting up to all manner of mischief. It’s a lovely blend of the narrative-centric approach that more conventional Japanese RPGs tend to take, and the mechanics-centric, challenge-heavy nature of first-person “gridder” dungeon crawlers. It also has absolutely gorgeous artwork, and an unconventional but enormously catchy soundtrack that makes use of Vocaloid voice synthesisers.

Operation Abyss

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I haven’t actually played this one yet, but it’s on my shelf; given that it’s from the same folks who made Demon Gaze, though, it’s a fair bet that it will be similarly good, and the people I know who have played it have enjoyed it a whole lot.

Trails in the Sky

Technically a PSP game, this is downloadable and playable on Vita, and well worth your time. Following the adventures of Estelle and her adoptive brother Joshua as they attempt to become full-fledged “Bracers” — essentially state-supported mercenaries — Trails in the Sky is a sprawling adventure with a beautifully crafted world, some wonderful writing and a fun battle system.

The game blends the sidequest-centric nature of Western RPGs with the more linear storytelling typically found in Japanese RPGs to great effect. The sidequests each have their own little stories and characters to explore, and really help the world to feel truly alive.

Criminal Girls

This one won’t be for everyone due to its relatively explicit sexuality, particularly exploration of sadomasochistic themes. If you can deal with that sort of content, though — along with the fact it’s very obviously a PSP port — Criminal Girls tells a fascinating tale of personal redemption for a colourful cast of characters as they come to terms with traumatic experiences from their past and attempt to move beyond them.

Criminal Girls is noteworthy for its exploration of “trust” through both its narrative and its mechanics — I wrote in more detail on this topic here.

Akiba’s Trip

Not an RPG in the typical sense, Akiba’s Trip is most akin to Sega’s Yakuza series in that it provides an open world that covers a relatively small geographical area — in this case, Tokyo’s Akihabara district — and a ton of things to do, plus a nigh-unparalleled sense of atmosphere thanks to its detailed world.

Thrown into the underworld by your discovery of — and recruitment into — the ranks of the “Synthisters” (essentially synthetic vampires), it’s your job to find out where this scourge has come from and put a stop to it — while simultaneously keeping your little sister happy, taking photos for tourists and attempting to end up in the arms of one of the game’s lovely leading ladies.

Akiba’s Trip has fun brawler-style combat with a huge selection of upgradeable weapons ranging from baseball bats to bus stop signs and computer monitors. Combat involves smacking Synthisters around a bit until they’re in a position where you can grab their clothes and rip them off them, which exposes them to sunlight and, in true vampire tradition, causes them to combust.

Steins;Gate

This isn’t an RPG at all, but if you own a Vita (or PS3… or PC) and haven’t read this extraordinary visual novel, you need to right now. Blending real-world urban myths (such as the legend of John Titor and questions of what CERN are really up to with that big underground particle accelerator) with a creative yet plausible interpretation of how time travel and parallel worlds might work, Steins;Gate follow the adventures of an impressively unreliable narrator as he tries his best to stop something horrible happening to someone he cares about.

Here’s a full review of it.


There are tons more great RPGs and visual novels available on Vita, but I’ve rambled on for over 1,200 words now, so that should be enough to get you started. Hope you enjoy at least some of these!

1962: Great Title Sequences (From My Living Memory)

Re-watching Star Trek: The Next Generation and Deep Space Nine recently has made me more conscious of something that had been on my mind for a while: the fact that TV doesn’t really seem to do lengthy credits sequences any more.

This isn’t necessarily a bad thing, as in the case of Star Trek you’re sitting there for a good few minutes watching swirly space and Patrick Stewart as Capt. Jean-Luc Picard and Avery Brooks as Commander Sisko (still in season one at the moment) and, consequently, without a credits sequence the show itself has a few more minutes to play with. But does that few minutes really make a difference? Perhaps when the show is a short 20-minute affair, but when it’s 45 minutes or more there’s a strong argument for saying the writers should maybe look at where a few bits can be snipped.

But anyway. Whether or not credits sequences are a good thing isn’t really what I want to talk about today, since that would be a short discussion — yes, they are — but what I did want to talk about is the ones that have stuck in my head over the years. A good credits sequence is strongly iconic and does a good job of summing up what the show’s all about — either literally, by introducing characters, or sometimes in a more abstract sense by using representative imagery.

These are in no particular order. Given how I’m attempting to call them up from my living memory, they’ll probably in roughly chronological order, but I am making no promises. I’m simply going to provide them for your delectation, with a few words about why I like them, why they’re important to me or why I simply find them memorable.

