Showing posts with label PS Vita. Show all posts
Showing posts with label PS Vita. Show all posts

Tuesday, March 14, 2017

Salt and Sanctuary (PS4): Soulselvania

A friend had suggested this title to me somewhat of a ways back and I gave it a causal nod, a quick viewing of the video and then pretty much forgot about it. It was pitched me as a game that I should give a try if "I liked games like Dark Souls". Somewhat recently it came across my mind as I had just used my speedway points for a free PSN card and had 20 clams to burn. Looking to mix up the pallet of the stuff I had been playing recently, I decided to take up my friends suggestion.

SALT AND SANCTUARY:(PS4)

Much like its souls-ian predecessor, the story for Salt and Sanctuary is pretty scant, but if you follow along with what you learn from NPCs, you can piece it together. You are one of the worlds many Saltborne (oh yeah, this is unabashed parody). You are stowing away on a ship that is carrying your nation's princess, in transit for a wedding of political alliance. But during the course of the travel, you ship is ransacked by marauders. One of the dying crew pleads for you to find and save the princess.

As you battle through the ship and approach the main deck, you as set upon by mammoth beast called the Unspeakable Deep. It promptly smashes you into paste. The ship is destroyed, but you find yourself washed ashore of a beach. Collecting your resolve you decide to search out the princess, still. Upon meeting a old man on the beach and telling him of your creed, your adventure can then begin.

Good fuckin' luck.

So as my cheekily written title leads in, this game borrows incredibly heavy from the mechanics that made From Software's Souls series so popular. Right down to the menu, sound effects, and fonts used. it functions with a similar combat system, stat structure, equipment system, and inventory mechanics. Even saying it borrows heavily is being pretty generous.

But the biggest shakeup and what sets it apart from Souls similar games like Nioh, Lords of the Fallen, and so on is that this is all done in a hand drawn 2d style of gameplay. So some things change, primarily in the combat of the game. In Dark Souls you could lift your shield and circle while you wait for an opening, using your roll to protect you from swings. In S&S however there is no circling, and you have to bring your shield up to defend, parry, or dodge roll through the attack.

Ska Studios took great care to make the combat feel weighted and intentional.
Weapons and their use all affect how you approach every fight.

However, because of the new layout of the game there are new strategies that present itself. This game is only working on a 4 point axis so now you have ledges and stairs above and below you. So now you have a jump mechanic that comes into play and you can use the stage around you to evade or retreat if necessary.  The people at Ska Studios (bleh on the name) did a very good job of find a way to work all these mechanics into a 2d plane and have them work well.

It also has a familiar feeling to another 2d series of games, now that I think about it. The map is a giant expanse that has locked pathways and shortcuts that manage to loop you back around to checkpoints and previous areas. There are ladders to climb and knock down, leaps of faith to take, you will learn new abilities as you play along the game that open up new areas for you to explore, so its not a linear game. It's kinda like if Metroid and Castlevania had some kinda gamebaby. They really should have word for that.


Unfortunately, this means it also contains one of the most annoying combat features that you get in Castlevania games and that is the knock back. I can't think of how many times I would be fighting some baddie in this game and get hit with an errant shot that would almost always send me off a ledge plummeting down to my death. It almost happened like clockwork. 

Dying too borrows from the Souls convention. Where if you die, you lose all the salt you were carrying, which in this game functions as your XP to level up your character or improve you weapons. When you die, the monster that defeated you will hold it with some smoky mist around them and you have to kill them to get it back. If you die from falling from a ledge without having been hit by an enemy, instead a monster bat will spawn and attack you. Thankfully it is usually very easy to defeat and easy to gain your salt back. Even dying to a boss is somewhat forgiving since you don't actually need to beat them to get it back, just knock down about a 5th of their bar to at least save it for this attempt.

But S&S curiously also has gold that can be spent at shops as well. You can use this to get basic equipment, most of which you will find as you play along the game anyways. But you can us it to get small bags of salt for a little more leveling, or for some of the base level upgrade materials. Every time you die you will lose a portion of this, but I can't think of a single instance where not having gold inconvenienced me in some way. Don't really see why its in here.

