1724: Remake Rebirth

You may recall a short while back that I’d picked up a copy of Hyperdimension Neptunia Re;Birth1 for Vita and that I’d played it a tiny bit. Well, I’ve played it a bit more now, and can comfortably say with some confidence that it is probably the best Neptunia game yet — and also a fine entry point into the series as a whole.

The original Hyperdimension Neptunia was something of a tough sell. While its story and characterisation was a hell of a lot of fun — it’s what won me over and made me such a fan of the series in the first place — the gameplay was repetitive as hell and, while inventive with some of its mechanics, was highly flawed. I wouldn’t have judged anyone who put it down after a few hours, in other words, as I know that not everyone can overlook mechanical and technical issues purely by virtue of there being an adorable main cast doing a variety of silly things.

The two follow-ups — the confused timeline and alternate universes of Neptunia mean that they’re not “sequels” as such — completely overhauled the game systems to make them much better and more fun to play while maintaining the distinctive character that the first game had set in place. Until now, Hyperdimension Neptunia Victory had provided the definitive Neptunia experience — not perfect, by any means, but by far the most solid installment to date.

Hyperdimension Neptunia Re;Birth1 builds on the solid foundation of Victory’s mechanics and retcons them into the story of the original game. Only the story and characterisation have been revamped too. And the game frequently pokes fun at itself for being a remake.

In other words, far from being a simple makeover of the first game, Re;Birth1 is very much a new Neptunia game well worth playing in its own right.

And you can tell that the Neptunia team has had quite some time to refine their craft by now. Many of the series’ trademark quirks are still present — the dungeon designs are still somewhat repetitive (many, if not all, seem to be copy-pasted from mk2 and Victory) and there are some characters, enemies and abilities that just appear to be flat-out unbalanced (possibly deliberately so, I might add) — but numerous nips and tucks have been made here and there to make it overall a very positive experience.

Victory’s heavily random number generator-based Scout system is out the window, for example. This was the main means through which you unlocked “hidden” dungeons, enemies and items in Victory, and it could be a right old pain in the backside. Instead, Re;Birth1 replaces much of its functionality with the “Remake” system, in which you can craft various Plans in order to put new items in the shops, unlock new dungeons, add new enemies and add new gatherable items. There’s still a slight element of RNG in play in that you need enemies to actually drop items you need to craft these plans, but it doesn’t encourage save-scumming in the same way that Victory did.

Outside of gameplay, the writers (and localisers) have been honing their wit to a sharp point, too. Neptunia has always been a superb, on-the-nose satire and parody of both the games industry and modern anime, and Re;Birth1 is no exception. The original game, while amusing, featured a few jokes that felt a bit “forced” along the way; Re;Birth1’s script, by contrast, flows much more nicely while still containing plenty of amusing references for those who know what to spot.

The biggest highlight for me, so far, though, has been how the relationships between the characters are depicted. There’s a much stronger feeling that, after several games now, the writers have a strong feeling of who these characters really are and how they relate to one another. The banter between them is natural and enjoyable to witness, and those who have been fans since the beginning will doubtless enjoy certain friendships and rivalries explored in much greater detail than ever before.

I’ve still got a long way to go in the game yet, but I’m having a real blast; as with mk2 and Victory before it, I’m having a lot of fun just wandering around, getting into fights with the variety of silly enemies (many of which are themselves game references) and grinding for experience and abilities. It’s a game that’s fun to take at your own pace — you could charge straight through the story if you see fit, but there’s a lot of fun to be had on the side, too, and I intend to enjoy every minute of it.

So I think that’s what I might go and do before I drop off to sleep. Nepu-Nepu!

1689: Revving Up

Once I’ve finished writing this blog post, I’m going to go and play Velocity 2X on my Vita, a game that I’ve been looking forward to for quite some time.

Lest you’re unfamiliar, Velocity 2X is the sequel to Velocity (and its Vita remake Velocity Ultra), the brainchild of a UK-based developer called FuturLab who are some of the nicest people in the industry.

I’ll talk more about Velocity 2X when I’ve had a chance to sit down and play it for a while — I have played an early version, but I haven’t even booted up the final release yet. Today, then, I wanted to talk a little about its predecessor, and why it means I’m excited to play 2X.

