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!

1800: Pondering Some Games of the Year

It’s getting to that time of year where it’s time for everyone to start considering their own personal “Games of the Year”, as if someone declaring something their Game of the Year is in any way meaningful or impactful on the experiences of others. Regardless, many of us still do it, if only as a means of celebrating the experiences we’ve found the most memorable over the course of the last twelve months.

This year I don’t really have a single Game of the Year as such, but there are a number of titles I feel are worth making specific mention of. So I’m going to mention them right now.

Steins;Gate

Previously, I knew Steins;Gate was a well-respected visual novel and anime series, but little else about it. When visual novel specialist JAST USA picked it up for localisation and publishing, however, I knew that I should probably to play it, if only to know what it was all about.

I wasn’t disappointed.

Spinning an interesting, exciting but plausible sci-fi tale, Steins;Gate is an unconventional time-travel/parallel dimensions story featuring an extremely memorable cast of characters, a very well-realised setting (Akihabara and the surrounding area in Tokyo) and a compelling story that, although lengthy, certainly didn’t outstay its welcome.

Steins;Gate will likely prove frustrating to some due to its pure visual novel nature, and the fact that the choices you make throughout are handled in a somewhat odd manner by interacting with the protagonist’s phone. If you treat it as a multi-path story rather than a “game” as such, however, you’re in for an absolute treat: it’s one of the most exciting, thrilling and thought-provoking sci-fi stories I’ve had the pleasure of experiencing for quite some time.

To say too much more would be spoileriffic, but suffice it to say that Steins;Gate blends fantasy and (obviously well-researched) reality together to create a very coherent, solid whole that is eminently worth your time.

Final Fantasy XIV: A Realm Reborn

This one doesn’t really count as it came out last year, though I have been continually playing it since last summer, which is noteworthy in itself. Moreover, it’s seen four major content patches since its original release, expanding the content on offer to players to nearly twice as much what was in there at launch. Pretty impressive stuff.

The reason why I’m still enamoured with Final Fantasy XIV is the promise for the future. The next major patch promises to wrap up the 2.0 storyline with some sort of Exciting Happenings, then after that it’s into the expansion Heavensward (teased above), which promises all manner of new things going on — most noteworthy among them being whole new zones to explore, because although Final Fantasy XIV’s patches have greatly expanded the number of dungeons and boss fights available for players to take on, the game’s rather small world (by MMO standards, anyway — it’s still pretty sprawling if you go around on foot) has remained the same size throughout, with only the town of Revenant’s Toll in the Mor Dhona region undergoing noticeably significant renovations over time.

It’s been interesting to play a game such as this at high level for such a long period of time. I feel I know the game very well by now, but there are still things I am learning, and the most challenging stuff in the game — we’re currently working through the raid dungeon The Second Coil of Bahamut — is still genuinely challenging, even with high-level gear and a party of players that knows the encounter at least reasonably well. I’m looking forward to seeing what the future holds for Eorzea and its surrounding lands.

Hyperdimension Neptunia Re;Birth1

Regular readers will know all about my love for the Hyperdimension Neptunia series, despite its numerous flaws. Re;Birth1 is, to date, the best game in the series, bringing in the solid gameplay of Hyperdimension Neptunia Victory and coupling it with a retelling of the first game’s story.

Neptunia’s core appeal for me is twofold: firstly, it’s simply fun to play. The battle system is hugely enjoyable — if occasionally unbalanced — and it’s that rare thing: an RPG where it’s a pleasure to grind.

The second core appeal element is to do with its cast of characters, all of whom I absolutely adore. Neptune’s hyperactive, childish nature is wonderfully contrasted with the tsundere personality of Noire, the quiet-but-occasionally-prone-to-rage Blanc, the “older sister” Vert and the other supporting characters, and the story, while silly fluff for the most part, is told in such a charming manner — featuring frequent fourth-wall breaking to bring the player into the experience alongside these cute girls — that it’s difficult not to sit there with a huge smile on your face while playing through it.

I’m reliably informed that Re;Birth2 and Re;Birth3 are even better, so I can’t wait to try them for myself: Re;Birth2 is coming West very soon indeed, and Re;Birth3 hit Japan recently, so we can expect it over here sometime soon-ish, hopefully!

Senran Kagura

I first encountered the Senran Kagura series early this year, and I’m absolutely hooked. Burst brought me an updated version of a game genre I’ve always been fond of — the 2D side-scrolling Streets of Rage-style brawler — and combined it with cute anime girls and a surprisingly strong story. Subsequent installment Senran Kagura Shinovi Versus — which also made it out this year — brought the gameplay into 3D fully intact, from what I can tell so far, and has cemented my love of the series. And as for Bon Appetit… well. All I can say is “L-lewd!”