You make offerings to add shops and functions, but when you pick they are locked in.

The art direction of the game you could argue is somewhat cartoony I guess? The character creator is somewhat goofy looking and you really don't have a whole lot of freedom other than hairstyle, color, and if you wear lipstick or not (boy or girl). But this is Ska Studios, and the art design is very reminiscent of one of their previously releases Charlie Murder. Stiff and a little janky.  Where the art direction really shines is in its monster design. The washed out color pallet and the stiff, almost old flash-esq animation really lends itself to the game's monster design.

An example where I feel it really shines is one of the earliest bosses in the game, the Queen of Smiles. Basically she is kinda of skeleton queen who can summon swords to throw at you, She's basically got a skull for a head without a bottom jaw, and it appears to be weeping blood. The way the characters are designed it just looks fucking awesome and with the kinda tense operatic boss theme that plays when you fight her, it just frames together a scene for a great moment. The stiff animations make it feel lifeless and creepy, and just lends to her overall design. Many of the bosses and monsters have this effect, and it's great.

I'm not ashamed to admit this fight took me more tries to beat than it probably should have.

One way how this game differs is in relation to cooperative play. Surprisingly, there is very little online play to speak of. You can sometimes find tombs where characters died in a section, break them to see a few after images to see how it happened, you will sometimes see a another playing in your shrines, but that's really about it. You can play this game two player though. Basically as you set up shrines around the world and you can place offerings to basically inhabit your shrines with villagers who provide various services to the player.

For co-op play, you need a sellsword. By talking to them you can summon an additional player for couch co-op. The catch is they have to be on a different account so they can't just use any other characters you have previously made. So if your co-op friend doesn't have the game, you can work around this by making a generic User1 account (on ps4) and make a character that way.


Other than that there doesn't seem to be much else in the way of online. You can't invade other players or be invaded, you don't see after images of players progressing around the same areas you are. You can't drop a sign to be summoned to help someone in an area just before a boss. So one hand I can't actively sunbro in front of a boss and farm salt, but on the other I don't have to worry about trekking for an hour into unfamiliar territory and have to worry about some jackass spawning into my game and ruining my progress, (there is plenty of other shit to do that).

The aforementioned boss fight theme is pretty great, but I find the soundtrack of the game to be rather lacking. Maybe not lacking but unimpressive. I've said the same thing about the Souls games sometimes, or the Tales series. The music or lack there of works for the game, but its not memorable. In many instances you won't even have music, just a couple of notable tracks here and there to punctuate things, such as boss fights or your home base.

S&S features a creed system that operates loosely like the covens of the Souls games, but without the persistent online mechanic, I found very little reason for it. You can't unlock certain items to buy without changing your creed, which causes you to be an apostate. You can change a shrine to your shrine which gives you sin, and doing either of these things will make people hostile to you, but if I am being honest I didn't find very much reason to do it.


Story and questlines are scarce in this game and much like the series it apes, much of it can be found by talking to the NPCs you come across on your adventure and it fleshes the tale out a bit more if you do. There doesn't appear to be a lot of them though. And spoiler alert, the original reason for starting the adventure never really seems to be addressed by the end of the game. I might have missed it, but I honestly don't think that I did.

One complaint with the game is probably to some also one of the game's biggest assets: This game is fucking punishing. I've struggled with difficult games before, Even when I think I'm hot shit at Dark Souls when a sequel comes out I always have that moment of "Fuck this, this game is impossible." Whelp, Salt & Sanctuary that is prevalent as well. This game is going to chew you up and spit you out, and it will do so often. It is particularly rough in the early going when you are still figuring out all the mechanics and the the bosses will usually wreck you before you even get a chance to observe their patterns. This game is an exercise in stubbornness.

Some fights will greatly test your patience.

The difficulty curve was all over the place too. Once I finally got a decent build in place, I would mow through some enemies only to get fucked by one that was way more difficult than everything around it. Some bosses I would approach and bring down on my first attempt, others would just rip me a new one for 50 attempts. It never felt like a gradual build up.

