
Dungeon Travelers 2 came out on PlayStation Vita yesterday. To say I've been eagerly anticipating this game is something of an understatement; I've been deliberately holding off playing anything else "big" until it came out, because I was keen to be able to devote some time to it. And, after a good few hours with it today, I'm not at all disappointed with my decision to do so.
For the unfamiliar, Dungeon Travelers 2 is a first-person perspective dungeon crawler RPG (of the Wizardry mould that Japan loves so) created as a collaborative effort between visual novel producers Aquaplus, weird-but-cool RPG specialists Sting and That Company People Mostly Know The Name Of Because of Persona, Atlus. It has a somewhat convoluted history: its Japan-only predecessor Dungeon Travelers was a fleshed-out remake of a dungeon crawler that was part of a fandisc for Aquaplus' visual novel ToHeart 2, though Dungeon Travelers 2 itself doesn't have anything to do with either the first game or ToHeart 2, simply sharing some aesthetic sensibilities and mechanics.
Dungeon Travelers 2 shot to notoriety a few months back when Polygon's Phil Kollar berated publisher Atlus for localising the game, which he referred to as a "creepy, porn-lite dungeon crawler". I responded in some detail to Kollar's nonsense back when he first blurted it out over at MoeGamer; take a look. Ironically, Kollar's condemnation of the game actually made a lot of people — me included — who had never heard of it before aware of its existence, and I can't help feeling that the game has been a bigger success than it probably would have been if he'd just kept his mouth shut. In that sense, I'm not complaining; it's just a little frustrating to know that he almost certainly won't have given it any time and attention since that initial piece, having written it off as the usual pervy nonsense.

Dungeon Travelers 2 is an ecchi game, though, make no mistake, if you hadn't already noticed from the artwork that peppers this post; within five minutes of starting the first dungeon, you're presented with a rather fetching view of one of the heroines' panties-clad buttocks, and every boss fight is followed by some rather beautifully drawn artwork of said boss in a somewhat disheveled, suggestive state. Not only that, but the vast majority of enemies are scantily clad cute female characters (the rest are, inexplicably, sentient fruit) that draw a certain degree of inspiration from the popular "monster girl" aesthetic, albeit in a less overt way than something like the anime Monster Musume.
Here's the thing, though; the ecchi content of Dungeon Travelers 2 works because, like other games that fully embrace their ecchi (or even hentai) side, it's consistent in its use and it thus becomes part of the overall aesthetic. It's a sexy game; it's not about sex as such, mind you, but beautiful girls in sexy poses are very much part of the way it looks, and it is not at all ashamed of that fact. In order to fully enjoy it, you absolutely can't be ashamed of it, either.
But the ecchi content is the least interesting thing to talk about when it comes to Dungeon Travelers 2, because it's a really solid game with some interesting mechanics. Of particular note is the game's approach to teaching you how to play; the electronic manual provided with the software gives you only a bare-bones outline of the interface, but through a combination of in-game lectures (delivered by the deliciously sarcastic Maid-Sensei) and in-context, in-character sub-events that are triggered by your various actions in the dungeon and in battle, the game teaches you how to play and things to watch out for without resorting to insulting your intelligence. Maid-Sensei's lectures are the nearest thing to an outright tutorial, but those are skippable; the sub-events, meanwhile, are short, snappy, humorous and get their point across without being dull.

There are some interesting systems at play. The concept of the game revolves around "Libras", who are individuals that are able to seal away monsters in books. The protagonist character is one of these Libras, but he doesn't take an active role in battle; instead, the game is presented as you, playing the role of Fried the Libra, issuing orders to your gradually expanding party of pretty girl bodyguards and performing the important task of sealing away the monsters when they've been defeated.
It doesn't stop there, though; the Libra concept is a core system of the game. By defeating enough monsters, you can create "Sealbooks" which have two main functions: firstly, they represent the fact that you have researched the monster sufficiently to understand their behaviour and characteristics, depicted in game as revealing their full stats, and secondly, they can be used as a piece of equipment, with each individual monster's Sealbook having a different special effect. Thanks to a "completion percentage" figure in the game, there's a definite element of "gotta catch 'em all" going on that I anticipate is going to cause me some issues in the future.
Alongside this is a detailed class system for all your party members, with each character able to level up a number of different classes and learn skills using earned skill points. It's possible to build and specialise characters in a variety of different ways, and the early game introduces you to a selection of interesting classes, beginning with a fairly straightforward tank and DPS combo — pleasingly, the tank class is able to provoke enemies and increase the likelihood that they'll be hit in favour of squishy mages — before giving you the peculiar "Spieler" class, which so far appears to be heavily based on luck and random chance, and the "Maid" class, which plays a supportive role that is very distinct from a dedicated healer by buffing and allowing characters to restore the points they use on skills as well as their all-important HP.