Velocity was a curious hybrid of genres, and it drifted and changed through different play styles as you progressed through it. Sometimes it was a vertically scrolling shoot ’em up. Sometimes it was a vertically scrolling racing game in which you had to fly efficiently and carefully in order to survive. Sometimes it was a clever puzzle game in which you had to teleport back and forth throughout the level in order to unlock the path to the exist. And more often than not, it was a beautiful, seamless combination of all these things.

The whole thing was wrapped in a wonderfully distinctive shell, too; an aesthetic that combined sharp-edged, flat-shaded vector graphics with Amiga-style background music to produce something that felt simultaneously retro-inspired but also thoroughly modern. The game regularly brought to mind 16-bit computer titles of my youth such as Goldrunner, but obviously it was quite a bit better than those. The atmosphere was there, though, and the understanding of what makes a truly satisfying, addictive game.

Velocity was a brilliant handheld game, too. Its levels were short, but very replayable in pursuit of the elusive “Perfect” ratings. Its leaderboard functionality perhaps left something to be desired — it wasn’t at all clear how scoring worked, and it was ultimately fairly irrelevant since getting a “Perfect” rating would probably mean you got a very similar score to everyone else with the same rating anyway — but it wasn’t really about competing against other people. Rather, it was you against the game; a series of increasingly fiendish, well-designed challenges that made great use of the game’s simple to understand mechanics amid levels of greater and greater complexity.

Velocity 2X, if you were wondering, takes the basic formula of Velocity and adds an interesting twist to it all: platforming. Rather than being confined to your ship in a top-down perspective throughout the whole game, 2X incorporates side-on platformer segments, too. When I played the early version, these were already implemented well, and I understand they’ve only improved since then. I’m very much looking forward to giving it a try.

So that’s exactly what I’m going to go and do right now. If you have a Vita and/or a PS4, I can say with some confidence that you should probably download Velocity 2X and enjoy it — yes, I say that with some confidence having admitted above that I haven’t played the finished version yet. I have absolute faith in FuturLab bringing an ambitious project to fruition, though, so I wish them every success with their new release.

Further thoughts on the new game tomorrow!

1668: Gentleman Friends

Longtime readers may recall that some time ago I extolled the virtues of a (Vita-compatible) PSP game called Sweet Fuse — a game that I’ve recently returned to in order to clean up some endings I missed.

This peculiar game is a visual novel-cum-dating sim in which you take on the role of Saki Inafune, niece of legendary game designer Keiji Inafune (of Mega Man and Mighty No. 9 fame), as she gets caught up in a plot led by a terrorist dressed as a pig to take over the video game-inspired theme park Inafune-san designed. Along the way Saki (and you) will encounter several gentleman friends, each of whom has their own unique narrative path that branches off in the latter half of the game after a shared beginning.

Sweet Fuse is what’s known as an otome game, meaning it’s primarily aimed at a heterosexual female audience — or at least depicts heterosexual romances from the perspective of a female protagonist. Such games are relatively widespread in their native Japan, but it’s quite rare to get them localised for the Western market, which still seems to assume for the most part that the majority of gamers out there are testosterone-filled heterosexual men. As such, Sweet Fuse immediately sets itself apart from other games of its type — and this is without taking its unusual premise into account.

Speaking as a heterosexual gentleman who has played his fair share of bishoujo games (visual novels and dating sims aimed at a heterosexual male audience) I initially wasn’t quite sure what to make of Sweet Fuse. In this type of game you’re often encouraged to put yourself in the shoes of the protagonist to such a degree that they rarely appear on-screen and, when they speak, their dialogue is unvoiced. This is, in theory, to allow the player to project themselves onto the protagonist and imagine it’s themselves embroiled in the situations depicted throughout — be they fantastic, romantic, erotic, strange or just plain messed up. It’s an effective device that tends to work well. But, I found myself questioning before I started playing the game for the first time, will this still work if the protagonist is a different gender to me?