Probably the thing I didn't like the most was the somewhat confusing skill tree system it uses. If you've ever played Path of Exile and looked at their skill tree you would have a good idea of what I'm talking about. This is a game where you kinda want to have an idea of what kind of character you are trying to go for at the onset, and you will want to work your way from there. You earn gems to move a node with each level, and some require multiples to do so. There is also a system of grey gems which let you remove a node and replace it.

The skill tree can be daunting. I just looked what what weapon I wanted to focus
and then followed the line that took me to the highest level of that weapon.

But what it doesn't explain, for example, is when you unlock the skill nodes for say Greatweapon 5 you don't need to have levels in great weapons 1-4 anymore. With enough gray gems I could reset a significant number of skill points, but I never thought to do it because it and respec as I needed. They still provide a stat boost, but really they are meant to fix a fudge up or if you went down a path you didn't want to for the end game of your character.

You can perhaps consider Salt & Sanctuary to be a Souls or Castlevania clone, but I really see it as a love letter to a pair of games that basically invented a pair of genres. The game will drive you to a fury, and make you want to spike your controllers, but it also provides that same level of satisfaction once you actually muscle your way through it. By the time I ended up getting all the way through it I seem to have burned a good 40 hours or more.

For a game that was like only like 18 bucks, I have to say that counts as a pretty worthwhile purchase.


Fuck the stupid Witch of the Swamp.
That fight was impossible.

Saturday, May 28, 2016

Gravity Rush Remastered (PS4): A Charming Case of Vertigo.

This is one of those games I took a flyer on. I didn't own a vita until way late into its cycle, so really all I knew about this game is what the Title was called, that gravity was involved, and that the main character appeared in an iteration of hot shots golf. Cute blonde character who also dresses like a Maid. Worked for me.

But then I started hearing rumblings about it getting a PS4 HD release (because apparently they don't make "new" video games anymore), and I started seeing articles about what a darling this game was that didn't get the love or respect it deserved. I also hear similar reviews from some friends who have played it, so I decided why not give it a shot.

GRAVITY RUSH: REMASTERED:(PS4)


The story of Gravity Rush is confusing. We start off with the Amnesiac trope as we take the role of a girl named Kat who plummets to a floating city called Hecsville and wakes up knowing nothing about herself. In her ambling confusion she comes across what appears to be a spectral cat she dubs "Dusty". This cat somehow gives her the ability to shift the direction of gravity for her giving her a makeshift ability to fly.

In the opening moments of the game, a gravity storm threatens to further pull apart the city, with a small child clinging for dear life. Kat uses her new found ability to try to rescue the child before he is pulled away into the abyss. Kat manages to succeed in saving the child, but was unable to save their home. Instead of being grateful, the father and rescued son vilify her for not saving their home, showing an intense disdain for "shifters". 

Kat gets mixed reactions from the people in the city, and decides that before she starts anything she needs to find a place to stay and clean. After situating herself, she sets out into the city to try to find out clues of who she is, and hopefully fend off the gravity monsters (called Nevi) that stand in her way and rescue and assist the citizens who cannot defend themselves.


Gravity Rush I guess can be consider to be sandbox game at its core. You start off on a section of the world map with pretty much the freedom to explore it at a whim. On the map you find number of locations where you can do quests or missions, and as you play through the game the map continues expand giving you new locations and more missions to do. I wouldn't say its as expansive as the Grand Theft Auto universe but its a pretty sizable environment for what was a handheld game. 

Gravity Rush is one of those bizarre enigma's of a story. From the base onset I find the amnesiac trope to be kind of a weak starting point because its just been so overused and played out. Very early Kat decides that she wants to be helpful to the people of the city, who for the most part do nothing but shun and berate her, or take her for granted. Its sporadic because it feels like it is constantly throwing various story elements at you as you play it, but many of them feel like they deviate away from the main story of finding out who she is rather than complimenting it.

Apparently, she doesn't remember that this is a major plot point either.

That being said? There is something incredibly charming about Kat as a protagonist that I found myself really liking. She's got an adorable little voice that matches the cutesy facial expressions she makes in cutscenes. It sounds vaguely french but I am fairly certain it is just gibberish with french accents. But she's earnest, playful, helpful, even sarcastic at times. She is also flawed as she is easily distracted and manipulated, so I wouldn't consider her to be a "Mary Sue" either. Actually with all honesty, if she didn't have Dusty the only thing separating her from the day to day citizen would be her clothing (which people love to point out to her).