The core appeal of Senran Kagura for me is not the fact that its cast is exclusively attractive women with massive knockers — although I’m certainly not complaining about this. (Aside: I actually rather like the fact that Senran Kagura’s cast is, on the whole, somewhat on the more “curvy” side than many other video game and anime characters — and not just in the boob area.) Rather, it’s about the fact that these characters are actually all very well-defined personalities, and the game explores them in great depth over the course of its unfolding narrative.

Knowing nothing about the game before playing it, I was very surprised to discover numerous levels opening not with short cutscenes then getting straight into the action, but with half-hour-plus visual novel sequences narrated from the perspectives of various different characters. By presenting the story in this manner, the player gets a uniquely personal perspective on the unfolding events as well as the opportunity to “hear” what they’re thinking as well as saying. Normally in visual novels, we only get to hear the innermost thoughts of the protagonist character — normally, though not always, intended to be a self-insert for the player and consequently deliberately rather bland. Here, conversely, we’re not playing “as” the girls; we’re getting the opportunity to learn about them by effectively riding along inside their head as they come to terms with growing up as young shinobi, often on different sides to their friends.

My experiences with the three Senran Kagura games I’ve had the pleasure of playing to date means that this series is now right up there with Hyperdimension Neptunia in terms of games I’ll happily rush out and buy without a second thought the moment they’re released. Not bad for a game best known for T&A.

These are just a few of the games I’ve had the pleasure of playing this year. They’re mostly games I played recently, I’m aware, so over the next couple of days I’m going to rack my brains a bit and think about some of the other games I’ve played that are particularly noteworthy, and share the joy with you lot a little bit.

That and frantically wrapping presents. It’s nearly Christmas, after all.

1560: Paradoxes and Worldlines

Time-travel fiction is notoriously difficult to get “right” (for want of a better term) because it brings all sorts of baggage with it, both from established (or at least popular) science as well as conventions of fiction. It can be interesting to see how different works of fiction tackle these aspects — if at all.

The visual novel Steins;Gate jumps in head-first and attempts to spin a plausible example of how time travel might actually work were we to invent it in our lifetime. But despite the heavy science component — Steins;Gate really doesn’t hold back on the science side of things, which will delight those who are particularly interested in the “sci” part of “sci-fi” — it is, at heart, a story about people and how they’re affected by the strange, unnatural phenomenon of moving through time in a non-linear fashion.

SPOILERS AHEAD for the Suzuha and Faris endings of Steins;Gate — if you’re on the front page, hit Continue Reading (or whatever it actually says) to, err, continue reading.

Continue reading “1560: Paradoxes and Worldlines”

1549: HOUOUIN KYOUMA

Still not finished Steins;Gate — it’s long! — but I wanted to talk about it a bit more, as I played it a whole bunch this evening and think I may be closing in on one of the games several endings.

Like most good visual novels, Steins;Gate does an excellent job of drawing you into its world and helping you understand its protagonist. Despite being entirely composed of static images, character portraits and very occasional “event” images — much like every other visual novel — it manages to craft an extremely convincing setting. Or perhaps, given the game’s focus on manipulation of time, the many-worlds interpretation and all manner of other goodness (this isn’t a spoiler, by the way; it’s a core theme of the whole thing), it would be more accurate to say “settings”.

One of the most interesting things about the game is the effort to which Nitroplus (and, by extension, the translators) has gone to ensure that all the background detail in the world is consistent, detailed and, in many instances, based rather obviously on reality. An extensive in-game glossary allows you to look up information on a variety of different keywords that appear throughout the course of the narrative and dialogue — and these cover a range of subjects from real-life scientific theory to popular hypotheses put forward by science fiction, snippets of otaku culture, online culture, and “chuunibyou” conspiracy theories. Although the game takes obvious pains to twist things slightly from their real-life counterparts — IBM becomes IBN, for example; CERN becomes SERN; names of popular anime and manga get similarly bastardised — it’s obvious that a lot is based on things from the actual, real world, and consequently it’s hard not to feel like the game is subtly sneaking some genuine knowledge into your brain as you play it.

Okay, a lot of it may not be all that useful unless you have an otaku friend who constantly drops references you don’t understand (Hi!) or are acquainted with a conspiracy theorist nutjob, but it’s interesting that it’s in there nonetheless — plus it helps provide a lot of the narrative with an interesting degree of context. It’s also just plain cool for a narrative to be based on real-life urban legends such as John Titor and the question of what CERN are really up to with their Large Hadron Collider.