The question of whether male players can “identify” with female protagonists is often mocked among the more social justice-happy members of the games press, but in the dating sim and visual novel space, where you’re encouraged to inhabit the role of the lead character a lot more intimately than in other types of interactive entertainment, it’s an important consideration. Part of the way these games work on an emotional level is down to your own personal opinions and tastes — who do you find attractive or desirable, physically, sexually, emotionally and in terms of their personality? If you’re outside the target audience of a work, inhabiting the headspace of a protagonist that pointedly is not you, and considering potential partners that are contrary to your own usual sexual preferences, can that really “work”?

Well, of course it can; most of us have read books, seen films, watched TV series where we’ve rooted for characters to get together, even if they don’t match our own characteristics or preferences — and for female fans of games, they have to do this a lot of the time anyway. All this is, I’ve found, abundantly true with Sweet Fuse. As a heterosexual dude, it’s liberating to play the role of Saki and consider the virtues and vices of these different men as I choose which of the narrative paths to pursue. And, it turns out, it’s not all that difficult to put yourself in Saki’s shoes and contemplate which one is most attractive or desirable. (Urabe. Without a doubt.)

Like any good visual novel, Sweet Fuse’s various narrative paths are all unique, but all feed into a single interpretation of what is going on. Pursuing a single character and then putting the game down gives you a satisfying ending to the story, sure, but in some cases doesn’t reveal any of the truth behind the bizarre situation that forms the basis for the game. Others provide teases of information; others still are clearly the “main” routes that provide the most information. All are worth exploring — and it’s for this reason that I’ve picked up Sweet Fuse again after quite some time not playing it.

With, I think, two routes left to go (plus possibly a refresher on the others I’ve previously completed) I still haven’t got to the bottom of the mystery surrounding Count Hogstein and his apparent vendetta against the main cast. I’m very much looking forward to discovering the truth — the paths I’ve played to date have been by turns heartwarming, touching, intriguing and thrilling; now, it’s time to see Saki’s saga through to its conclusion, and wonder if we’ll ever see a game quite like Sweet Fuse in the West again.

1627: Further Enthusing on the Subject of Alchemy

Finally got around to finishing a playthrough of Atelier Rorona Plus today — thanks in part to picking up a copy of the Vita version, which allows you to transfer your save across from the PS3 version, and playing it in the coffee shop when I felt like a change of scenery during a fit of particularly bleak depression earlier in the day. My opinion of it hasn’t changed, but I thought I would enthuse about it once again for those who haven’t yet tasted of its joys.

Rorona Plus is an interesting game, and one with good pacing. Beginning with simple tasks for which the time limit you’re given is ample — leaving you with plenty of time to take on other tasks to build up your relationships and reputation in the town — the game gradually progresses in such a way that what is the same amount of in-game time starts to feel more and more claustrophobic. The things you’re tasked with making start taking longer to produce, and the journeys outside the workshop to gather ingredients and battle monsters take up longer stretches of time, too.

Fortunately, to counterbalance this, you have a number of additional systems open up as you progress — you’re able to “wholesale” items to the shops around town, allowing you to simply purchase useful “intermediate step” ingredients for more complex recipes rather than having to make them every time, and Rorona gets an assistant who can either be sent out to gather ingredients or craft items independently or Rorona. I must confess I didn’t make nearly enough use of these facilities in my first playthrough, but you live and learn; I now recognise that in order to get everything done to such a standard as to unlock the numerous alternative endings to the game, it’s necessary to make heavy use of them.

Herein lies the interesting thing about Rorona Plus: despite having the trappings of a conventional Japanese role-playing game, the meat of the gameplay is actually more about management and strategy. In order to see the most success, you’ll need to plan your time effectively, and set up systems in order to save time whenever possible. Some of these can be constructed yourself — a furnishing system added in the Plus version allows you to build various items that confer helpful benefits on Rorona and her party — while others, such as the aforementioned wholesale and assistant systems, unlock naturally as you progress in the game, though some can be unlocked sooner if you trigger certain events more quickly.

I’m looking forward to playing through the game again knowing what I know now — plus I believe some stuff can be carried over to another playthrough — and seeking out the other endings. Whether or not I’ll go for all of them remains to be seen — I’m keen to play the rest of the series, after all! — but I’ve had a blast so far, and I’m happy that there’s plenty more where that came from.