Much of the main story seems to be delivered by means of comic book stills for the major point of exposition and questing, and actual animated cutscenes for the major pivotal moments of the game or scenes meant to increase tension such as the appearance of an adversary or a giant monster of some kind. Honestly I think it kind of adds to Kat's charm when it was told this way. It also produces some hilarious out of context screenshots. Also, for one of the more useless features you can rotate the controller to tilt the pictures a few degrees in any direction. 

It works as a means to frame the story, without cut scenes getting too long winded.

As mentioned once you have the freedom to explore, the game turns into a sandbox and you are free to do missions and challenges at whim. But it would be a good idea take some time to just fly around the city and explore. One: because the flight controls can be a little wonky since you aren't actually flying, but falling in different direction. And Two: You need gems to upgrade your abilities and unlock additional challenges.  Thankfully there are hundreds of them scattered all about the city for you to collect, some worth more than others. 

The real place to make gems though is in the challenges. Many of them are basically variants of time trials or races. Some of them require you to fly from point to point, some of them only use the gravity slide mechanic, some of them are moving items to a specific zone within a certain time period, and some of them are more combat centric. When you complete them you will be rewarded depending on how well you did. There is a bronze, silver, and gold tier reward so it is in your best interest to try to hit that gold in each one.

Once you master the Grav-Kick. you master death.

There is an abundance of abilities for you to learn. Sadly though, there is is really only a few things that you need are of any actual use, which seems like a shame considering all the nifty tricks you should be able to do with gravity based abilities. There are really two things that are immediately useful to you: Gravity Gauge Usage, and Gravity Kick. Both of these should be obvious. Usage lets you stretch out how long the gauge lasts while you suspend in gravity, and the kick basically fires you like the dart at your aim point while you are suspended.

The Kick especially because as long as you are partially decent at aiming up your shot, you can basically use your gravity kick like a yo-yo and be constantly bouncing back and forth at targets without ever needing to hit the ground. I have played through what seems to be nearly the entirety of the game with this ability. It's one of the strongest attacks you have, its the easiest to use, it functions as a dash. It's just the most broken ability in the game and you get it at the onset. 

There are a handful of abilities you might want to level later, but they are all window dressing.

Some of the abilities seem like really good ideas but then end up just being really stupid. One of them is basically a telekinesis that allows you to lift, carry, and throw things. Sounds great, but you basically trigger it which causes a singularity to makes you hover and float in the air, so you lose the level footing you had, so you have to try to re-aim a drifting camera which is already difficult, and the shot is never as precise as the reticle makes it seem. The challenges that force you to use this ability are the hardest ones. 

Really, after you max out Usage and Gravity Kick, the only other things I found worth getting was more health and anything that affected my movement or flying speed. Since most of the challenges will require you to slide or fall as fast as you can, it makes sense to bolster the speed. You can upgrade some of the carrying challenges so you can pick up multiple things at once, but 100% honesty? I played through the majority of the game without ever needing to upgrade my health. Usage and Grav Kick first, everything else is secondary.


Maybe it's just a personal preference but for some reason, I find that falling is more fun that flying. I noticed it's something I enjoy in almost any sandbox game I play. If I have the ability to get the highest point of elevation in the game, the first thing I do is get up there so I can take the plunge. To cite an even older example, there is a PS2 game you've probably never heard of called Kya: Dark Lineage that used a number free falling mechanics where you had to control the velocity and direction of your descent. They were some of my favorite parts of that game.

Which is probably why I got so wrapped up in playing Gravity Rush because that honestly is the game's major mechanic. I'll try to keep it as spoiler free as I can, but there is a segment of the game later one where you are being pursued by a rival trying to stop you to reach your goal. In it, you have this massive free fall segment which makes you feel like you are falling down to the core of the planet. You have to shift and dodge attacks, pick up collectibles along the way, and make landings on platforms to recover your ability to shift. It wouldn't say it was difficult, but it was certainly a memorable and satisfying mission to do.


