Before March ends, I want to read one more shojo manga to round out this month. BACKGROUND:
It's another manga I haven't heard of before. Go figure. SUMMARY: Hotaru Hinase is a high school girl who's pretty content with her life being free of romance. She's never understood why everyone else is rushing to pair up, especially when she has wonderful friends and family. Her world is turned upside down when she witnesses a schoolmate of hers, Hananoi-kun, get dumped by his girlfriend in an extremely messy break-up. Catching him sitting quietly outside after the debacle, Hotaru offers an umbrella simply out of kindness. She thought nothing of this act... until the next day, when Hananoi asks her out in front of everybody in class. Taken aback by the sudden turn of events, Hotaru politely declines the offer. But this Hananoi character is quite persistent, going well out of his way to be of service to Hotaru or simply trying to make her smile (he actually risks his physical well-being in one of these attempts). Hotaru couldn't help but notice all the effort Hananoi's been putting in, so in her own attempt to understand what love is (a feeling she's never concerned herself with), she and Hananoi come to an arrangement to "date" (it's like a probationary status, which I found hilarious) until Christmas of that year. The rest of the book sees Hotaru try to figure out this dating thing, as she tries extremely hard to reciprocate all the kindness Hananoi shows her. I would like to reiterate that this man goes all out for Hotaru (some of the stuff he does seems to be at his own expense; that's the level of extreme Hananoi goes), so Hotaru's understandably self-conscious about "pulling her weight", so to speak. As time progresses, Hotaru comes to quite appreciate Hananoi's company, and she does her best to try and understand what love really means through his efforts. She also shows great concern for Hananoi himself, given how much he does with little regard to his own health, and urges him to also consider himself and not just be extremely selfless. Volume 1 doesn't quite end with Hotaru making things official, but in the rather emotional last chapter (which involves a teeny bit of drama beforehand), Hananoi's grand gesture on Christmas Eve (even I have to concede that it's really sweet) has her second guessing her feelings. She's still not 100% on the love thing, but she can't deny that she felt something after that day (and a little bit before that). It seems like their story is far from over going by the ending. I don't think I've related to a shojo protagonist as much as I have with Hotaru (out of the manga I've read so far, anyway). She starts out not giving a single shit about romance, is content without it being a part of her life, and she has no fucking idea what to do when cornered with the subject. If that ain't me in a nutshell, I don't know what I am! There is, of course, a key difference between me and Hotaru: she was willing to take the leap and try to figure out what romance is all about. I thought that willingness to put herself out there in an effort to learn something about the experience of others (and explore her own feelings) is admirable, especially given the emotional risks that may come from such a strange situation. That... is not me, and unless something drastic and unforeseen happens (unlikely, by my math), I don't think it will ever be me. Hananoi is... quite the character, to say the least. I don't think I'd be alone in saying that a dude fresh off a breakup asking out a girl he just met the day before is insanely suspicious. So far, however, he seemed committed to proving his feelings were genuine, as nearly everything he does is a Herculean effort to make Hotaru happy or comfortable. And despite the overall weirdness of the start of the pair's bizarre dating arrangement, Hananoi's been mindful not to overstep his bounds (including one rather considerate instance after a tense encounter between the two). There's a sort of reckless abandon when it comes to his quest to win Hotaru over (what with his general disregard for his own needs/welfare), so I suppose we have "will drive self into physical/mental distress in pursuit of something" in common. Other than that, I would find anybody acting like Hananoi towards me as restraining order-level behavior, but that's just my deep-seated, unresolved trauma talking. We do meet a few other supporting characters, though they hardly get any focus. We meet Hotaru's family very briefly, for example, but apart from a couple of details, they didn't stick in my memory. The only other character I can name is Hotaru's good friend Kyo-chan, who is a good foil to our protagonist (given she's all about that romance and has a boyfriend of her own). I've likely used this description before, but I found that the manga's style has a "soft" quality to it. Be it the textures, the linework, the shading, and the frequent chibi depictions of characters, I thought each panel was pleasing to the eye. I don't really have anything else to add, other than that I find it really weird that Hotaru looks like she's 12 when she's actually 16, so it looks like she's "dating" someone who's much older than her (which isn't the case). VERDICT: Well, I certainly didn't expect to go into a romance manga today and end up really connecting with the protagonist's situation. Strange as it seems, that's what A Condition Called Love had to offer for me, and the fact that I completely understand where Hotaru is coming from made her journey in the first volume quite an engaging read. Now, I'm not going to go out and say that I'll embark on the same journey as her (not that I could; what are the odds of a Hananoi asking me out, right?), but how she handled her unique situation and her outlook on it is certainly food for thought. I can't really say that the premise is that revolutionary (it is just another flavor of "one's really into it, the other's on the fence", after all), so I'm not sure I could recommend this comic based on the notion that it's completely unique. That said, something about the strange circumstances of how the two leads get together or how Hotaru and Hananoi are completely different in many respects may be of interest to you. - end -
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For the first time in three years, and on the tenth anniversary of me buying this old thing, I return to the 3DS once more. While I've since retired this handheld after it completed its noble quest of accompanying me through college, the recent closure of the 3DS eShop led me to remember those days. In the final week of the eShop being open, I went and bought a few games before they are lost to me forever. I will spend some time playing what I got, starting with this. One of the things that will sadly be lost forever now that the eShops of 3DS and Wii U are closed is the Virtual Console. Unlike the Switch Online emulators (which show you a full catalog of games to play Netflix-style), you have to purchase these retro games piecemeal, so you had to know what you're getting into before you drop a few bucks for a game. Personally, I like the Switch Online emulator approach better (one subscription fee, everything on-demand), but over its lifetime, the Virtual Console built up an illustrious retro catalog stretching across so many old consoles (including non-Nintendo hardware) and included many high-profile third-party titles from illustrious publishers like Konami and Capcom. It was my hope that Switch Online would match this depth, but alas, it pales in comparison (though I will give it points for giving more obscure games a platform). Thus, the Virtual Console will be missed. BACKGROUND:
Like most obscure Nintendo properties, I learned of Mysterious Murasame Castle via Smash Bros., as the main character Takamaru is an Assist Trophy. I did some reading back then and learned that this NES title was never released outside Japan. That changed in 2014, when, for the first time, the game was released in the West through the 3DS Virtual Console. I was hoping we'd see it released again via the Switch Online NES emulator, but Nintendo still hasn't done so. I'd regret not ever playing this game legitimately in some way, so this ended up being my final Virtual Console purchase. SUMMARY: We go back to Japan many centuries ago for this game, as the daimyo are still in full force here. One stormy night, some evil force comes down on Murasame Castle and unleashes a fearsome creature within its walls. The malevolence spreads to four other castles, possessing their respective lords and compelling them to unleash all manner of hell to innocent people. In an effort to stop this, the top dogs of the government dispatch skilled samurai Takamaru to get to the bottom of what's happening. As Takamaru, it's up to you to go through each castle, take down the daimyo in each one, and eventually vanquish the creature in Murasame Castle. In terms of gameplay, Mysterious Murasame Castle plays a lot like the original Legend of Zelda (which was released only months before this one back in the day). That means you have a top-down perspective and a more or less open map you can explore pretty freely. Unlike Zelda, however, this game's not structured around exploration, and is actually quite linear apart from the occasional bonus rooms off the critical path. Moreover, the game is actually split into levels; instead of a huge, interconnected world where you move and back and forth between castles, each of the five areas leading to the castle are completely separate. Each level is decently large, but it's not vast enough that you'd really get lost at any point. Plus, there are plenty of helpful signs pointing you towards the castle (as well as rather obvious room designs that nudge you in the right direction), so there's really no point exploring the few branching paths there are (especially considering there's a time limit that'll cause you to lose a life if you wander for too long). It's not a complete waste, however, as there are plenty of hidden bonuses in most rooms. Once you reach a castle's entrance, you get a brief intermission (where you get a chance for bonuses) and then warp into a separate map, much like the dungeons in Zelda. Here, you may have to look around a bit more since the layout has more dead ends. The goal here is to unlock doors and reveal stairs (by defeating enemies) to eventually get to the boss room. Again, it's all action; no need to find