1605: Let’s Have Another Word About Vita

I got a bit annoyed earlier, prompted primarily by a tweet from Kotaku’s Stephen Totilo depicting a “neglected” (his words) Vita stand in Sony’s booth at E3. Indeed, in his photograph, no-one was playing the Vitas in the picture — one of which was proudly displaying the excellent upcoming rhythm game Hatsune Miku Project Diva f 2nd — but that’s not really the point: the point is that his wasn’t the only tweet I saw like this today, and all of them had something in common.

None of them appeared to be making any effort to rectify the situation.

Vita has been a self-fulfilling prophecy for some time now so far as the games press is concerned. It’s an astonishingly good games system with backwards compatibility for PSP titles — enhanced backwards compatibility, more to the point, due to the fact you can map the right stick and touchscreen to PSP functions, allowing you more control flexibility than the original games offered — as well as a ton of its own interesting exclusives, ranging from the engaging and unusual 3D action-adventure Gravity Rush to the fantastic cartoonish golf game Everybody’s Golf (aka Hot Shots Golf in the States) and a ton of Japanese role-playing games like Demon Gaze, Conception II, Persona 4 Golden and numerous others. On top of all that, it’s rapidly becoming the de facto handheld for independent developers to deploy handheld versions of their games, so we’re starting to see portable versions of indie classics previously confined to PC and TV-connected console: titles like Spelunky, Fez, Thomas Was Alone and, again, numerous others.

Still it goes without coverage. Still the narrative continues that Vita is “doomed” — or, in some cases, the system is ignored altogether. Is it any surprise that it’s not selling particularly well if none of the tastemakers in the industry — and, like it or not, games journos, that’s what you are — are celebrating the things it’s doing well, or even acknowledging its existence in some cases?

Sony could be doing a better job, of course. Vita didn’t get a lot of stage time at the company’s E3 press conference, Japan’s Vita TV has been rebranded PlayStation TV for the West and it’s rare to see the Vita in promotional artwork by itself — it’s more commonly depicted as a GamePad-like accessory for the PlayStation 4 — but at least they’re trying, and representatives such as Shahid Ahmad are doing their best to keep the profile of the system high and solicit regular feedback from the people who do own it.

But I place the blame squarely on the shoulders of the press here, who initially set unrealistic expectations for the platform — do you really want to play a triple-A experience on a small, handheld device? I certainly don’t — and then followed this up with the aforementioned dismissal or lack of acknowledgement mentioned above. It’s a sorry state of affairs, to be sure, made all the more tragic by the fact that Vita has a genuinely great library of games.

The situation mirrors Nintendo’s struggles with Wii U somewhat, where the narrative has again been that the system is “dying” which has, in turn, made people more hesitant to pick it up. There’s a slight difference with Wii U this time around, however, because Nintendo wisely chose to focus on Wii U with its E3 presentation. This year, 3DS — a system which is doing just fine — was hardly touched on in Nintendo’s main presentation, while the bulk of the company’s livestream was focused on Wii U and its upcoming games. It was a successful decision; people came away from Nintendo’s presentation excited about the future of Wii U, even though a significant number of the games shown wouldn’t be with us until next year.

I don’t know what the answer is for Vita, or even if there is one. But what I would like to see, as my days in the games press draw to a close, is journalists taking a stab at not following the herd, at not perpetuating the established narrative, and instead attempting to explore what makes this wonderful little machine tick — and why it makes people like me so happy.

Will it happen? No idea. Regardless of whether people start giving Vita a fair chance, I’m extremely happy with it — and if you’re at all interested in any of the types of games I mentioned above, I strongly recommend grabbing one as soon as you can.

1551: Late-Night Dungeon

I’ve been dipping in and out of Demon Gaze since I wrote about it a few days ago, and while it has a few issues here and there — the discussion of which I’ll save until my review on USgamer, coming next week — I’ve been really rather impressed with this game.