Raven makes several appearances during the course of the story, because each
good heros needs an antagonist, even if Raven doesn't really have a reason to be one.

If you are like me and you purchased the HD remaster on PS4, you are also treated to the extra DLC missions included in the full game, which is a gesture that I appreciated. They could have left it off and sold it separately, so I appreciate when a game makes a definitive edition.

Being a vita port there is only so much I can say about the graphics. They were glossed up a bit and cleaned to look much nicer on the PS4 and I'm sure the frame rate is improved as well. Although the I will say the overall design of the game is kind of flat and boring. Because the game reminds me of steampunk, I find the color pallet to be boring. It's washed with greys, browns, bronzes, and off yellows. The only color that really stands out is Kat's hair. All the environments are interchangeable brown buildings so even though I travel to new area's of the map, it feels like I've already been there.

Your choice of locale is: Generic steampunk town, other generic steampunk town,
ANOTHER generic steampunk town. or under generic steampunk town.

So what didn't I like about the game? Well, the control of this game is loose at best, and that's if I am being generous. Basically you hit one of the shoulder buttons to go into stasis as I call it. You hit that button and you start to hover in place, but since there is no center of gravity you begin to spin or flip. So the camera doesn't stay put which makes it a headache if you are setting up your fall. You then hit it again and the direction you are facing becomes the next downpull of gravity, causing you to plummet that direction. It's essentially how you fly, and this is what the races are usually based around.

But because you are falling and not flying, you have very little control of your aim sans using the grav kick. And since that is the direction of the gravity, anything you hit then becomes the floor. This can make for frustrating situations where you will be trying to thread a tight needle and find yourself suddenly tight-roping a street lamp or fence. If you are doing a time trial this will completely fuck your run, and there is no quick restart outside of finishing the race and doing it again.

The game can be disorienting. especially in combat. So remember that when you
land on a surface, the direction Kat's hair moves is where down actually is.

Combat can also be frustrating. They give you a base kick to use on the ground which isn't a horrible alternative, but some of the enemies are huge and all of them only have one exposed weakness. So it doesn't make any sense to level your base attack doesn't work on half the enemies, and as we established the telekinesis isn't worth using either. So that leaves you with the grav kick, but even that can be frustrating as if you miss your target it basically sends you rocketing past the combat, scrambling to remember to stop your flight. You can find yourself disoriented, far away from solid ground, and without any more gravity usage to keep you afloat.

I feel they could have done more with the monster design. The Nevi aren't inherently bad looking, but they fall under a kind of generic trope. Shadow monsters with minimal features outside of a glowing weakness is kind of played out and over done. But thankfully this prevents them from using pallet swaps for the most part. You can tell by their weakness if its a standard baddie or elite level monster, but outside of those two it forces the game to at least design all the Nevi differently so you have a varied difference of flying and land monsters.

All enemies have exposed weaknesses, but some of them don't get exposed immediately,
Some you have to wait to expose, others appear as you take out other weak points. Stay offensive. 

The music is... ehh... It's not great.  I suppose the best compliment I can give it is that its not grating and annoying. It's just uninspired, generic. I couldn't hum a single bar or melody for you of any of the songs in the game because its so plain you don't even notice it. The only song that you will be able to recognize is the little melody you hear when you get the results of doing a challenge. Because you will probably be retrying them a few times so you can get the gold level prize, you will probably be hearing it every minute or so.

One of the biggest issues is the story never seems like it goes anywhere. As I play through the game I seem to keep getting introduced to new plot threads and while little side quest plots get wrapped up, I never feel like I am getting closer to getting any explanation to the main story. What is happening? Why are there gravity monsters? Why does Kat seem inexplicably ok with not knowing who she is? Why is every single citizen in this fucking city an absolute twatknot? Seriously, no amount of good deed you do seems to end with anything other than the person you helped being shitty in response.

As you can see, they gave the graphics a real nice gloss over for the PS4 port.

For all the mysteries and plot threads they lay down, a very surprising few of them ever seem to get solved. There is no explanation of who two of the major antagonists are, we never get any indication of who Kat really is outside of one throw away slide in the final credits and even that isn't explained. There is no explanation for why the timeline suddenly jumps ahead just before the last chapter of the game. Maybe these will all be answered in the upcoming sequel, but considering this came out in like 2012, that's a long time to wait for some story closure.