keys or solve puzzles. Takamaru himself is well-equipped at the start, able to attack both with shuriken and his sword depending on the proximity of enemies. You can find helpful power-ups from tanuki statues or by passing over specific tiles to get upgrades for your shuriken (changing the shot type, adding a spread shot), helpful items (e.g. sandals that let you run over water quickly instead of being slowed down), and powerful spells tied to the B button (like an insanely powerful lightning strike that clears the screen). You lose all your upgrades when you lose a life, but thankfully, you can take three hits before that happens (plus, health pickups exist). The enemies come at you in droves here, as the likes of ninjas, other samurai, and demonic creatures try to swarm you every second. It's actually quite annoying, because enemies constantly respawn at a rate that rivals even the original Ninja Gaiden or Ghosts 'n Goblins. Those regular enemies that respawn are frustrating enough on their own, as they rush your ass down while also throwing projectiles at you. Some of them even blow up on hit or leave time bombs, and boy, was that infuriating. If it's any consolation, the tougher enemies stay dead once you take them down, but good luck maneuvering around their trickier attacks while five asshole ninjas bumrush you. On their own, however, these beefier enemies are easy to deal with (especially with ranged attacks). The bosses can be quite challenging with either bullet hell-style attack patterns or the ability to also summon ninjas to piss you off, but apart from that one boss who has shadow clones, they don't really have any substantial gimmicks. Once you figure out how to close the distance between you and them, you can actually quick kill most of them by spamming attack. Beating them sends you to the next level, and beating the final boss puts you back in the loop with a higher game difficulty. VERDICT: I found Mysterious Murasame Castle's more action-oriented approach to the top-down adventure game an interesting contrast to the original Legend of Zelda's emphasis on exploration. While the unending onslaught of enemies got on my nerves a lot, I enjoyed the fast-paced challenge of tearing through enemies and running as fast as you can to the castle. It honestly baffles me why it took nearly 30 years for them to release this outside Japan, especially considering there's hardly any text worth localizing anyway. I really hope they release this via Switch Online again so it isn't completely lost to time. By the time you're reading this, the 3DS eShop is already closed, so your one chance to get this game legitimately is (as far as I know when I write this) gone. While I don't think it's that revolutionary a game that you absolutely must go out of your way to play it, I recommend trying it if you can. It's an interesting little corner of Nintendo's early history that deserves better than to be forever inaccessible to non-Japanese players. - end - I'm finishing up The Great Ace Attorney Chronicles with the second game in the compilation. Thanks again to a good friend for lending me this! BACKGROUND:
This post is a follow-up of sorts to my entry on the first Great Ace Attorney game, so what I wrote over there in this section still applies here. Plus, the notes I made in this section of that post still hold true here, as I tried to find time to play this game as soon as possible. I suppose I was just that excited to get answers for all the first game's loose threads. PLOT: Like the first game, this one is split into five chapters each revolving around a specific case. Apart from the second case (which is set between chapters 4 and 5 of the first game), everything is set many months after the end of TGAA: Adventures. The ending for that saw a change in the status quo, but the band gets back together after a few chapters. And unlike before, the connective tissue between chapters is much stronger due to a key point I'll talk about next. While a lot of the silliness of the first game is still present thanks to a new cast of goofy NPCs, the overall tone is more serious. All the mysteries and loose ends from Adventures are gradually addressed, and it reveals a grim picture: there is a vast, international conspiracy afoot, and our intrepid heroes find themselves right at the center as they work on cases that unravel the truth before the court. I wouldn't say any of the reveals were surprising (you'd probably see most of them coming light-years away), but it was nonetheless satisfying to see all the truth laid bare at last. Granted, the game took its sweet time revealing everything, but it was nice to see each mystery be finally revealed across the chapters. All my questions were sufficiently answered, from the big question mark of the first game's tutorial case, the cliffhanger at the end, and even the very reason why Kazuma Asogi wanted to go to Britain in the first place. Many things were made clear, and I was pleasantly surprised how interwoven all the answers were to the overall story. They did not shy away from the gravity of the situation at any point, from the far-reaching ramifications of the conspiracy in foreign relations between Britain and Japan, the points of view of various characters on some of the rather disturbing revelations, and even the very root of Barok van Zieks's prejudice towards Japanese people. As much as I love the nonsense of this series, it was cool to see the game take on more serious themes and get into some dark stuff. The main cast is as enjoyable as ever, as most of them have pretty strong arcs. We get Naruhodo becoming more confident in his quest for truth as a defense lawyer, see many more layers underneath the intimidating Barok van Zieks, and even spend more time with less featured characters like Susato's dad Yujin Mikotoba. Sholmes is still a massive doofus (and remains hilarious to watch), but we also get to take a peek into his past (including some big secrets). Iris also gets kind of a tragic arc regarding her parentage, which has an interesting resolution. Susato is probably still my favorite character of them all, and I was quite excited to see her take center stage and really stand on her own in one of the chapters. There are also other notable characters I'd like to talk about, but mentioning them would absolutely qualify as spoilers. These characters play a huge role in the grand conspiracy that's explored throughout the story, and the choices they make add a lot of drama and intrigue. I'm afraid that some of the later chapters still had rather slow pacing, especially since many of them have multiple investigation sections (which can take a while since you need to be exhaustive in your search). This didn't bother me all that much since I was quite invested in the whole conspiracy angle, but I can't quite ignore how long some of the investigations ended up being. Having finished both games now, I've checked out the Escapades in the extras menu. The Escapades are short scenes taking place between the chapters of either the first or second game. Though short and lacking in any sort of gameplay (you literally just watch the scene play out), it does feature interactions between characters that don't usually cross paths or add more layers/backstory to less prominent characters. They're worth watching if you like the characters, but there's not much else to them. PRESENTATION: There's not much I can add here since both the style and the score are largely similar between the first and second games, and a lot of what I said for the former still holds here. I suppose I can note something I neglected to address in the first game's blog entry, which were the nice-looking stylized intros for each chapter (which feature some nice narration) and other cutscenes (some of which are 2D animations) that feature way more talking for our main characters. This latter bit really made me wish for full voice acting across the board. Most of the second game is revisiting old haunts, but there are a few new locales as well as a bunch of new NPCs to enjoy (each with super distinct character designs and a lot of over-the-top mannerisms). There are also a few new music tracks, with the one I liked the most being a track that leads into the awesome Pursuit theme. I loved how that track gives you the feeling of "oh shit, I'm close to winning this case" right before the "eat this piece of evidence, bitch" that the Pursuit track is. GAMEPLAY: Now, there's not much I can write here that I haven't already described in my entry for the first Great Ace Attorney. It's the tried-and-true visual novel experience with a healthy dose of logic puzzle mixed in. Everything you expect from this game is here, from investigating locales to question people and discover evidence, inspecting evidence closely for additional clues, and presenting your findings on contradictory witness statements to get the ball rolling. Most of the gimmicks from before are back, like the Deduction Dance with Sholmes (which gets a fun twist more than once), the multiple witnesses mechanic from Layton vs. Wright, and the Summation Examination. No new mechanics come into play this time around, unfortunately. If you want my more detailed thoughts on all this and the core gameplay, head to the post on the first game. VERDICT: The Great Ace Attorney 2: Resolve, is, unsurprisingly, more of the same as its predecessor. Though it retains some of the first game's flaws in terms of pacing, a lot of the good was also retained, between the absurdity I've come to indulge in, the engaging act of dismantling witness statements with careful observation, and a mostly strong cast with both over-the-top NPCs and solid character growth for the main characters. As far as differences go, the sequel stands out with its much more serious story that does a great job weaving everything from this series together, and I enjoyed every step of unraveling that mystery. I'm very happy to have seen this series through, and I just may find myself playing through the rest of the Ace Attorney series because of it. Naturally, you want to start with the first Great Ace Attorney before you even think about touching this one, since it lays the groundwork for the big mystery that's explored here. Thankfully, The Great Ace Attorney Chronicles is a package deal that has both games, so you have all you need if you want to get in on this action. Other than that, my recommendations (and caveats) on the first game apply