In fact, that’s a bit of an understatement; on more than one occasion now the game has kept me up until well past 3 in the morning after I thought I’d just flip the Vita on for a “quick” game in bed before I went to sleep. (Granted, the last occasion this happened — last night — I had had far too much caffeine throughout the course of the day and was consequently finding it very difficult to sleep, but I could have done anything else with that time, and I chose to spend it lying in bed playing Demon Gaze.)

I’ve been trying to pin down what’s so enjoyable about it and it’s honestly quite difficult. It’s not that there’s no obvious good features about it; it’s that they blend together somewhat, and different aspects of the game appeal in different ways according to the conditions under which you’re playing.

Playing late at night, as I was, I was particularly enjoying the dungeon-crawling aspect of it. It’s not quite as hardcore as the 3DS series it’s taking pot-shots at, Etrian Odyssey in that you don’t have to map the damn thing by hand, but it’s still a game that, from the very outset, doesn’t hold you by the hand and expects you not only to work things out for yourself but also to experiment with the mechanics just to see what happens.

The core game structure is based around capturing demons. In order to do this, you must explore the dungeon that is the demon’s domain and capture all of the “circles” throughout by tossing a gem into them and then fighting the slobbering monsters that come out. Win, and you’ll capture the circle as well as receive an item according to the gem you tossed. Lose, and, well, you’re dead and better hope you had a recent save.

For the most part, this isn’t an issue. The monsters that come out of the cirlces are usually the same monsters you get in the rest of the dungeon, though sometimes in considerably larger numbers. As such, if your party is well-equipped to batter its way through the monsters in the dungeon, they can probably deal with the groups that come out of the circles.

Until the demon master of the dungeon shows their face unexpectedly, that is. You’re set up to believe they won’t turn up until you’ve captured all the circles and found the boss fight location, but in actuality what happens is some time around when you capture about half of the circles in the dungeon, the next one you try for will summon the demon. And it’s entirely possible they will smash your face in and then wear your buttocks as a hat, particularly in the first dungeon where your characters likely still aren’t all that powerful or well-geared.

The first time this happened, I thought I’d done something horribly wrong. Surely the game balance couldn’t be that broken? I experimented a bit; did the demon only come out of one circle, or all of them? (All of them.) Was it every time? (No, but seemingly most of the time.) Did using special abilities help? (A little.) Did levelling up help? (A lot.) Did better equipment help? (Also a lot.) By the time I’d reached my own conclusions — I should have just run away the first time I encountered Mars, then come back better-equipped and better-trained a little later, and probably with a healer in tow — it felt enormously satisfying to take the demon down and effectively clear the dungeon.

There are more subtle things, too. Occasionally you’ll find “Loot Maps” as random treasures in battle, for example, and these will give an area name, an X and Y map reference and the name of the “power” you need to reveal the hidden treasure at that location. Trouble is, the area name never matches the actual area names — “Garden of Thorns” becomes “The Vine-y Land” — so you have to use a bit of your own brainpower and deduction to figure out what it’s referring to. (Pro-tip: if the grid reference the map is pointing to appears to be a solid wall miles away from anything, you’re probably looking at the wrong area.) You also have to figure out which of the demons the “power” names refer to — rather than saying “you need Comet, Mars or Chronos” it’ll say something like “requires Dragon power” or the like. Again, there’s a wonderful feeling of smug satisfaction when you successfully decipher a map and uncover the treasure hidden in the location — particularly when the treasure in question is something that you’ve been searching for for hours for a quest.

Demon Gaze doesn’t give up its secrets easily, then, but for me, this is proving to be one of the best things about it as it makes your victories feel like genuine accomplishments. I’m looking forward to working my way through the rest of the game not only to see how the interesting story proceeds, but also for more sweet old-school grid-based exploration and treasure-hunting.

It’s bringing back fond memories of old titles like Lands of Lore, it of the Patrick Stewart-voiced intro fame, and will be a solid investment for any Vita-toting players who have a penchant for traditional dungeon-crawling. Watch out for it — and my full review — this week.

1546: Gaze This Way

Been playing an unusual Vita game for review recently. Normally I wouldn’t blog about games that I’m reviewing, but I already wrote a “first impressions” piece about the game over on USgamer a while back, so, well, these are some second impressions, I guess.