The biggest problem that I have with the game is that it was very easy to put down. When I close a stream I keep saying that I am going to go back to it, but then I never end up doing so. Because of the constantly spawning plot threads, I never seem to be getting any closer to the finish and while I am enjoying the game its inadvertently causing fatigue. And with each game release it gets pushed a little further down the pile. As it turned out, I put it down for several weeks with only about an hour or so left of game play. Live and learn.

The actual context for this image is a lot less funny than its screenshot

Ultimately though, despite all the flaws I was able to find in Gravity Rush, I wouldn't go as far as to say it was a bad game. Far from it really, no game is perfect and what I didn't like wasn't game breaking. I felt it laid down a foundation for what could possibly be a very good series of games. It has a good original concept, it was fun to play, and has a charming protagonist. This game feels like it just needs a little more direction and a bit more polish to really make it shine. Now I know that they recently announced that there is going to be a Gravity Rush 2 coming out for vita and PS4, so that gives me hope that they can use this as a starting point.

I probably wouldn't have paid 60$ for Gravity Rush, but at it's currently price of 30$ (and often on sale for less than that) it was absolutely worth the jump. It took a little bit of extra prodding to get me to finish it but I did enjoy my experience with it. I think with a little more direction, focus, and commitment to a coherent story this game can really be something special. Here's hoping they learn from this game and improve on it for the sequel. 


I'll play any game that has a maid costume in it, won't I?...
Ugh.. I'm such a creep. 

Saturday, February 6, 2016

Senran Kagura: Shinovi Versus (Vita): It's actually about ethics in ninjitsuism.

Right, So then. I bought this Vita because I totally wanted a Vita, and not because I'm not a spineless individual with no willpower who couldn't resist the urge of a new Persona 4 spin off, even if it was a dancing game.  But regardless of what ever sound reasoning I had used to purchase the system, I now own one and needed to buy some games for it.

I kept picking this game up and snerking at it because it looked as fan service-y as the cover made it appear, so I never gave it an honest thought. But I did catch a couple of seconds of the footage of the upcoming PS4 version of the game, and surprisingly I got more interested in the game. Dragon Quest: Heroes let me know I could like the hacky-slashy brawler "warriors" style grind if it was done properly, so why not actually give this game a shot before I spend on a full priced PS4 version of the game. So I wore a long coat, hat, shades, and scarf that covered my face and waited for the store to empty out so I could pick up a copy of......

SENRAN KAGURA: SHINOVI VERSUS(Vita)

So I'm late to the party on this one so I'll try to summarize as best I can. This edition of the game is a sequel to Senran Kagura Burst, which I believe is the 2nd game in the series on 3DS.  The premise of this universe that there are a number of academies that students attend like normal students, but a select few are chosen in secret to be trained as Shinobi.

Each school has their own philosophy as they train their shinobi to follow specific paths, Hanzo Academy representing good (and where you find series protagonist Asuka and her team), and the Hebjio Clandestine Girls Academy which allows their Shinobi to travel a darker path of evil. During the course of the story, the Hebijo team issues a challenge to the girls of Hanzo to a Shinobi Battle Royale, where the winning team earns the right to burn the opposing school to the ground.

But during the early confrontations, a third academy makes themselves known. Gessen Girls academy was founded by a rogue Hanzo instructor who is technically a good ninja, but does so to the extreme of trying to purge the evil shinobi, as opposed to striking a balance and co-existing with them. With all these players in place, it becomes an all out battle royale of ninja girls with individual motivations for fighting to save their school.



Okay, so plots really don't get much more anime than this. Three different schools training ninja girls out of high school students. It's absolutely as ridiculous as it sounds. The stories are somewhat delivered in visual novel style that Japanese developers love. If you think Disgaea you would have an idea of what I am talking about. In a number of scenes you will see the rendered character models with a couple of animations to deliver certain queues home. These are only in the main school story quests where this happens though. The character quests have no rendered models and are just done with text.