here as well. Again, here's The Great Ace Attorney Chronicles on Steam: The Great Ace Attorney Chronicles on Steam (steampowered.com) - end - This month may almost be over, but I still have a couple of these up my sleeve. THE THEME: I've quite literally done this theme before last year, so I definitely don't have to explain this one. For this particular selection, I did my best to pick out as many interesting-looking titles in my collection. THE COMICS: ![]() COFFIN BOUND #1 Publisher: Image Comics Writer: Dan Watters Artist: Dani Seemingly set in some sort of post-apocalypse, Izzy commits to a strange mission: she intends to erase all trace of her existence from the world. To do this, she must revisit her past, but her journey will be far from easy. She doesn't have much to survive on, and people seemingly want her dead (including an incredibly powerful being). I can't say I quite understand all of what's going on, but I am intrigued. ![]() EXORSISTERS #1 Publisher: Image Comics Writer: Ian Boothby Artist: Gisele Lagace Cate and Kate Harrow are experts on the occult who investigate demon-related incidents. Here, the sisters team up to check out a demonic abduction of a groom at a wedding. I really like the main characters and I want to read more. ![]() NOMEN OMEN #1 Publisher: Image Comics Writer: Marco B. Bucci Artist: Jacopo Camagni The first issue of Nomen Omen starts out with a flashback focusing on Claire and Meera, a couple (that's what they seemed like to me) who encounter the aftermath of a grisly accident and encounter something quite bizarre. Fast forward a number of years and we follow the story of Becky Kumar, a girl having her 21st birthday... until it's interrupted by a disturbing supernatural visitor. Again, don't know what's going on, but I'm interested to learn more. ![]() SOUTHERN CROSS #1 Publisher: Image Comics Writer: Becky Cloonan Artist: Andy Belanger Alex Braith is on a ship flying to Saturn's moon Titan to try and figure out the truth behind the death her sister (who worked there as part of an energy company). At first, it seems like the her trip is going to be a shit time inside a tanker that doubles as a transport ship, but a bit of snooping reveals that maybe she doesn't have to fly all the way to Titan to find some answers. Love me a bit of mystery. ![]() UNNATURAL #1 Publisher: Image Comics Writer: Mirka Andolfo Artist: Mirka Andolfo In this world of anthropomorphic animals, things are disturbingly conservative. Single people are taxed heavily (encouraging marriage at an early age via a government program), and the only relationships that are allowed are heterosexual ones with those that are the same species as you. That doesn't sit well with Leslie, a pig girl who has extremely sensual fantasies (it is depicted... vividly in the art) of going at it with a wolf man. She's single and stuck with a terrible job, but she does have supportive friends at her side. This issue is more of a look at her daily life, but the end hints at some big changes coming. I was pleasantly surprised by the social commentary. I can always count on Image's catalog to deliver some really interesting stories I can't find elsewhere, and I'm quite happy that what I picked out this week had something interesting to offer. I definitely see myself continuing any of these series. PANEL(s) OF THE WEEK: - end -
I'm still going through GB Online's launch lineup, but there are already a few deep cuts in here. BACKGROUND:
I've already played a game starring Firebrand in Demon's Crest (I shared my thoughts on that game here), but I didn't know there were other games aside from that. SUMMARY: Much like Demon's Crest, Firebrand's home dimension (called the Ghoul Realm here) is invaded by a malevolent force (in this case, it's the army of Destroyers). It falls to Firebrand to free the realm one battle at a time, restore both his powers and the powers of his allies, and defeat the King of Destruction. Basic stuff. Gargoyle's Quest has a top-down overworld that you can explore, though not to any significant extent. Apart from the occasional bonus item, you'll simply be walking towards landmarks to enter the main levels, which are your classic 2D side-scrolling platformer. Firebrand can run and jump like many platformer protagonists, but he can also cling to walls, spit projectiles to hurt enemies, and briefly hover. The duration of your hover is tracked by a meter at the bottom of the screen; if that hits zero, gravity takes over. The meter can be refilled by landing or clinging to walls, and there are many level segments where you have to manage your meter by alternating flight and landing. I thought those sections were fun, even if they were mostly easy to traverse. Most of the level mechanics are nothing new (hazards like spikes, moving or crumbling platforms, falling sections), and the decent assortment of enemies serve their purpose as obstacles well (at least early on). None of them have any complex behaviors, but some of them can be tricky to deal with depending on the level. There are also a handful of bosses that are kind of tough thanks to their often-tricky arenas, but once you figure out that they have simple attack patters, it becomes a cakewalk to lay into them. Defeating bosses rewards you with power-ups that make Firebrand more powerful. These include more HP, longer duration for your hover meter, and a higher overall jump. You'll also unlock different attack types that you can switch between Mega Man-style, like a boomerang that breaks rocks, an orb that covers wall spikes with a surface you can cling to, and a slow but extremely powerful fireball. I wish there were more of the attacks like the boomerang and the orb, because their gimmicks are used for some fun platforming sections (e.g. a whole sequence of covering wall spikes and wall jumping between those surfaces). Progressing the game occasionally requires you to talk to NPCs and to present them with key items acquired from various places (like beating bosses or finding hidden spots in the overworld). You're often rewarded with the power-ups I described previously upon delivery, which is nice. In general, talking to NPCs can give useful hints as to where to go next and what items to find (plus where to bring them). You can also pick up vials that can be exchanged with specific NPCs for talismans (the equivalent to extra lives) or healing items. The game hands out vials quite often thanks to the occasional random encounters that occur when wandering the overworld, which puts you in a small level where the goal is to kill every enemy on the screen. I didn't really enjoy my exploration being interrupted by these random encounters, but they're mercifully short and at least have worthwhile rewards. VERDICT: Though the game is short and the overworld isn't really expansive, I still had fun with Gargoyle's Quest and its mix of neat platforming and a touch of RPG elements. Clinging to walls and hovering around is lots of fun, plus the projectiles that actually played a factor in platforming sections were clever. Playing this made me appreciate Demon's Crest more, as that game expanded on the ideas introduced here with the crest transformations and levels with secret areas designed to be uncovered with these abilities. I'm more inclined to point you in the direction of Demon's Crest if your goal is simply to play a game where Firebrand is the protagonist. That said, I think this is a fun and relatively accessible platformer you can enjoy if you have a few hours to kill. - end - SUPER. HOT. SUPER. HOT. SUPER. HOT. BACKGROUND:
This game was quite popular online when it came out, as a lot of high-profile YouTubers played it. I watched a lot of those videos and thought the game had a cool concept, though I never really had the interest to play it for myself. As luck would have it, there was a free weekend for it on Steam, so I finally had the chance to play it after many years. PLOT: SUPERHOT presents its story in MS DOS-style dialogue. Your unnamed player character is notified by some unknown acquaintance of this neat game called SUPERHOT (go figure) that they accessed illegally. You go and play it (both in-universe and for real), and the protagonist has fun with the game for a bit until the game apparently detects their unauthorized access and kicks them out. Persistent, the protagonist finds a way to keep playing, but their continued access draws the ire of the people maintaining the software (who continues to employ increasingly invasive methods to try and kick you out). Inevitably, you'll keep playing the game, at which point whoever's responsible for SUPERHOT starts to encourage you to keep playing. Over time, it becomes apparent that the game is more than just a game in this universe, and the people who made SUPERHOT have grander schemes in mind. While the story is mostly esoteric, it does have some impact thanks to numerous meta moments that I found amusing. If you're not into metanarratives, you might not get much else out of the rest of the story. PRESENTATION: The game's art style is quite minimalist, with the 3D environment being mostly white with little to no detail and shading, and both the enemies and items taking on a jagged, crystalline appearance that will shatter into glistening fragments on impact. It's eye-catching, and the shattering effect looks awesome in conjunction with how the game works. Both the main menu and the game's equivalent of cutscenes take place in an old-school terminal with barebones UI. It's obviously not 100% accurate to how MS-DOS actually used to look like, but things like the font and even the occurrence of ASCII art evoke the feeling adequately. There's no music, but there are plenty of sound effects (including a satisfying sound for enemies shattering), which sound cool when everything is in slow motion. Of course, there's also the iconic "SUPER. HOT." voice line that is repeated after you succeed in each level. GAMEPLAY: SUPERHOT is a first-person shooter with a unique gimmick: time only moves when you move. When you're holding still, time passes incredibly slowly, and walking/looking around causes it to move closer to real time. You can even slow down time during a jump, allowing for some stylish aerial action. Both you and the enemy die in one hit to bullets and melee attacks, but restarting a level is quick and easy. The main idea is to take advantage of this gimmick to check your surroundings, avoid getting killed, and to take down enemies. Even