Aside from all that, though, Steins;Gate is simply a phenomenally well-written visual novel. It’s long and wordy, sure, but all the exposition in the game’s early chapters really pays off with some wonderfully strong character development. The protagonist in particular is a fascinating individual; being a “chuunibyou” conspiracy theorist himself with delusions of being a mad scientist named Hououin Kyouma — a name his voice actor takes considerable delight in bellowing every time it comes up in the script — makes him far more interesting to inhabit the head of than many other “blank slate” protagonist characters seen in other visual novels. Not that there’s necessarily anything wrong with those — they often fit well with more “dating sim”-style stories in which the protagonist is usually intended to be a self-insert for the player — but, well, yes. Steins;Gate makes a convincing case for the protagonist being a strong character in their own right.

Anyway, three solid hours of reading earlier have driven my eyes a bit squiffy so I’m off to bed. Further thoughts will doubtless follow when I’ve finished the damn thing.

1547: Reading Steiner

A lengthy Steins;Gate session this evening coupled with a chat about Saya no Uta (aka Song of Saya, a game I haven’t played but am looking forward to trying) with my friend Mark has reminded me both how and why I love the visual novel medium.

I use the word “medium” when referring to visual novels rather than “genre” because in many cases, it’s not entirely accurate to call them “games”, despite the fact that they tend to be festooned in the trappings of video games. Most tend to include some sort of metagame element, be it a simple checklist of endings, a CG gallery with a completion percentage or, in the case of more complex games like Steins;Gate, even achievements. Most of them are presented in a distinctly game-like fashion, with console-style main menus that make pleasing noises when you click on them, colourful but clear text boxes with a little spinny thing in the corner that tells you when you’ve reached the end of the current paragraph, and all manner of other things.

And yet they’re not games. Not really. They’re interactive stories — some having no more than one or two meaningful choices over the course of the entire narrative, and some even eschewing the element of choice whatsoever — that make use of multimedia presentation to distinguish themselves from, you know, reading a book. The combination of static background images, static or lightly animated characters, music, voice acting, sound effects and text all combine to create a very distinctive effect — and one that can be a powerful poke to the imagination.

Books, of course, are the poster childs for stoking the fires of the imagination, but visual novels also do this, albeit in a different way. Whereas in a book it’s left largely up to you how you picture the scene unfolding in front of you, in visual novels you tend to get a bit more in the way of audio-visual cues. You can hear the characters’ voices (at least you can in recent releases; earlier VNs were text-only), you can see the characters, you can hear the music giving you an idea of the overall mood and, if the scene is a particularly important one, there’ll be an “event” image depicting a dramatic moment from whatever is happening.

Far from being an inferior means of stirring the imagination, this approach works in a different way. While books provide the stimulus for mental pictures through descriptive text, visual novels simply use their multimedia element to do so, which allows them to cut back a little on the descriptive text and instead explore the protagonist’s innermost thoughts, or engage in some snappy dialogue between characters.

Visual novels present a particularly good means of expressing a first-person narrative. While in first-person perspective books you tend to feel like you’re just along for the ride, in visual novels it feels like you’re taking a much more active role — even if your influence on the overall story is minimal. You’re sitting inside the main character’s mind looking out through their eyes and listening to their innermost thoughts — and even if the main character is some sort of awful jerk (as they often are in visual novels) this provides a very good means of exploring that character, why they are an awful jerk and how they may or may not go about changing themselves. Character growth! How about that.

This isn’t to say visual novels have to be confined to first-person narratives, however. No; in fact, it can be very effective for a visual novel to “cut away” to another character, or even a complete shift in perspective to third-person. Nitroplus’ visual novel Deus Machina Demonbane is a particularly good example of this being used effectively; during its first-person sections, it’s something of a film noir tale about a down-on-his-luck detective and how he becomes embroiled in a series of increasingly ridiculous events. During its third-person sections, however, the true scale of what Kujou is involved in becomes apparent thanks to being able to get an overall picture of what is going on — coupled with the authentically overblown and distinctly Lovecraftian narration that accompanies these scenes.

Steins;Gate, also from Nitroplus, is a little more traditional than Demonbane in that it remains firmly stuck inside the protagonist’s mind, but my gosh what an interesting head to be stuck inside, for Rintaro Okabe is a strange individual indeed — seemingly convinced he’s a mad scientist named Hououin Kyouma (which his voice actor bellows with admirable aplomb every time it comes up in the script) who is being pursued by “The Organisation”, it’s not entirely clear for a lot of the game whether Okabe genuinely has a screw loose or if he’s just playing up for the people around him. The sheer ridiculousness of his statements would seem to suggest the latter, but then he does something so outrageous that you have to wonder about his mental state. And when Steins;Gate‘s overarching narrative threads start to get moving, things become even more murky.