The game in question is Demon Gaze from Kadokawa Games, brought to the West by the ever-reliable NIS America. I didn’t know a lot about this game prior to starting to play it save for the fact that it had upset a few people — as many Japanese games tend to — by featuring a selection of pretty anime-style girls with artwork that is occasionally on the suggestive side.

What I wasn’t expecting from it was an old-school dungeon-crawler of the Wizardry mould, right down to creating your own party bit by bit as you can afford to, We’re talking manually choosing race, class and appearance for your characters, then heading out into a grid-based dungeon to fight lots of monsters, solve some rudimentary puzzles and ultimately complete some quests.

What I also wasn’t expecting was a rock-hard level of difficulty almost from the outset. Unlike in some other Japanese role-playing games, a level 1 character in Demon Gaze really is utter shit. Their stats are poor, their HP is low and it’s very rare for them to have any useful abilities from their class. This makes life interesting when you can finally afford to recruit an additional party member and they have to start from this position of non-power while the rest of your adventuring brigade are happily chopping the heads off monsters left, right and centre. You have to take care of the newbie until they find their feet a bit, and then only let them step into the front lines when you’re absolutely sure they can handle it.

Because this isn’t a game that is afraid to kill you and dump you back at the title screen without any ceremony. Step into a fight you can’t win and fail to get away quickly enough and there’s no “retry” option, no fade-to-black-then-wake-up-back-at-the-inn, it’s just Game Over. Reload. I hope you remembered to save every time you get back from an adventure because the game sure as hell isn’t going to auto-save for you.

The other thing that is a bit of a culture shock is that the game doesn’t hold your hand with regard to quests at all. “Go find this dude,” the game will say. “Where are they?” you’ll ponder. “Oh, you know,” replies the game. “Out there. Somewhere. Come back when you find him.” Cue plenty of enjoyable exploration and risk-taking as you search every nook and cranny to complete your objectives. Can the party survive trudging through that poisonous swamp? Only one way to find ou– oh, they’re all dead.

In some senses, this old-school difficulty and unforgiving nature is going to put a lot of people off. But that’s fine; titles like Dark Souls have proven there’s a market for unforgiving games in which you have to take a bit more care than in many other modern titles, and Demon Gaze is seemingly designed along these lines. (That’s not the only similarity, either; both Demon Gaze and the Souls series allow you to leave messages for other players that are then shared on the network, though the former lacks the latter’s ability for true multiplayer.)

I’m a relatively short way into the game so far, but I’m really enjoying it. It’s the sort of thing that feels like it could be a “long-term project” of a game; it’s fairly light on the story side of things (though it does have some seriously adorable characters who often greet you and have their own silly little side-plots when you get back from an adventure) and surprisingly friendly to quick play sessions, making it an ideal handheld game for a bit of grinding on the bus or over lunch.

Full review coming towards the end of the month; for now, suffice to say, I like it a lot.

1524: I Love DIVA

I was editing some Dark Souls 2 walkthroughs the other day, thinking to myself that the idea of spider enemies that cause instant death if they fall on you didn’t sound like very much fun at all, and that I didn’t really want to play Dark Souls 2. Then I contemplated what I have been playing recently — and, more notably, how I’ve been playing it — and realised that perhaps I’m not quite so different from the Dark Souls nutcases.

I am referring to the Vita version of Hatsune Miku: Project Diva f, a quite astonishingly excellent rhythm game starring the eponymous Vocaloid voice synthesiser personification and her similarly artificial friends. It’s a game that encompasses a broad spectrum of electronic music, and has one of the best feelings of getting “into” the music that I’ve felt since plastic instrument-wielding games such as Rock Band and Guitar Hero.

Project Diva f is a rhythm game in the Japanese mould, in contrast to Rock Band and its ilk, however. This means that there is a strong focus on attaining absolute perfection, and then improving on it some more if at all possible. Specifically, there are two scoring systems at play: a “Grade” bar that goes from 0 to 100 per cent as you accurately tap or hold notes with the correct buttons or flicks of the touchscreen, and a more conventional numerical score that increases according to whether your taps, holds and flicks are “Cool” or “Good” (or, heaven forbid, “Safe”, “Bad” or “Awful”). In order to get a “Perfect” rating on a track, you have to hit every single note with a “Cool” or “Good” rating, including nailing two challenging “Technical Zone” sections as well as an additional “Chance Time” section which is also used to trigger bonus events in the background music video of a track.