bullets slow down to a crawl when you hold still, allowing you to move ever so slightly out of the way. It's extra satisfying to narrowly escape danger Matrix-style and then take everyone down as a one-man army. It's not a get out of jail free card, however, as gun reloading slows down, too when you don't move. Enemies also continue their movement once bullets are fired or objects are thrown, so you actually have to think about aiming where they're about to go. You typically start out unarmed, and you'll need to either pick up loose objects on the ground or swipe weapons from enemies. Pretty much anything you pick up breaks easily (and guns have limited ammo), but the good news is you can throw empty guns and other objects to momentarily stun enemies. Doing so leaves them vulnerable to a punching, and conveniently knocks any weapons they're holding out of their hands. The latter in particular leads to a lot of badass moments, as you can snatch a gun from one enemy's hand and fire it at another enemy. Although you're alone and typically surrounded, the game gives you a fighting chance with visual cues, such as bullet trails and indicators for where enemies are spawning. Still, many of the game's levels pose a challenge, since you'll have to prioritize targets and make the most out of what's in your immediate surroundings. Along with the super rewarding "SUPER. HOT.", you get a replay of your successful attempt in real time, which is fun to watch. You can save these replays so you can upload them to social media or wherever. The actual gameplay is plenty cinematic on its own with the dramatic slow motion, but there's something satisfying about seeing your guy mow effortlessly down hordes of enemies in a matter of seconds. During the final stretch of the game, you'll unlock the Hotswitching mechanic. This lets you switch your consciousness to the enemy you're looking at, killing the previous body you're inhabiting and allowing you to move around the level quickly. You don't get to use it a lot in the campaign since it's introduced pretty late into the game, but it's a really fun mechanic that leads to some cool moments. The main story is quite short, only clocking in at a couple dozen levels that can be cleared in around two hours. However, once you beat it, you'll unlock Endless Mode (self-explanatory) and Challenges, which remixes the levels with specific challenges (like different game properties, fixed loadouts, and even a speedrun mode). It adds a surprising amount of replay value to an otherwise short game, which is neat. VERDICT: In a genre that's seen a lot of entries, SUPERHOT brings something truly special to the FPS genre with one simple yet utterly satisfying core mechanic. Instead of rushing in guns blazing, the game has you methodically plan out your actions, and when you succeed, you're treated to incredibly stylish bullet-time action that sees enemies shatter by your hand. The minimalist style (particularly the sporadic splashes of color in a sea of white) helps make the action stand out, and I found some enjoyment with how meta the story is. I am very glad to have finally played this game, and I actually have a reason to consider a full purchase with its small assortment of additional modes. I highly recommend anybody to try this game, not only because it made a name for itself as a popular indie release (which qualifies it as an "essential" title in my eyes), but also because there's no other shooter quite like it. Here's the game on Steam. SUPERHOT on Steam (steampowered.com) - end - I'm going to try and mix it up this year and also read manga with female leads in honor of the month. BACKGROUND:
Once again, I have no idea what I'm getting into here. SUMMARY: Yuki is a deaf college student who, all things considered, is having a good time as she navigates tertiary education. She's content with how her life is going until a fateful encounter on a train completely changes her world view. During one commute, she happens to run into Itsuomi, a fellow student and friend of her best friend Rin. Their one interaction leaves Yuki in a trance, as despite being a well-traveled polyglot, Itsuomi doesn't know sign language, and he's eager to learn from Yuki. The rest of the book is the two figuring out how to communicate with one another despite the obvious language barrier. This starts off with Rin coaxing Yuki into meeting with Itsuomi again, and during that interaction, the two exchange phone numbers. Later on, Yuki finds herself utterly fascinated by Itsuomo's travels as he chronicles them via text. As they become closer, Itsuomo's desire to properly understand sign language grows, and Yuki does her best to help teach him some basics. At the same time, Yuki's feelings of uncertainty slowly become a sure feeling of love, though she can't seem to tell if Itsuomo feels the same. The tension rises a little bit somewhere in the middle and at the end, as Yuki quickly finds that Itsuomo is popular with the ladies (including one such girl who is extremely affectionate towards him). Along with that, her old friend Oushi (the only person she interacts with who knows sign language) is keeping tabs on her and warning her about Itsuomo. The volume ends before any of those threads are properly explored, so it's a bit of a tease of the possible hurdles Yuki may overcome to be with Itsuomo. Yuki herself is a really sweet girl who takes her situation in stride (evident by her ever-present inner dialogue), and it's pretty amusing to watch her try and process her newfound feelings for Itsuomo. Itsuomo is a pretty cool dude who seems to always seek to understand the world around him, and he shows great consideration and patience when talking with Yuki. That said, there's still an air of mystery about him, so it's hard to say if he feels similarly towards Yuki. In any case, Yuki's rather earnest nature has me rooting for her to get the guy. We are introduced to other characters, but they don't get as much time to shine. For example, I can't really tell what Oushi's intentions are when it comes to talking to Yuki, while Rin is a solid ride-or-die best friend who doesn't get much else. I expect later volumes to flesh out these other characters more. The art has a "soft" quality to it, if that makes any sense. There's not a lot of stark contrast, most of the shading is on the light side, and the style keeps it simple in terms of detail. It's quite pleasant to look at. They also went out of their way to make Yuki super cute, so any panel with her in it is a delight. It is apparent that translating the act of signing to drawing form was a challenge, but I think they did a good job of depicting how sign language looks. I could clearly tell what the gesture is meant to be thanks to fairly effective after-images showing the hands' movements. That said, I feel like this volume is still easing readers into the whole idea, as most of the correspondence between Yuki and other characters is via lip reading and the use of phones/writing to share thoughts. VERDICT: I thought A Sign of Affection was a really pleasant read. Between the likeable protagonist (and her adorable quest to navigate her feelings), the insight into the life of a deaf person, and the delightful art, there are a lot of elements that I enjoyed reading. I wouldn't be opposed to reading more of this, just because I want to see Yuki win at life. If a romance story where the two people are faced with an uncommon struggle and a lovely leading character is up your alley, I think this manga is worth a look. - end - Here's another Game Boy game for today. BACKGROUND:
I've played the first Super Mario Land via 3DS Virtual Console, and while some parts of that game were notable to me, it was a mostly standard 2D Mario game in my eyes. This one, however, I have not played at all, so this'll be new for me. SUMMARY: Everyone's favorite evil twin Wario (who makes his debut in this game) has taken over Mario's private island out of greed, and Mario must take it back by collecting the eponymous golden coins scattered around the island. I guess Mario has a private island now. When the hell did that happen? Again, this game is standard 2D Mario fare. Run, jump, stomp, get to the end. You know how this goes. There are plenty of familiar elements here (warp pipes, question blocks, etc.), but there are also elements that make this game stand out from other titles. Mario Land 2 takes a page from Mario 3/Mario World by having an overworld map (Mario Land 1 had no such thing). On this map are six zones, each with levels that you have to clear in order to eventually unlock the respective boss fight. Each zone has some pretty memorable settings for the levels (like a graveyard, a giant house, a beehive, the inside of a submarine, floating on the moon, and more), and what's neat is that you can take on the zones in any order you want. Beating the boss of each zone awards you with one of the six golden coins. Getting all six unlocks the door to the final level, which is Wario's castle. In terms of mechanics, there aren't any wildly unique gimmicks in most of the levels, though one exception to that is the weird goop in the tree zone that you can stick to. I thought that was fun. In terms of enemies, you have your usual suspects (Goombas, Koopas, etc.), but there are actually plenty of unique enemies like ants, one enemy inspired by that umbrella yokai, and what I can only describe as a Jason Voorhees-looking motherfucker. It's cool to see different-looking enemies to go along with the unique levels. None of the game's bosses are particularly tough once you figure out their few attack patterns. In fact, if you make it to the fight with a Fire Flower, they're pretty much a joke. That said, I like that they were as varied as some of the regular enemies seen in the normal levels, as you fight foes like a witch, a weird rat, and of course, Wario (who has a simple yet neat multi-phase gimmick at the end). There are a few secret levels you can find via alternate exits in some of the levels, much like Mario World. Some of these are just extra levels you can take on for fun, but a few actually create a shortcut towards a zone's boss level. It's neat that most of the levels in general are large enough to have room for alternate paths; that's what made Mario 3 and Mario World's levels a lot of fun. The normal exit has a bell high up that you can try to hit (not unlike the top of the flagpole in Mario 1), which activates one of a few