Henry’s Cat

I hadn’t thought about Henry’s Cat for the longest time, but a brief Twitter discussion with the fine Mr Alex Connolly the other day reminded me of both its existence and its terrible but strongly iconic credits sequence.

I honestly don’t remember much about Henry’s Cat beyond the title sequence and the little bit of an episode I watched out of curiosity on YouTube the other day. But I do suspect it’s rather a product of its time, and not the sort of thing that kids are watching on TV these days.

Count Duckula

Whoever uploaded this gets bonus points for including the “Thames” logo at the beginning. Ahem. Anyway. Count Duckula was brilliant. And I’ve watched a few episodes recently and it’s still genuinely quite amusing thanks to some wonderful voice work and characterisation… not to mention its baffling premise of a vegetarian vampire duck voiced by David Jason.

Unlike Henry’s Cat, the Count Duckula theme and intro has stuck with me all these years. However, I did not know until two minutes ago when I looked at Wikipedia (to make sure it really was David Jason who voiced Duckula) that Count Duckula was actually a Danger Mouse spinoff series. TIL, and all that.

Star Trek: The Next Generation

You can’t really get more iconic that Star Trek when it comes to title sequences, and there’s really not much more that needs to be said about The Next Generation — aside, perhaps, from the fact that when you look at it, it’s actually rather basic. Once the credits themselves start rolling, it’s little more than text and the Enterprise occasionally hurling itself at the screen.

Star Trek: Deep Space Nine

I didn’t like Deep Space Nine all that much when I was younger; its relatively “static” nature of being set on a space station rather than on an exploratory starship made it feel a bit more “boring” to the young me. Revisiting it recently has made me realise (or remember?) that it’s actually really rather good — and certainly a lot more consistent than The Next Generation was in its early seasons.

I like the theme very much. It’s one of those pieces of music that just sounds satisfying. What I did find interesting, though, was when they changed it very subtly starting in the fourth season:

It becomes faster, I think it’s in a different key, the orchestration is different and the accompaniment is less “bare”. It accurately reflects the show’s noticeable change in direction from the fourth season onwards, not to mention the changes in the cast: Commander Sisko becomes Captain Sisko, The Next Generation’s Worf joins the crew and Shit officially Starts Getting Real with regard to interstellar conflicts.

Friends

Friends was everywhere when I was a teenager, and I didn’t mind because I enjoyed it a whole lot. The credits sequence was simple and straightforward, accurately summing up each character with a selection of season-unique snippets of their most iconic moments. It was fun to try and identify which episode each of the snippets had come from… you know, if there wasn’t anything better to do.

Angel

Ah, Angel. Probably one of my favourite TV shows of all time, next to its companion piece Buffy the Vampire Slayer (which is also one of my favourite TV shows of all time, but whose credits sequence I never really rated all that much). Angel’s intro was great in that it reflected the dark, brooding nature of its title character, but it also allowed the show to pull off one of its best features: the unexpected and surprising fact that while it wasn’t afraid to deal with some seriously dark themes, it was very happy to poke fun at itself and show the silly side of the supernatural as well as the scary. The intro helped with this in that it set the expectation for a very “serious” and dark story, then in true Whedon fashion, it often subverted these expectations with the actual content of the episode.

Yuru Yuri

(This was the best video of the intro I could find that hadn’t been snagged by YouTube’s copyright laws. You’ll just have to deal with the Spanish subtitles.)

I love Yuru Yuri. It’s such a delightfully mundane and silly anime; very little actually happens in it, but by the end you have such a wonderful understanding of these loveable characters that it doesn’t matter that they haven’t done anything of note. The opening titles complement it perfectly, introducing the characters visually and setting the energetic, joyful tone for the rest of the show.

Love Live!

You’d hope a show about music would have a catchy theme tune, and Love Live! doesn’t disappoint. This video (which repeats several times; you’re not going mad) is from the first season and, like any good opening sequence, neatly summarises the show and its characters without them actually “saying” anything (although one could argue the lyrics of the song have a certain degree of meaning). Also it’s just plain catchy.

Akiba’s Trip

One thing I really like about Japanese games is that they treat them the same as anime — and that means that a big deal is made out of the opening credits, with music that is often released as a single in its own right. Akiba’s Trip had a particularly strong opening with a catchy theme song, a good introduction of all the characters and, again, a summary of what to expect from the next few hours of your life.