I'm not particularly deep into the game as yet, so the dungeons haven't got especially complicated so far. There have already been some challenging fights, though, and the game is not afraid to slap you about a bit until you remember that you have to play dungeon crawlers a little differently to more conventional RPGs. I got a Game Over in the third fight I had in the whole game, for example, because I overextended myself and forgot that it's perfectly acceptable in this type of game to advance a bit then run screaming for the exit to lick your wounds and restock; compare and contrast to your more typical JRPG, meanwhile, in which you tend to always be moving forwards rather than backtracking or making multiple expeditions.
In fact, what Dungeon Travelers 2 reminded me of, of all things, is a board game of the Advanced Heroquest ilk. The basic structure is the same: get overarching quest, go into dungeon, come back out if things get hairy, go back in, find treasure, go back out, resupply, go back in, fight a bit further… and so on. The "multiple expeditions" nature of exploration in the game is inherently satisfying, since you can easily see on the convenient automap when you're making progress, because you'll be revealing new areas. Discovering new monsters is enjoyable, too, since they're all depicted with some truly lovely artwork, and the juxtaposition between the "pretty girl" monsters and the "sentient fruit" monsters is bizarre and hilarious.
I'm enjoying it a great deal so far, then, and I'm looking forward to spending a lot of time with it. I'm a relative newbie to the dungeon crawler subgenre of RPGs as a whole, but between Demon Gaze (which was my first real hardcore dungeon-crawling experience) and what I've experienced of this so far, I'm very much a believer already.
To the dungeons, then, where pretty girls await!
Whew, 



The next "big game" of the moment for me is Sword Art Online: Re: Hollow Fragment, a PlayStation 4 rerelease of an earlier Vita game, which itself was an expanded version of an even earlier PSP game. The Vita version had a notoriously dreadful translation, but I'm pleased to report that the PlayStation 4 version is at least readable — though the conversation system is still bafflingly nonsensical at first.




This 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.








Otoha is arguably the "leading" heroine in the story due to the fact that she's introduced alongside the protagonist Takt. Otoha is a cheerful, positive, upbeat young girl who has always looked at idol culture — or, in the context of Omega Quintet, "Verse Maiden" culture — with starry-eyed awe. Although Omega Quintet's world is post-apocalyptic and in many ways both bleak and dystopian, Otoha's infectious energy allows her to bring a sense of brightness and lightness to even dark situations; fellow Quintet member Aria even says as much in a rare moment of lucidity.
Kanadeko, meanwhile, is another energetic character. While Otoha is passionate and determined, Kanadeko is more concerned with having fun and being friends with everyone. This is reflected through everything from her perpetually wide-eyed facial expressions to her seeming inability to stand still and her loud voice. She's keen to do a good job as a Verse Maiden not because she's especially passionate about it in the same way as Otoha — though she is dedicated to her work — but because she thinks it will be a fun thing to do.
Kanadeko's perpetual companion is Nene, who in many ways is the polar opposite of her loudmouthed counterpart. Nene is shy, awkward and has a tendency to babble incoherently when she's feeling nervous — which is quite frequently. In extreme cases, this trait exhibits itself through her blurting out some things that make people feel a little uncomfortable — such as her enjoyment of and enthusiasm for firearms — usually closely followed up by some embarrassed awkwardness as she apologises for saying "strange" things.
Kyouka, meanwhile is the character that is probably most directly concerned with her honne and tatemae. As a "class president" sort of character, Kyouka is serious and determined and almost painfully tsun at times, but she sees her lack of confidence in her performance abilities as a failing, and consequently tries to do something about them. She is also very concerned with what people think about her; she spends quite some time worried that her former mentor Shiori hates her for coming to join the other Verse Maidens, and it takes a reluctant intervention by Takt to help the pair at least start to realise that neither of them really resents the other, though they both find that impossible to admit.
Finally, Aria is the most enigmatic of the Verse Maidens. Initially introduced as a happy-go-lucky, cheerful girl whom Kanadeko and Nene knew when they first joined the group long before Otoha and Takt came along, we subsequently discover that she suffered greatly at the hands of the Blare and went into hiding. When she re-emerges, she's seemingly emotionless — but not cold — and seemingly not quite aware of everything that's going on around her. The damage to her mind by the Blare, it seems, was severe.