minigames you can play for bonuses like power-ups and extra lives. You can also spend the coins you pick up in a certain spot on the map to play some slots for equivalent bonuses. Speaking of power-ups, you mostly have the classics here (mushroom, Fire Flower, star), but there is a new one that looks like a carrot. Picking this one up will give Mario wings on his head, and you can use this to flutter across gaps. It's pretty handy for skipping large parts of certain levels Mario 3-style. Extra lives work a bit differently, as collecting 100 coins does not give a 1-Up here. You have to pick up hearts instead, though there's thankfully plenty of ways to get these hearts apart from finding them hidden in levels. You can also get 1-Ups for every fifth enemy you kill with the star active. There's also an interesting mechanic tied to an enemy counter at the bottom of the screen. If you manage to kill 100 enemies, the game hands you a star on a silver platter. I thought that was neat, if a bit overkill. VERDICT: Super Mario Land 2 doesn't quite reinvent the wheel when it comes to 2D Mario, but I really enjoyed its more open-ended approach of letting you take on zones in any order, as well as the unique designs and ideas in the zones themselves and the enemies that inhabit them. Plus, it's cool to see the very game Wario originated from. It didn't take long to beat (and wasn't much of a challenge overall), but I had fun with my brief time with this game, and I'd say it's certainly more memorable than its predecessor (note: I don't hate Mario Land 1, OK?). While your first stops when it comes to the 2D Mario series should definitely still be the NES trilogy and Mario World, I think the Super Mario Land games deserve a bit of love even if they don't really push the envelope in terms of gameplay. Give these games a shot if you enjoy 2D Mario and want to play something that feels familiar, isn't too difficult or lengthy, but puts Mario in some unique places and situations. - end - The new year came before I could find time to play this, but hey, I got there eventually. BACKGROUND:
This was another one of Devolver's releases that I was so fascinated by when it was first revealed for two reasons: its concept, and the developers behind it (Nerial made Reigns, which is still one of my favorite mobile games). Early last year, it was one of the demos available for Steam's demo fest, and much like Neon White, I really enjoyed what I played. I was able to pick up the game close to the holidays thanks to a sale, but alas, I could only find the time to play one of my most anticipated releases of 2022 in 2023. PLOT: Set in a fictional take on 18th century France, you play as a mute young man who works at a random tavern. One fateful day, a customer who calls himself Comte de Saint Germain recruits the boy to his cause. The count, it appears, is an expert conman, and he has taken the boy under his wing to help in his quest to cheat every poor sucker he can at card games. As you and Saint Germain go around France swindling people, your marks get riskier, as you start running into gamblers who are of noble blood, have significant power and influence in the monarchy, or are simply wise to cheats. Saint Germain's targets become more specific rather quickly, and as you cheat them out of money, you start learning of a conspiracy that goes all the way up to the king of France. Over time, the pieces start falling into place, and you'll find that the people you find yourself surrounded by might not be completely trustworthy. Overall, I found the story serviceable but not really mind-blowing (the actual conspiracy isn't anything new plot-wise). That said, many of the characters are memorable in some way, the dialogue is humorous, and there are some amusing plot twists (including one that cleverly subverted my expectations). I can't say I connected with most of the cast, considering majority of the people you meet are aristocrats. There are notable exceptions to this, in fairness. There are multiple endings, and you decide how the story ends in a satisfyingly clever way. Unfortunately, seeing every ending is a pain in the ass, as there is no chapter select and the game forces you to play the entire story all the way through again. There's also a sub-ending (I'm not sure how else to call it) that isn't connected to the main ending. It's decided by how you decide to spend the money you earn, and while the implication of your choice's effects are interesting, the execution makes this sub-ending feel tacked on. PRESENTATION: Immediately, the oil pastel/crayon-esque look with bold, black outlines stood out to me. This game is a treat to look at in pretty much every respect, from the painterly backgrounds based on the France of centuries past, to the striking characters with highly detailed outfits, and the lovely animations. The music is as much a blast to the past as the time period, as most of the tracks are elegant, tranquil classical tunes that complement the locales you visit throughout the game. I found myself taking a few moments to listen to the music in a new location before proceeding with the objective. GAMEPLAY: Although Card Shark centers around a card game, you never actually play the game. In fact, it's never clarified what game you're even cheating at. I thought this was a missed opportunity, as I felt like all the card tricks you do would feel more impressive if I knew what the game was. Anyway, yes, this game is all about cheating at card games. The way you cheat in this game is through a combination of following specific controller inputs, observing and remembering specific visual elements, performing certain actions with precise timing/rhythm, and trying to juggle all of this as quickly as possible with no mistakes. In simpler terms, cheating at cards is a series of quick-time events; completing these QTEs means you automatically set yourself up to win the card game. The tricks start out simple, like taking a peek at an opponent's hand while pouring a glass of wine and relaying their highest card to your accomplice with subtle signals. Likewise, the inputs for these beginner tricks are simple (move the stick to signal a suit with a stealthy gesture, tilt the stick to pour the glass), but there are still factors you have to consider so you don't look suspicious (like ensuring that you pour just enough wine). Over time, you learn more complex tricks (rigged shuffles, marking cards, sneaky card-dealing), which involve more inputs, stricter timing, less margin of error, the need to count cards, and paying attention to more visual cues. It's overwhelming at first, but the game takes its time introducing you to each trick before throwing you into the thick of it. Some of the tricks are pretty creative, like using reflections to steal a look at an opponent's hand, making subtle marks on the back of cards, and relaying information with really sneaky gestures (even the way you put down a card on the table can communicate the value of a card). However, the act of rehearsing the trick can be frustrating in itself, as even minor errors make you repeat the practice round from the top. There's also no free mode where you can practice any of the tricks at your leisure, which makes mastering them, well, tricky. I suppose it's good that you can pause to review controls and such at most points, but I would have greatly preferred a stress-free environment to hone my skills. The game itself doesn't give you time to get good at these tricks, as once you use the trick on the story mission, you more often than not move on and learn the next trick. The instances when old tricks are reused are rare, and I would have loved more moments like that. You're also restricted to using the one trick you were taught for a mission, apart from the "free play" areas where you can choose which trick you want to use to deceive your opponents. I really wish the free play mode were more prominent, because getting to mix and match your cheating strategies is a lot of fun. But then again, it's kind of pointless since every trick is equally effective as long as you can execute them well. There's no impetus to change your strategy since repeating the trick strangely doesn't raise suspicion. If it's any consolation, a lot of the tricks build upon each other, as there's a lot of overlap in terms of the steps you take. For example, many tricks use the same shuffling techniques. I think that's cool, but I can see this feeling repetitive for some players. Perhaps this would be too complex, but I would've enjoyed a system where you could mix and match individual steps to devise your own tricks. Execution is quite important, since mistakes can raise the suspicion of your opponents. If the suspicion meter hits the maximum value, your opponents get wise, and your character will face the consequences (and you have to start the mission over). Things like incorrect inputs, messing up your timing, forgetting a visual cue, or even taking suspiciously long to act can draw attention, but thankfully, the game gives you some leeway before you're really in hot water. I will say, however, that even using a controller (which is the recommended way to play), some inputs are finicky. Playing with keyboard and mouse is even worse. There are also some instances where the tricks you know are turned on its head with fun twists based on what's currently happening in the story. Admittedly, these moments are a bit unintuitive, but figuring out the answer does feel like a eureka moment. Most of the missions involve betting, though the money you get is only useful for the sub-ending I described earlier. You can be a real gambler here and bet a lot of money, but betting too high also raises suspicion, and unless you make a lot of mistakes, you're rarely in a position where you'd go bankrupt. I encountered some weird bugs where my inputs wouldn't register, as well as a pretty bad soft lock situation that required me to restart a mission from the beginning. Thankfully, these moments weren't common, but they definitely left a sour taste in my mouth. VERDICT: Despite most of the gameplay simply just being a sequence of quick-time events you have to execute quickly and correctly, I found Card Shark a truly unique and enjoyable concept. Figuring out the tricks and getting better to the point that I could do them in one go was utterly satisfying, and the act of juggling perfect execution with other factors like remembering suits or having to count