1919: #WaifuWednesday – Shin (Criminal Girls)

The temptation to pick another Senran Kagura girl this week was very high indeed — I’ve just finished the main story of Shinovi Versus and there are, after all, 25 very interesting female characters in that game. But since I’m planning on doing a more comprehensive Senran Kagura writeup over at MoeGamer later this week when I’ve finished all the side stories in Shinovi Versus, I thought I’d mix things up a bit and show a bit of appreciation for the girl who currently graces my Windows wallpaper on my living room PC: Shin, from Criminal Girls on Vita, which I beat a few weeks back.

Spoilers ahead.

2015-03-22-001444Shin, real name Makoto, is based primarily around the commonly used anime trope of the hikikomori, or shut-in. A renowned, well-known and somewhat notorious MMO player who was viciously bullied in real life for her interests and passions, Shin had, over time, retreated from society to live in her own private world where she felt safe. She’d done this to the exclusion of everyone around her — going so far as to lock herself inside her room and only eat whatever food had been left outside for her.

When you encounter Shin for the first time in Criminal Girls, none of this is apparent. She simply seems like an overconfident “leader type”, wanting to boss everyone around and, as the oldest member of the group, believing that her opinion carries a considerable degree of weight. Her “leader type” personality is even reflected in her game mechanics; by herself, she’s not very formidable, but most of her power comes from her “Operation” skills, which partner with at least one other party member to effectively deliver multiple special attacks in the space of a single turn.

Over time, her facade slips, however; she continually makes poor decisions that put the group in danger, and throwaway comments she makes gradually reveal her otaku side. It eventually becomes very apparent that she’s trying desperately to be someone that she isn’t, and that by hiding herself away she’s hurting the people around her.

The main thrust of Criminal Girls’ story surrounds the player’s attempts to “redeem” the titular girls from their past sins, to prevent them being incarcerated in Hell and giving them another chance at life. Shin’s sin, then, is that of neglecting others; she personifies the Deadly Sin of Envy. She envies those who have a normal life and is embittered by her drop-out, shut-in existence; the arrogant persona she initially displays is both a reflection of the character she played online and of who she thinks she “ought” to be — a persona she believes to be more likeable.

As the girls and the player character come to trust one another more, though, Shin starts to open up. She’s more honest and less confrontational, though she still bickers with the rather spoiled Kisaragi; the two are more similar than either of them would care to admit. Most importantly, she learns through others accepting her that it is also possible to accept herself without being ashamed; there’s no need for her to cut herself off from her problems and hide away. In doing so, in fact, she had simply made matters worse; the longer she was alone, the more she believed she needed to be alone, and so her resentment and envy towards “normal” people grew.

2015-03-22-001406

Those of you who know me well will surely not be surprised to hear that I found Shin to be one of the most relatable characters in Criminal Girls. While I haven’t gone to the lengths she has — I’m fortunate enough to have a good circle of friends (both online and off) and a wonderful fiancee who tolerate, understand and accept the things I’m interested in — I can very much empathise with her feelings of isolation, the suffering she endured while she was being bullied and her envy for people who seem to be able to go about their business “normally”. I’ve been through some of the things Shin has been through — though fortunately in my case it didn’t involve a literal trip to Hell and back — and as such she occupies a special place in my heart.

A toast to you, then, Shin; you were one of numerous reasons I’m glad I made that journey through Hell.

 

1302: ZETTAI RYOUI– I mean HERO

Have I mentioned ZHP, aka Zettai Hero Project: Unlosing Ranger vs. Darkdeath Evilman on these pages yet? I forget. If not, I’m about to. If I am about to repeat myself, eh, whatever.

ZHP, as I will refer to it from now on to save my sanity, is an RPG from Nippon Ichi for PSP (Vita compatible). Its aesthetic and style is strongly reminiscent of NIS’ flagship strategy RPG series Disgaea, but it’s a very different sort of game — rather than being a turn-based strategy RPG, it’s a turn-based sort-of-roguelike in which you control a single character.

The concept of ZHP is pleasingly ridiculous. The Earth’s hero, the Unlosing Ranger, is on the way to save the world from villain Darkdeath Evilman when he gets run over. As he dies, he passes on his powers to the silent protagonist you spend the rest of the game playing. You, as the new Unlosing Ranger, are immediately thrown into NES-style turn-based RPG combat against Darkdeath Evilman and are defeated almost as quickly as combat begins. Thus begins a lengthy adventure to “train” yourself how to be a proper hero.

I’m only about 10 hours or so into the game so far so I can’t comment with any authority on how the game progresses, but I’m really enjoying it. It’s pleasantly portable friendly while at the same time being deep enough to also encourage hefty play sessions if you’ve got the time or inclination. Despite being turn-based, the dungeon crawling, exploration and combat feels very fast-paced and enjoyable. There’s a lot of loot to collect, all of which is reflected on your character’s appearance when you equip it, but a lot of it is very temporary — items have very limited durability, and thus become all but useless after a while.

Progression in ZHP is unconventional and bizarre. Unlike a traditional roguelike, there’s no permadeath — instead, being defeated in a dungeon tots up all the levels you gained on that particular run and adds them to your “Total Level”. This, in turn, provides bonuses to your base statistics, which means that “level 1” the next time you go into a dungeon is a significantly better “level 1” than it was at the start of the game. This progression can be supplemented by inserting various objects into your body, at which point they become “chips” that affect your base statistics. Then there’s Hero Energy to direct around, booster items to plug into your chips and all manner of other nonsense. It’s unlike anything I’ve ever seen before, but it seems to work really well.

At the stage I’ve just got to in the game, I’ve just unlocked a 60-floor dungeon that is clearly intended for grinding purposes. Given that the maps, enemies and even environments are randomly generated each time you enter, the whole game could have been this enormous dungeon and I’d have been happy, but there’s a fun and surprisingly “nice” story running alongside it all too — part of the game’s concept is that by running through the dungeons in “Bizarro World” you’re helping solve the problems of “real” people back on Earth while simultaneously powering yourself up enough to battle Darkdeath Evilman.

Anyway. If you need a portable RPG — and one that’s both toilet- and commute-friendly — then it’s well worth a look. Don’t let the Disgaea-esque aesthetic put you off if you weren’t a fan of that series — ZHP is a very different beast indeed and well worth your time.