I got reasonably into the PS3 version of Project Diva F (the PS3 version has a capital for some reason) but the usual music game audio-visual latency issues rear their head at times, making it an occasionally frustrating experience. You can manually calibrate the latency, but without an easy test function a la Rock Band it can be difficult to judge. This problem is not at all present on Vita — plus there’s something a whole lot more satisfying about having the music right there in the palm of your hand. Consequently, I’ve got a lot more into the Vita version than the PS3 incarnation.

How much more? Well, I’m currently systematically working my way through the Normal difficulty and attempting to attain a Perfect rating on all the tracks. And I’m doing pretty well so far — though some of the later tracks are going to give me some grief, I can feel it. The challenge is something I relish, though; I enjoy the music, and the feeling of absolutely nailing a difficult track utterly flawlessly is hard to beat. Similarly, missing an easy note with a “Safe” is disappointing and a cue for an immediate restart. Yes, I’m being one of those players. But I’m having a blast — and this constant repetition, practice and improvement is just the same sort of thing that Dark Souls players are presently indulging in, albeit with more slobbering monsters rather than doe-eyed anime-style characters.

Once Normal mode is done with, it’s onto Hard mode, and possibly Extreme if I’m feeling very brave. These two modes are significantly more difficult than the already challenging Normal mode, but I’m looking forward to taking them on; unlike the seemingly impossible harder difficulties of Rock Band et al, I feel that Project Diva f’s harder difficulties are well and truly within reach — and that mastering them will be a gaming accomplishment to be proud of.

1499: Per. So. Na

So, Atlus confirmed today that the four new Persona games — Persona Q: Shadow of the Labyrinth for 3DS, Persona 4 Arena Ultimax for PS3 and 360, Persona 4: Dancing All Night for PlayStation Vita and Persona 5 for PlayStation 3 — are coming to English-speaking territories. And there was, as they say, much rejoicing.

My love of the Persona series is well-documented on these very pages, but I’m particularly pleased the three spinoff titles are all making it West. I’m especially excited about Dancing All Night — as evidenced by yesterday’s post, music games are very much my jam, and Dancing All Night is looking very lovely indeed. I can take or leave Persona 4 Arena Ultimax for now — I’m still yet to beat the first one, though I will get to it eventually — and Persona Q intimidates me a little as someone who is still yet to play an Etrian Odyssey game. But all of them are appealing in one way or another; all of them are games I will play and love.

And then there’s Persona 5, which we know next to nothing about so far. I’m really looking forward to this. The Persona team’s previous game on consoles was Catherine, which turned out to be seriously great — not to mention a hefty challenge — and set a certain level of expectation for what a Persona 5 might look like. I’m thinking cel-shaded visuals interspersed with anime cutscenes, and that same sense of exquisite stylishness that has permeated the series since at least its third installment.

As for the others, I would worry that they’re milking Persona 4 dry were it not for the fact that all the spinoff games featuring the Investigation Team and pals are very different beasts. Of the upcoming titles, only Persona 4 Arena Ultimax is remotely similar to a Persona 4 game we’ve already had — and given that game’s surprisingly visual novel-ish nature, I don’t mind all that much, since it’s the story that’s the important thing, rather than the fighting. (Although competitive players might disagree.)

As for Persona Q and Dancing All Night, though? I can’t wait to give them a try — particularly, as I say, the latter. Rise was adorable in Persona 4, and the opportunity to spend another game in her company as she does what she does best — singing and dancing in an indefatigably cheerful manner — is not something to be passed up, particularly with the prospect of other Persona 4 stars putting in an appearance, too. Yu, Persona 4’s original protagonist, looks particularly fetching strutting his stuff — I very much like how he’s taken on a lot more of his own personality since the original game thanks to spinoff titles and the official anime adaptation.