cards was a fun challenge. In addition to that, the overall presentation is a delight, between the great music and the striking art style. That said, I think the overall concept still has room for improvement, like giving the player freedom to mix and match strategies, adding variety to the tricks so they don't feel repetitive, polishing the controls (especially for keyboard and mouse), and providing players a space to practice tricks without fear of consequence. I'd also prefer if the money you earned was actually useful for other things, but that's a minor nitpick. I highly recommend this game largely because of its remarkably unique premise, but with important caveats. If you don't have a controller, I think you will have a less-than-pleasant time with the game's many QTEs. And if you're not big on QTEs, you might not be that impressed by the gameplay. I will say that you can lower the difficulty to make things more enjoyable, and there's a demo via the link below so you can figure out if this game is for you. You can buy this game on Steam here: Card Shark on Steam (steampowered.com) - end - It's March again, which means it's International Women's Month. What? Did you really think I came unprepared? THE THEME: Well, we've danced this dance before, so I'm sure you know all the steps. I have five comics, each with a female protagonist. Still with me? This time, the connecting thread is a comic publisher I've never heard before: Keenspot. As such, I have no idea what I'm getting into in terms of each individual story, so this is as fresh a reading selection can get for me. THE COMICS: ![]() THE HUNTERS OF SALAMANSTRA #0 Publisher: Keenspot Writer: John Joseco Artist: John Joseco The kingdom of Salamanstra has been brought to ruin by monsters, but a warrior known as the White Wolf has taken it upon herself to visit the black gates where the fiends dwell in order to quell their numbers. Her latest mission goes completely awry, which means her trusted friend Adrien must now make an important journey on her behalf. ![]() IMMORTAL #1 Publisher: Keenspot Writer: Rob Potchak Artist: Owen Gieni In this world, immortals are aplenty, trapped in a cycle of birth, conflict, death, and rebirth as decreed by the gods. We follow one such immortal named Elisa Landis, who's been keeping a low profile until a monster attacks the library she works at. It seems like there's something fishy afoot, but there's trouble before Elisa and her friend Tagger could figure it out. ![]() MARRY ME #1 Publisher: Keenspot Writer: Bobby Crosby Artist: Remy "Eisu" Mokthar Pop star Stasia is really stressed out during the last concert of her tour, though that hardly explains what she does next: she marries a random dude in the crowd holding a "marry me" sign onstage. The situation is one horrific misunderstanding, but Stasia is determined to make the shotgun wedding work to prove a point. I want to read the rest of the series just to see how catastrophically this goes. ![]() MYSTIC REVOLUTION #1 Publisher: Keenspot Writer: Jen Brazas Artist: Jen Brazas Set in within the confines of an MMORPG, a player named Lourdes returns to the game after an extended absence. Her first session back gets a bit weird, as she meets a low-level player who is hell-bent on courting her. ![]() NO PINK PONIES #1 Publisher: Keenspot Writer: Remy "Eisu" Mokthar Artist: Remy "Eisu" Mokthar No Pink Ponies follows short stories starring Jess, a girl who started a comic shop because she thought a guy working at another comic shop was cute. The situations she finds herself in as she runs the store are humorous, though the fact that she can't just talk to the guy like a normal person is driving me up the wall (in a good way). I quite enjoyed this week's selection not only because of the interesting stories, but also because I got to explore works from a publisher that wasn't even on my radar before I put this theme together. Some of the art may not be as refined as the big-budget stuff, but I still found each story charming, and it's always interesting to read/see something from writers/artists that aren't as well-known or prolific in the industry. PANEL(s) OF THE WEEK: - end -
I'll be honest: my investment in AEW has fallen off as of late due to the direction of some of the storylines, but I'm not going to let that affect my enjoyment of their first PPV of the year. Despite the build not really capturing my attention all that much, there are some exciting matches on this card, so I'm hoping those will renew my enthusiasm for this promotion.
The launch lineup of GB Online has some bona fide classics, and here's one of them. BACKGROUND:
While I've never played the original version of Kirby's Dream Land, I have technically played it through Kirby Super Star on the SNES, which had one mode that was pretty much just a remake of this. As such, I know what I'm getting into here. SUMMARY: Kirby's very first adventure is pretty straightforward here: local shithead King Dedede has stolen all the food in Dream Land, and our hero must journey to Dedede's castle to take all the food back. Kind of hard to believe that the series would eventually progress to Kirby battling primordial cosmic forces. A lot of the staple mechanics of the series were established here. These include Kirby's signature inhale (and spit) attack and his ability to puff up and hover. You'll immediately notice, however, that Kirby cannot copy enemy abilities yet. That's a mechanic that we don't see until the second game (Kirby's Adventure for the NES). Since that isn't a thing yet, platforming is as simple as it gets here: run, jump, hover, and inhale/spit at enemies in your way. The game itself is quite short (you get one handful of levels that themselves aren't long at all), and the individual levels are pretty easy since none of the layouts or enemy placements are tricky, plus the ability to hover gives you a ton of room for error. The most challenge you'll encounter are the boss fights, which have you wait for attack patterns that allow you to inhale something that you can spit back at the boss. This old school way of taking bosses down is still possible in modern Kirby games, but there's little reason to do so thanks to the existence of Copy Abilities. There's some satisfaction to be gained from defeating bosses simply by using inhale/spit, so while the bosses aren't insanely hard, I still found them fun. The most notable difference in this game compared to modern Kirby is the use of traditional power-ups in lieu of the Copy Abilities. You can either eat curry that gives you fire breath or some sort of leaf that lets you spit puffs of air without losing your float. Unfortunately, these power-ups are used sparingly. I suppose the existence of a scoring system is a notable difference, too, as hitting score milestones can give you extra lives. It's hardly relevant, though, since it's unlikely you'll be in a situation when you'd be short on lives. Plus, this game originally didn't have internal saves, so the high score won't be recorded anyway. It's another classic case of a game having scores despite not needing it, because that was the norm with arcade games at the time. More series staples had their start here, from classic enemies like Waddle Dees, Bronto Burts, and Whispy Woods, King Dedede's signature attacks, now-iconic sound effects and music tracks (like the legendary Green Greens theme), and even items like the Maxim Tomato. It's always fun to see elements that persisted to modern day in their original incarnation, and there's plenty of that in this game. You can access a harder version of the game with a simple code input (revealed when you beat the game a first time). It's not that much harder overall, but the difficulty is noticeable in the boss fights. If that's not enough, beating this extra mode unlocks a sort of cheat menu that allows you to fiddle with Kirby's HP and life count and tweak the difficulty in that regard. VERDICT: Having already played later installments in the Kirby series, the original Kirby's Dream Land didn't really blow my mind with the lack of Copy Abilities to spice up the basic, easy platforming and the overall short levels. That said, it was still nice to spend a few minutes of my time with a stress-free platformer, appreciate the humble beginnings of the series, and take on bosses without abilities. Plus, the extra modes, while not robust, do provide opportunities for some challenge. Once again, I still recommend either Kirby's Adventure or Kirby Super Star as starting points in the series, as I'd consider them the definitive Kirby experience. That said, this game is really easy to get into even for casuals and can be beaten in less than an hour, so there's nothing wrong with starting here if you want. If you've already played Kirby before, you may find this game a bit barebones since Kirby's most iconic ability is notably absent. Still, there's a chill time to be had here if you're willing to give it a chance. - end - I met up with another good friend recently and they lent me The Great Ace Attorney Chronicles, a collection of two Ace Attorney games that used to be exclusive to Japan until somewhat recently. Today, I'll be talking about the first of the two. BACKGROUND:
My experience with the Ace Attorney series is limited, as the only one I've actually finished is Professor Layton vs. Phoenix Wright (the wonderful crossover title on the 3DS). I have seen some of the original game, however, so I'm decently familiar with the gameplay, drama, and goofiness of the franchise. I know what I'm getting into in those respects, but I think the setting for this one is beyond me. PLOT: Unlike the other Ace Attorney games I've seen or heard about, The Great Ace Attorney isn't set in modern day. Rather, this game is set in 19th century Japan, after the end of the country's strict isolationist policy. With travel regulations easing up, the influence of the West has slowly made its way into the land of the rising sun, and there's plenty of talk of a recently forged alliance between the Empire of Japan and the British Empire. Instead of the iconic Phoenix Wright, we are following his ancestor Ryunosuke Naruhodo, who at the beginning is just a university student. After a whirlwind of events that, of course, involve being in a courtroom, Naruhodo finds himself on a journey to become a great lawyer. This journey sees him go to Great Britain in pursuit of his newfound goal, and there are plenty of twists and turns along the way. The game is split into five chapters, each focusing on a distinct case that Naruhodo is working on. Most of the cases don't have anything to do with each other, and the connective thread between them is largely Naruhodo finding his footing as a defense lawyer. That said, elements from previous chapters end up coming into play later on in various ways, with the most notable example being a massive loose end in the third chapter being a vital part of the final case. Overall, each case had its notable moments, though there are definitely points where the pace slows down significantly or characters beat around the bush for way too long. Naruhodo's journey is enjoyable to watch, as he starts out as reluctant and not at all confident in his chosen path. Despite this, his natural skill is clear, and over the course of the five chapters, he becomes more composed in the courtroom and his self-confidence in defending his clients grows. That confidence is tested at certain points, but with a little bit of help, he overcomes even the toughest of challenges. Our main character's supporting cast is equally excellent, like Naruhodo's best friend Kazuma Asogi (a gifted lawyer and an even better friend), Susato Mikotoba (a well-read, highly intellgent young woman who becomes Naruhodo's judicial assistant), and the hilariously named jackass known as Herlock Sholmes. Yes, that really is his name, and yes, he's a detective (albeit a bizarre one who's only ever half-right). Their unwavering support is instrumental in Naruhodo's growth as a character, and they all have something to their characters that made them equally compelling or entertaining to watch (like Susato's own character arc as a judicial assistant, or Sholmes' constant buffoonery). Even the less prominent characters are memorable thanks to their over-the-top personalities and quirks. Whether it's their ridiculous dialogue, absurd gestures when talking, or even their silly names, nearly every NPC stuck in my memory in some way. I am a little bothered by how many minor characters are reused in later chapters, though there is humor in that as well. All the cases are pretty much soap operas with the absurdity dialed up to 11, with so many intense twists and turns as Naruhodo pieces together the truth in court. Of course, the truth of each case is immediately obvious to practically anybody, but I still found the ups and downs of the game's many "shocking" reveals entertaining. I think that's largely to how exaggerated the characters' reactions are when such reveals take place; people are literally sent flying when someone drops a bombshell in court. This game is well aware of how ridiculous it is, and it isn't shy about embracing that fact. Whether it's Naruhodo's exasperated remarks at what's going on or the ridiculous shit the other characters say/do, there were plenty of genuine laughs to be had throughout my time. Even the random discussions characters have about unrelated topics are amusing in some fashion. I also just personally enjoy how completely detached from reality the courtroom protocols in this game are, because there is just so much shit in here that absolutely would not fly in real-life trials. Despite all the jokes and such, there's no shortage of serious or heartfelt moments. These range from the grim nature of the cases Naruhodo investigates, to the emotional journeys of various characters. The prime example of serious moments I want to highlight is how it's tackled head-on that the law of the time can be flawed, and the conflict that comes with knowing that not every verdict may be right one in the end. I also liked the focus on the fact that the legal system as we know it was still in its early stages during this time period, and the added caveat that a lot of those ideas have only just been introduced to the Japan of that era. There are a few loose ends by the end of the game, making it clear that The Great Ace Attorney is meant to be a series. I'm hoping that the second game will tie those threads up, so I'll save my thoughts on the whole mystery for when I write about it. All I can say is that the details are quite vague, so my curiosity is definitely piqued. I suppose the only thing that puts me off about the game's story is how blatantly racist some of the British characters are towards the Japanese characters. I don't mind its presence in the game (it's a soberingly real situation people still deal with today, which should not be ignored), but goddamn, some bits of dialogue felt like all they were missing was a more offensive slur. I felt like it was that on-the-nose, and stuff like that is not comfortable to read. That's probably the point, I guess. PRESENTATION: Unlike the early Ace Attorney games, this one is fully 3D, with a handful of detailed 19th century environments to investigate and character models for pretty much everyone. The latter is a standout not only for all the memorable, intricate character designs (of which there are too many to point out), but also for the over-the-top animations and expressions during their dialogue. A great example of this is Soseki Natsume, who poses Ginyu Force-style when expressing himself in alliteration. Every character's personality really shines thanks to these animations, making even the smallest interactions with them entertaining. I noticed how dynamic the camera was during certain moments, and I think those moments did very well to enhance the mood of specific sections of the game (especially Sholmes' big scenes). A recurring instance of this is when the camera follows Naruhodo's arm as he does the iconic "point at the prosecution" pose; I thought that gave the gesture more impact. I enjoyed the music's classical leanings as well and found the orchestral tracks quite enjoyable. As expected, the courtroom themes set the mood perfectly, and various characters get their own distinct themes as well. While I found myself missing some of the original themes, I still quite liked the unique renditions they had here for key moments (e.g. Pursuit, Cross-Examination, etc.). The voice acting is quite limited, as only the iconic voice lines like "Objection!" are voiced. I did find myself wishing the whole game was fully voiced given how most character models have moving lips, and I observed that minor characters either don't have their "Hold It!" lines voiced or are voiced by the same person. GAMEPLAY: The Great Ace Attorney is a visual novel like its predecessors, so most of the game is reading. There is a whole point to all that reading, however, as paying attention to everything that's said is vital to solving the game's five cases. As you may have guessed, all the main action takes place in the courtroom. Specifically, the way you push the story forward is succeeding in the witness cross-examinations. Here, witnesses have five or six statements, and the goal is to reveal a contradiction by presenting a piece of evidence that disproves one of the statements. Such revelations will progress the case, and you'll have to keep doing this until you get the desired "Not Guilty" verdict. It's the bread and butter of this game, and it's as satisfying as ever to get an "Objection!" after carefully thinking about each witness testimony carefully and considering all the evidence at your disposal. Of course, the game is rarely straightforward, as you have to work to expose contradictions. Usually, you'll have to press witnesses on certain statements, which will cause them to elaborate (and potentially reveal an inconsistency). Other times, you'll have to properly inspect your evidence for hidden clues that may be the key to unraveling a testimony. This part of the game doesn't involve much brainpower, as you can pretty much just exhaust every possibility by pressing every last statement or checking every square inch of a piece of evidence, though I suppose the trait to be admired here is due diligence. At various points, you'll be cross-examining multiple witnesses at once. Pressing statements here can cause the other witnesses to react strangely, at which point you can pursue them for further questioning (again, potentially revealing something relevant to the case). Though very likely a load of nonsense when it comes to how trials work in real life, I liked that this gimmick from Professor Layton vs. Phoenix Wright returned. I'm not sure if this is completely new to the series as a whole, but I was introduced to the summation examination segments in this game. Unlike previous games I've encountered, there's a jury here, and their collective verdict holds as much weight as the judge's. If they unanimously decide "Guilty," you have a chance to try and alter their verdict through this process. Here, each juror has a statement explaining why they have arrived at their verdict, and the aim is to use those very statements against them. You can do the usual stuff when talking to the jurors, like press them for answers or observe if other jurors react (and pursue them), but the main thing you can do is pit two contradictory/related juror statements against one another and cause the jurors to fight one another. Not only is the resulting screaming match entertaining, there's also often potential that their squabbles will cause them to change their verdict, expose a contradiction, or reveal more key information. Once you've swayed a majority of the jury to change their verdict, the trial continues. Should you make a mistake at any point during the trial (e.g. present the wrong piece of evidence, make an incorrect choice when asked a question), you will be given a strike. If you get five strikes, you get a game over, and you'll have to load from a previous save. You can save at pretty much any point, so this isn't really an issue, but it is funny to see how people shit on Naruhodo when you make baseless conjecture. In most chapters, you often have time before the trial to investigate key locations. This part of the game functions akin to old school point-and-click games, as you simply have to interact with key objects in the area to inspect them. Many of these interactions will yield nothing more than amusing dialogue, but there are some objects that are vital to the case, either adding new evidence to your Court Record or updating existing records. Most chapters have you move through multiple areas in an effort to get all the intel you need, so exhaustively checking each location can feel like a chore. There are also opportunities to talk to NPCs during