Hyperdimension Neptunia Victory

The Neptunia series has some excellent songs throughout, but the opening theme for third game Victory is one of the stronger ones. It does a great job of capturing the games’ energetic, joyful spirit and acknowledges their origins as a parody of the video games industry at large through heavy use of electronic effects and synthesised sounds. It also makes a point of demonstrating the extremely strong friendship between the core cast members — they may not see eye-to-eye about everything (or anything) but they stick together and help one another out.

Omega Quintet

Last one for now, otherwise I’ll be here all night and I quite want to go to bed. I wrote a few days ago about how I like the fact Omega Quintet treats its episodic story just like an anime series, complete with opening and ending credits sequences. Here’s the opening sequence, which you see not just at the beginning of the game, but at the start of every chapter. It’s as delightful as the game itself.

1846: Akiba’s Tripped

Finished Akiba’s Trip: Undead and Undressed this evening. Planning on posting some more detailed thoughts over at MoeGamer at some point in the coming week, but I thought I’d post some immediate impressions here while it’s fresh in my mind — I literally beat it not five minutes ago. Well, one of its routes, anyway.

Akiba’s Trip is quite an unusual game, although perhaps not by Japanese standards. Combining elements of dating sims, visual novels, RPGs, brawlers and open-world action adventures, it all adds up to a curiously satisfying experience that, while relatively brief compared to some other games — my first playthrough took me about 20 hours, and that was with doing pretty much all of the available sidequests as well as a bit of fiddling around trying to level my skills up and collect some collectable things — proved to be highly enjoyable.

A highlight, as with many Japanese games, is the care and attention which has been poured into characterisation, both visually and in terms of writing. The localisation team at Xseed has to take some of the credit for the amount of personality the game has, too; as translations go, this is absolutely exemplary, remaining (so far as I can make out with my limited knowledge of Japanese) reasonably true to the original script while simultaneously incorporating plenty of cultural elements that will be familiar to Westerners.

A particular highlight is the main character, who is handled somewhat like the player’s character in the Persona series, in that he doesn’t speak out loud all that much — although he does have a couple of lines here and there, they’re mostly confined to inner monologue — but the player is frequently given the option of how to respond to a particular situation. In many cases, the options given all lead to the same outcome, but the available choices are frequently hilarious; there are some real crackers towards the end of the game in particular, with my favourites being “It’s dangerous to go alone! Take thi– I mean me!” and “I’m going to turn his dark utopia into a dark u-nope-ia!”. (You kind of have to be there.)

These dialogue options do occasionally have a purpose, however, and that’s the choice of route and subsequent ending that you get. Partway through the game, the story splits in a few different directions according to the various different heroines you encounter. I haven’t seen how different these routes are yet — and I’m disappointed that there isn’t a route for Kati Raikonnen, an incredibly endearing member of the main cast who, being “foreign”, has a tendency to speak in what is represented as “Engrish” by the translation — but I’m keen to find out. It appears that this will be a painless process, too, since after clearing the game once you can turn on the option to specifically mark the dialogue options that will change affection levels between you and the heroines. Not only that, but there’s no real need to do sidequests after your first runthrough — indeed, there’s no real need to do sidequests at all if you don’t care about trophies, though the money they get you is nice — and so you can zip through subsequent playthroughs pretty quickly, especially if you’ve taken the time to upgrade your weapons and clothing and carry them over into your New Game Plus.

I really wasn’t sure what to expect when I booted up Akiba’s Trip. I think I was expecting some sort of fairly straightforward brawler set in Akihabara, but what I actually got was far more akin to something like Yakuza. A surprising amount of depth, in other words, and an extremely well-realised setting that makes a great backdrop for the various stories within.

I hope we get the opportunity to revisit Akihabara at some point in the future; given that this version is actually the second game to bear the Akiba’s Trip title — the first never made it out of Japan — that’s not beyond the realm of possibility. I’ll be there if and when it happens!

1842: Soton’s Trip

Playing Akiba’s Trip as I have been for the past few days, I’m reminded of something I wrote about a while back: the fact that certain places in the world manage to become iconic, while others simply… exist.

Akihabara is a popular setting for a lot of visual novels, games and anime because it’s directly relevant to those who are engaging with the medium in question. Akihabara is the spiritual home of Japanese games, anime, manga and all other aspects of moe and otaku culture. It perhaps makes sense to set a Japanese adventure-role-playing-beat-’em-up-type-thing (Akiba’s Trip) there, much as it makes sense to set a visual novel about the Internet, urban legends and all manner of science fictiony goodness (Steins;Gate).