The upshot of this is that Okabe becomes something of an unreliable narrator. And this is something that visual novels are particularly good at exploring. Saya no Uta is another particularly good example from what little I know of it, but there are countless others, too; when you’re observing a narrative from a first-person perspective, after all, you’re only getting one person’s perspective on it — and how can you be sure that person is telling the truth?

That’s the question, huh? Anyway. That’s that for now. Check out Steins;Gate if you’ve got a yawning chasm in your life that can only be filled by utterly fascinating sci-fi; full review coming soon on USgamer.

1535: El Psy Kongroo

I’ve already written on the subject at some length over on USgamer, but on the offchance you haven’t paid us a visit recently, I thought I’d wax lyrical about my initial experiences with Steins;Gate here, too.

Steins;Gate, for the unfamiliar, is a visual novel from popular developer Nitroplus, whose name you may remember from the excellent “giant robots fight Cthulhu” visual novel Deus Machina Demonbane that I played a while back. Unlike Demonbane, it’s not an eroge — though Demonbane’s sex scenes were, for the most part, more horrifying and uncomfortable than anything else — but it’s still an unabashedly adult affair, just one without any graphic uglies-bumping. It’s an enormously well-respected title, known better to most people in the West through its apparently excellent anime adaptation, and an official English localisation has been a long time coming. But come it finally has, thanks to localisation and visual novel specialists JAST USA — one of my favourite publishers in the world for the last few years — and finally everyone can get in on the action.

Steins;Gate is a science fiction tale that, for the few hours I’ve played so far, centres largely around the concept of time travel and parallel worlds. The main character is a gloriously chaotic individual afflicted with chuunibyou (“middle school second-grade syndrome”) — he’s utterly convinced that he’s a mad scientist and that he’s being pursued by a shadowy group called The Organization. Whether or not his delusions turn out to be true or not remains to be seen, but it’s certainly an interesting setup; much like Demonbane put the player in the shoes of a protagonist that was a character in their own right rather than an obvious blank-slate cipher, so too does Steins;Gate.

This time around, the narrative influences aren’t drawn from Lovecraft, but instead from popular science and science fiction, both Eastern and Western. The game makes frequent references to real-life concepts, particularly with regard to topics like time travel and parallel world theories as well as the real-life modern-day myth of time traveller John Titor. The game makes unsubtle changes to things it mentions throughout (Jojo’s Bizarre Adventure becomes Juju’s Bizarre Adventure, for example, while the IBM 5100 computer Titor supposedly travelled back in time to retrieve becomes an IBN 5100), presumably to avoid breaching about a bajillion copyrights, but it’s always clear what it really means. There’s a constantly updated glossary you can refer to as you play, too, that gradually fills up with a wealth of information ranging from Japanese cultural tidbits to scientific and technology history.

It’s clearly a setting that has had a lot of thought poured into it. In many ways, although the premise, style and genre are completely different, Steins;Gate reminds me of Aselia the Eternal in the sense that the writers obviously had a very clear vision of how their version of the world worked and how the various characters fit into it all. This was very true in the case of Aselia the Eternal, which I maintain has one of the most well-realised, well-depicted fantasy worlds of any game I’ve ever played, despite the inherent restrictiveness of the visual novel genre, and is already shaping up to be very true in the case of Steins;Gate. Nitroplus’ title goes a step further with all the supplementary information you can refer to as you play — not to mention the fact that clicking the “Internet” option on your in-game phone opens an actual website for the main character’s “Future Gadget Lab”.

And speaking of the phone, the means through which you interact with Steins;Gate is bizarre and intriguing. Rather than making the usual binary choices that visual novels tend to present you with, Steins;Gate instead makes use of the protagonist’s phone as its main means of interaction. As you progress, you’ll receive email messages from characters and have the option to respond to them or not; you’ll also receive phone calls and have the option of answering them or not answering them, and various other things will happen in and around your phone. The choices you make as to whether or not you engage with these various distractions determine the paths down which the plot proceeds, giving the flow of the story a much more “natural” feel than some visual novels with extremely obvious decision points. (Not that there’s anything wrong with that!)

Anyway. I’m but a short way into the overall plot as a whole as I type this and thus there’s not a lot more I can say thus far save for the fact that I’m really enjoying it and looking forward to seeing where it goes. It’s an immediately intriguing, compelling tale with some fascinating, unconventional characters and an utterly gorgeous art style, so if you’re looking for a new interactive story to delve into, I’d encourage you to check it out and grab a copy as soon as you can.