these investigation segments, though there's not much here other than exhaust every dialogue option. It may not be as involved, but it is no less important, as you can gather key intel this way. A completely new gameplay segment involves the great Herlock Sholmes and his legendary deductions. In these segments, Sholmes presents quite the theory towards a suspect, but the problem is, some of the things he says or observes are completely wrong. As Naruhodo, it's your job to step in and correct the finer details of his argument, as Sholmes' suspicions are still accurate. The game will highlight the points that need correction, and during this point, you'll be able to move your cursor around a specific area to select a different object to replace Sholmes' original assertion. This part of the game isn't tricky at all, as you simply have to move the camera around and find something suspicious on the suspect's person or immediate environment. It is, however, a delight to play through, because the first part of it is Sholmes formulating a completely ridiculous theory, and you're basically just nudging his gut instinct in the right direction. The presentation here is wonderful, too, and makes liberal use of dramatic camera angles and lighting all throughout. Unlike what most people expect from visual novels/interactive adventures, your dialogue choices do not influence the outcome of the story. Either the choices presented lead to one outcome (making the line of questioning pointless), or there is a definitive answer (i.e. the other answers are wrong and end up giving you a strike). I have no strong feelings about this, but I found it imperative to point out anyway in case people assume that Ace Attorney's narrative is driven by the player. VERDICT: Despite some rather slow-moving points in the story, The Great Ace Attorney: Adventures was a fun ride from start to finish. It had all the over-the-top drama and wacky bullshit I've come to expect from the series, and I was engaged as ever with the logical puzzles the courtroom segments presented. Apart from the expected, I also found the 19th century setting quite novel (between the lack of modern forensics and the simple glimpse into life during that era), I was delighted by the new additions (like Sholmes' deduction segments), and I was pleased by the visuals and the music. I already can't wait to get into the second game! I think it's probably best for newcomers to start with the original Ace Attorney trilogy since it keeps things simple gameplay-wise, but there's absolutely nothing wrong with jumping in here. Knowing any bit of story from the rest of the series isn't required at all, and this game has a lot of the core Ace Attorney experience with some new additions. If the notion of making believe as a lawyer picking apart witness testimonies sounds fun to you, Ace Attorney is the series for you. The story and often silly tone won't be for everyone, but whether or not that's an issue is for you to ascertain for yourself. The main caveat here is if you don't fancy a lot of reading; that is 98% of what you do in this game, and paying attention to what you're reading is actually important if you want to properly solve the cases. If it's any consolation, the game will make note of key elements with both highlighted text and audio cues (they almost beat you over the head with it), and if you really just want to see the story unfold, there's a Story Mode that just turns the game into a movie (i.e. it plays the game for you). I personally feel like such a mode takes away from what makes this series so fun (unraveling the truth with your own astute observations), so if you ask me, I'd recommend against getting this game if that's all you're going to do. You can play this game and its sequel via The Great Ace Attorney Chronicles: The Great Ace Attorney Chronicles on Steam (steampowered.com) - end - Word on the street is that a certain popular anime is airing its final season this month. That may or may not have influenced my selection for this week. BACKGROUND:
In a rare departure for these manga reads, I have actually read a chapter from this volume before, and I've seen an episode or two of the anime's first season. I liked what I saw (and I'll get into that below), but I decided to hold off on watching the show until I've read as much of the manga as I can. SUMMARY: The stage is set almost immediately: the remainder of humanity has been driven into a walled city after the deadly Titans surfaced and began consuming people en masse. Humanity since dedicated themselves to reinforcing the wall, to the point that they went a hundred years without incident. Such an uneventful century made people complacent, with everyone content with their life within the walls, confident that the wall can withstand any Titan attack. Eren Yeager is one of the few people who isn't content with spending his entire life in what he calls a cage. His desire to see the world has inspired him to join the Survey Corps, a group tasked with exploring the outside in hopes of finding countermeasures against the Titans. The reality is quite grim, as progress made by the Survey Corps is few and far between, but Eren is undeterred. Most people do not entertain the idea of living on the outside, so Eren faces ridicule whenever he brings it up. One fateful day, the supposedly invincible wall breaks thanks to the appearance of the Colossal Titan (a kind hitherto undiscovered). Woefully unprepared, the people living within the outer walls were forced to retreat behind the next wall, but not without significant casualties. One of those casualties was Eren's mother, and after witnessing her get devoured by a Titan, Eren is doubly driven by revenge to slaughter every Titan alive. We then skip to five years later, as Eren, along with adopted sister Mikasa Ackerman and close friend Armin Arlert graduate at the top of the military class, allowing them to choose which branch of the military they'd like to join. The other top students are content to join the police force, which would allow them to live comfortably in the innermost walls, but our main three characters are determined to join the Survey Corps (each for a different reason). We then get to see the graduates on their first mission, but it immediately goes awry when the Colossus Titan resurfaces and busts another hole in the wall. The volume ends before things resolve, so that's exciting. There's also a mystery involving Eren's father (whose whereabouts are unknown after his one appearance near the beginning), though I don't know what to make of that yet. In the same way I was immediately hooked when I first encountered this manga (and its adaptation), I found myself reading this volume without pause once I started. Eren's motivations (his desire for both revenge and freedom) were immediately compelling, the stakes were immediately dire (since the sense of security of humanity was promptly smashed to pieces right at the start), and the action is exciting. Not only do I avidly enjoy man vs. enormous creature battles, the technology the military uses (the Vertical Maneuvering Equipment) is also a really cool concept as a way to fight around the Titans. The world they've set up is also intriguing. Where did the Titans come from? What makes them tick? How come the people don't know much about them? Is it possible that there are pockets of civilization outside the walled city the story is set in? What of Titans in other biomes? I have so many questions, and I want to know all the answers. Any story that makes my curiosity go haywire like this is a story I want to consume as quickly as I am able. Most of the focus is on Eren, but some of the other characters are already interesting. I'm a sucker for the silent but badass Mikasa, Armin's determination to succeed in the face of his own shortcomings is admirable, and even less prominent characters like Hannes (who was faced with quite the dilemma during the first Colossal Titan attack) get layers to them. The minor characters do a decent enough job as foils to Eren's more idealistic outlook on life outside the walls, as fellow students are more than willing to join the police just to be as far away from danger as possible, and the soldiers Eren met during his childhood were met with a classic case of hubris when they were horribly ill-equipped to do anything about the attack. The art in this volume is a treat to look at. Whereas a lot of the manga I've read so far are content with keeping the shading at a minimum (which works well for those styles, mind), I was astounded by how many shades of gray are used to add depth to the characters and the environments depicted. There's no shortage of variety in textures and other fine details, either. Perhaps the highlight for me is the action, which looks super dynamic thanks in no small part to the intense linework. Plus, the vertical maneuvering lends itself well to awesome sequences, since users can practically fly once they're anchored to something. There aren't many Titan varieties in this volume, but the few I've seen here look like proper menaces. They're hideous-looking (between their creepy faces, disturbingly weird body proportions, and the fact that they're running around naked), their sense of scale is captured well (humans look like dolls when they're being grabbed by even the smallest Titans), and the way they consume humans is drawn in gruesome detail. Adding the fact that a) there are a lot of them, and b) the humans can only do so much to stop even one Titan makes these bastards quite the imposing threat. VERDICT: Even by reading just this one volume, I can see why Attack on Titan is super popular. The setting is interesting, there's constant tension due to the ever-present danger, and even with what little I've learned of them so far, I want to see our heroes succeed. Speaking on the manga specifically, I really enjoyed the art and how it depicted both the main threats and the action when people fight them. I'm definitely going to read more of this in my own time. Chances are you've already heard of Attack on Titan elsewhere, and it's entirely possible that you're already a fan of it. If you're like me and have only been exposed a little to this series, I think it's worth seeing what the fuss is all about. Give at least this first volume a read and see if it hooks you. - end - |
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June 2024
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