But what about other places? Big American cities get a lot of love — New York in particular, but we’ve also seen places like Chicago and San Francisco come up a few times. If a game ends up being (at least partially) set in England, it’ll inevitably be in London, of course. But, as I’m fond of telling visitors to this fair isle (people I know, obviously; I don’t just sit at the airport arrivals line and tell foreign strangers they should go outside the M25 once in a while), there’s a lot going on in other places.

That, of course, got me thinking what something like Akiba’s Trip might be like were it set in, say, sunny Southampton instead of Akihabara. Southampton is not, of course, quite the same sort of otaku Mecca as Akihabara, but there are plenty of nerdy hangouts, and the historical side of the city could make for some interesting situations.

The main street of Southampton is long and wide; ideal for large-scale battles against armies of Synthisters. It often features market stalls just ripe for flinging an assailant through in dramatic fashion, and plenty of opportunities for environmental attacks such as making inventive use of a slushie machine or a curry hotplate. Its centrepiece is the shopping centre WestQuay, which is large and interesting enough to form a good interior setting: there are plenty of shops to go in, many of which sell clothes (acquiring various outlandish — and not-so-outlandish — outfits is a key part of Akiba’s Trip) and the multiple levels would seem ripe for some Resident Evil-style environmental puzzles as ways up and down are blocked off in various ways, and you’re forced to brave the horrors of, say, John Lewis in order to make your way down into the depths of the underground car park where otherworldly horrors await you.

All right, yes, I have let my imagination run away with itself a little bit here — and I must confess, any time I’ve been into town on a Saturday I have fantasised on more than one occasion about slamming someone into a slushie machine, though never, I might add, acted on it — but it just goes to show, really, that you can make pretty much anywhere into an interesting setting to do something in. So why do we always find ourselves taken back to the same places over and over again?

Perhaps it’s the fact that they’re universally recognisable. Perhaps it’s the aforementioned relevancy angle. Or perhaps it’s just laziness.

1840: Further Tales from Akihabara

When I’ve not been playing Final Fantasy XIV or Final Fantasy II, my game of choice has been Final Fant– no, wait, Akiba’s Trip: Undead and Undressed. I talked a little about this game a few days ago and, after a few more hours with it, I can confirm that I really, really like it a lot.

It’s a very peculiar game by modern standards. Not quite RPG, not quite adventure, not quite dating sim, not quite open-world sandbox game, Akiba’s Trip is a thoroughly interesting experience that seems to get more rewarding the longer I continue playing it.

One thing that sprang to mind while I was playing it the other day is something I also felt when playing games that are spiritually somewhat similar: Shenmue and Yakuza being the two that I think of immediately. The thing I thought about was how nice it is to have a game world that is small, but dense. Akiba’s Trip unfolds in a single district of Tokyo, split (in the Vita version, anyway) into maybe ten or so different areas, all of which are interlinked in various ways. Yakuza was the same, unfolding in a single district, and Shenmue saw you progressing through just a few different areas of a town. (Shenmue II got a little more ambitious, but still split its story into several distinct “chapters”, each of which unfolded in a relatively small geographic area.)

If you take this approach and do it well, it gives an extremely strong sense of place to the setting. The setting almost becomes a character in its own right, as you start to recognise distinctive landmarks in each area, and know that if you want [x] you need to go to [y]. It also encourages the player to wander round, explore and drink in the atmosphere: although Akiba’s Trip features a fast-travel system, for example, I’ve found myself deliberately walking from one end of the map to the other just so I can get a stronger feel of this lovingly modelled setting.

Okay, Akiba’s Trip in particular has some technical limitations holding it back — the poor old Vita can’t cope with all that many people wandering down the streets at the same time as you, for example, and the shops that you can go “in” tend to amount to a simple buy/sell menu rather than a further environment you can explore — but the combination of visuals, sound and personality that the game boasts makes it an experience where it’s fun to just wander around and see what you can see — particularly when unexpected things happen.

This isn’t even getting into the meat of the game, though: there’s a strong and interesting story surrounding the man-made vampire-like “Synthister” creatures; there’s plenty of mystery surrounding several of the central characters; there’s an entertaining series of sidequests involving the main character and his hikikomori (shut-in) little sister; and even the non-plot-related sidequests help to flesh out the world by bringing you into contact with a diverse and fun array of incidental, supporting characters.

Plus, why on Earth wouldn’t you want to play a game where you defeat enemies by pulling off their trousers? 🙂

1837: A Trip to Akihabara

I’ve had a copy of Akiba’s Trip: Undead and Undressed loitering in my backlog pretty much ever since it released over here, but I’ve never gotten around to playing it until recently. I’m not sure what convinced me to give it a go, but I decided that it was time, so I booted it up the other day.