But sadly we have a fair while to wait before we can get our hands on them. Persona Q and Ultimax aren’t showing up until autumn of this year, and Dancing All Night and Persona 5 are next year. Still, the fact they’re not just around the corner is probably a good thing — gives me time to clear my backlog a bit, not to mention review the several games I’ve got on my plate at the moment!

1485: Trigger Happy Havoc

I’ve been refraining from talking about it until I put my review up, but now that’s safely filed, I feel I should enthuse somewhat about Danganronpa: Trigger Happy Havoc.

For the uninitiated — and all the people who constantly claim they have no idea what Danganronpa is — allow me to explain.

ADOOOOORABLE.
ADOOOOORABLE.

It’s a visual novel-cum-adventure game from Spike Chunsoft, the developers who brought us the Zero Escape series that consists of 999 and Virtue’s Last Reward. Its concept is something of a cross between Corpse Party and Zero Escape: a disparate group of individuals are kidnapped, trapped in an enclosed environment (in this case, a twisted, not-quite-right version of a school, hence the Corpse Party comparisons) against their will, and then presented with a series of challenges between them and their final escape. In Zero Escape’s case, this was a matter of solving puzzles and choosing the correct path to the end; in Danganronpa’s case, meanwhile, it’s a little more complex.

The game’s Zero-equivalent Monokuma — a far more in-your-face and sinister antagonist than the largely hands-off Zeroes — challenges the game’s cast to a “killing game” in which anyone who successfully gets away with murder graduates from the twisted school and gets to escape; meanwhile, everyone else gets “punished” by, well, being killed. Conversely, should the “Blackened” murderer be found out, they get punished, but the remaining students don’t get to escape — they just have to continue their school life.

The game unfolds over a series of chapters, each of which involves the surviving members of the cast investigating the mysterious school, trying to get to the bottom of what is going on and then, subsequently, investigating a murder that happens. This is then followed by a “class trial” in which everyone argues and yells at each other and, if you’ve done your job correctly, the culprit is identified and punished. In between these phases, you get short periods of “Free Time” in which you can hang out with the remaining characters to build up your relationships, which subsequently unlocks “skills” for use in the trial segments.

Ooh, I know, I know. It's... [SPOILERS]
Ooh, I know, I know. It’s… [SPOILERS]
The trials themselves are a far cry from Ace Attorney territory. The majority of them revolve around a mechanic called “Non-Stop Debate” in which the characters continue speaking their lines whether or not you’re ready to continue, and you have to shoot down “weak points” in their arguments with the “truth bullets” you gathered over the course of your investigation. On the default difficulty, for the majority of the game you’ll only have to identify which statement to shoot down with a single truth bullet; on harder difficulty levels (and at certain, critical moments on normal difficulty) you’ll also have to choose the correct truth bullets to refute the statements you think are false. This then gets even more complicated as the game progresses as people start shouting over the top of each other, represented by irrelevant “noise” statements floating across the screen and getting in the way of the things you actually want to shoot down.

This Hangman game has a lot more at stake than a stickman's life.
This Hangman game has a lot more at stake than a stickman’s life.

These arguments are supplemented by Hangman-like sequences in which you have to recall specific pieces of information by spelling them out, rhythm action sequences in which you struggle to make yourself heard over someone’s constant objections and, at the end of each “case,” a Trauma Team-style summing up of exactly what happened by assembling a comic strip depicting the events leading up to the murder, and what happened after that.

It’s a fascinating game; perhaps not as “clever” as 999 and Virtue’s Last Reward, but that’s no bad thing — while 999 and Virtue’s Last Reward specialise in bending your brain around complicated narratives with peculiar structures, Danganronpa’s relatively straight line to the finish still manages to have plenty of surprises, twists and turns along the way, and has no qualms whatsoever about killing off its main cast with alarming rapidity.

In short, my review has hopefully already made this abundantly clear, but if you have a PlayStation Vita and the slightest interest in intriguing, compelling murder mysteries, you should abso-posilutely pick up a copy of Danganronpa this week. No, I don’t care if you’re already playing Bravely Default. No, I don’t care if you’re getting stuck into Lightning Returns. Danganronpa is fantastic, and I don’t mind admitting that I want as many people as possible to play it so we continue to see more and more games like this in the West.