Akiba’s Trip is a game that proved to be notorious for two reasons: one, that supposedly, it was a game about beating up girls and pulling their clothes off; and two, it features the transphobic slur “trap” used for its intended purpose, i.e. to insult a transgender person.

Both of these things are accurate; however, as is usually the case with this sort of thing, the fact that they were focused on by loudmouthed critics almost to the exclusion of everything else about the game obscured the fact that the other 99% of Akiba’s Trip is a very interesting, ambitious experience indeed, and a game very much worth playing. Not to mention the fact that both of the heavily criticised elements can be fully justified through the game’s narrative context.

In Akiba’s Trip, you play you, assuming you’re a floppy-haired male anime protagonist. (After clearing the game once, you unlock the ability to play as other character models, so from that point onwards you can play as a lady if you so desire; canonically, however, the hero is male.) After answering a seriously sketchy-sounding job ad about taking part in a drug test in exchange for as many rare anime figures and other merchandise as you can handle, you find yourself turned into a Synthister, a man-made vampire with superhuman strength and the ability to absorb “life energy” from people around you. While Synthisters aren’t vulnerable to crosses and garlic like “real” vampires, they are still extremely sensitive to sunlight, however, with something of a propensity for exploding into a cloud of dust if too much of their bare skin is exposed to the elements.

I’m sure you see where this is going.

In short order, you’re rescued from your precarious situation by another Synthister called Shizuku, and you make your way back to your group of plucky gamer buddies who hang out in a cool bar run by an old dude everyone calls “Pops”. From here, you’re tasked with investigating the Synthister threat as well as helping out the locals of Akihabara, primarily by either finding things in the district or by beating up people until you can pull their trousers off: the game’s combat system is primarily about damaging clothing until it’s in a state where you can whip it off, rather than whittling down a more conventional health bar. In order to defeat most enemies, you need to remove their headgear along with their top and bottom clothing. Interestingly, in contrast to something like Senran Kagura, a game which also has a heavy emphasis on clothing damage, the “strip” mechanic in Akiba’s Trip is unsexualised; it’s simply part of combat, and is, frankly, hilarious. (Not only that, but you’ll find yourself stripping men as well as women; I believe my session earlier is the first time ever in gaming that I have defeated a man in full motorcycle leathers by diving head-first into his crotch, grabbing his helmet and flinging it away, then whipping his trousers off and tearing his jacket from his chest.)

Stripping aside, the big hook in Akiba’s Trip is that it features a lovingly detailed rendition of the real-world Akihabara district of Tokyo in Japan — a Mecca for otaku of all descriptions for sure. Featuring recreations of real-life shops, some excellently authentic-sounding ambient sound and a pleasingly diverse array of random people wandering the streets, it’s an enormously atmospheric game that it’s a pleasure to just wander around and explore — particularly when you start to notice interesting things happening without any intervention from you.

I was searching for some street thugs with Shizuku at one point, for example, and I decided to try and ask a suspicious-looking man in the street for directions. He responded that he “wasn’t into dudes” and refused to talk to me. As I pondered what to do next, he then started to hit on Shizuku, who stood there patiently while he said his piece and then, marvellously, wound up one hell of a punch and socked him right in the face, flattening him. He then ran away crying. It was a beautiful moment that just happened to occur due to me being in the right place at the right time.

If there’s one game that Akiba’s Trip reminds me of so far, it’s Yakuza. The lovingly crafted real-world environment; the blend of JRPG-style mechanics with action game brawling; the fact the game acknowledges the more unpleasant, seedier side of humanity without judgement. (The aforementioned “trap” comment, for example, comes in the context of a forum thread you read on your phone; said forum thread was clearly localised by someone who has spent a lot of time on real-world forums, since the text-based “dialogue” is some of the most convincing and realistic I’ve seen in an English localisation for a very long time — right down to the use, or lack thereof, of punctuation, and the way that anonymous people online are quite frequently complete shitheads to one another.) That and the endless stream of sidequests to complete that have nothing to do with the main story but provide a pleasing sense of “place” and “context” to the overall setting; the NPCs who are delighted to relieve you of your money through various scams; the strong characterisation.

I’ve only played a couple of hours so far, but already I like it a lot. I’m playing the Vita version, which has a few technological limitations, but is proving enjoyable regardless; I can imagine that the PlayStation 4 version would be a most enjoyable experience indeed, particularly with its additional features and enhancements.