There is actually a massive abundance of story in this game. Because when you choose a school to play as, you get to also chose a character. When you go into that schools story mode you then get to opt to play through an individual characters story which helps explains their motivations and character traits {sometimes}, or you can play the school story mode which you could consider to be the main story of the game.



The character stories are typically a lot more tongue and cheek the main story. For example, Katsuragi is Hanzo's heavy hitter using big walloping melee kicks. The problem is, she is also the team's pervert. So in her personal story mode, you find that one of her primary motivations is to be the best at sexual harassment of all the schools. But her teammates have become so used to her groping their tits that they don't react and its not fun for her anymore. So she goes out to find other girls to fondle. It ends with her finding another character as perverted as she is and they have this epic rivalry form to see who can out grope each other. This is an actual story plot line in the game.

But when you play the main school story, while that personality is still there you find out both of her parents are shinobi who are current rogue and on the lam. They have been protecting Katsuragi from the shadows but things have finally caught up with them, so Katsuragi strikes a deal with her pursuers that if her school can be successful in the Shinobi Battle Royale, her parents can go free. It is a lot more serious, and more believable motivation for the characters. Which makes the whole thing feel bizarre that both these angles come from the same character.

Literally the reward for beating Katsuragi's character story. It's deep and meaningful.

The problem with this is there amount of characters in this game are fucking bonkers. Each school has 5 playable characters all of them with different kinds of weapons. So that means for me to get through the entire games story mode, I have to play through 5 characters individual stories (roughly 5 to 6 levels each) AND their schools story more for another 5 or so levels three different times. Not only that but I believe I saw that there is a returning 4th team that also becomes playable as well. How much time do you think I have, Senran Kagura?!

Levels in this game are usually broken down into two specific types. Either A: Get flooded by waves of generic baddies for you to dispatch a la Dynasty Warriors before fighting the specific rival of said level, or B: the level is just the specific rival straight up in a one on one fight. Sometimes after dispatching a wave of baddies I have to run to a new area of the map, but it doesn't feel like there is any real reason for it other than to do it. Platforming as not really been a factor in this game in any real capacity, so to that extent its kind of a let down. It's really just arenas to smash enemies. Dragon Quest Heroes did this same thing.

Thankfully, movement and combat is fast. which is a must for a ninja game.

So when I play an action game of this variety I have a few simple pre-requisites. Is the combat fast and fluid, does it have skillful combos or just button mashing, and is the combat fun to do? The first of these is most important because I'm playing fucking ninja girls, so if the combat is slow then this game is already a dud. Thankfully this game is every bit as fast paced as it should be. Even the slow hard hitting characters still move with a relative speed about them so they aren't so much unplayable. Although they do tend to be my least favorite to use.

The comboing however is more up for debate. When you start as a new level one character, your combos are pretty limited. Basically you mash your light attack to set up a heavy and if you time the heavy right you blast a number of enemies away. But as you begin to level, your attack types change a little and it alters the combo somewhat, landing your heavy in a different part of the lights changes the finishing heavy. You also have an ability to flurry after a heavy which basically lets you dash after an enemy or enemies you knocked away to follow them with another face paced aerial combo. It's a little tricky to get used to but when you figure out how to do it, its fun as hell to keep the nonstop wave of punishment going.

The combos extend as you level, but the core structure doesn't change all that much.

That's not even including the Shinobi Transformations every girl can do. At one point you can tap the L button and your Kunoichi will go into a magical girl style transformation which basically changes them into a slightly different version of their previous outfit. Their health is restored and recovers slightly and the combo attacks change. For someone like Asuka, this can be game breaking. She has dual wielding katanas, and basically the transformation gives her these tornado attacks that rip enemies asunder with a near endless combo. In addition to the changed moves, you can also unload your special attacks for big damage. But be wary because the enemies can do this to.

Here is the problem I have with the combat though. Despite playing with a number of characters each with their own different types of weapons, the combos never really feel like they change all that much. Sure, some characters weapon speed and movements change so you have adjust for that, but ultimately you are spamming your quick attacks until you are ready to blast them off the ground and quickly follow up with your aerial rush. I don't know, the game feels like it is begging for more special type moves to use, something to make the combos feel different with each character. Thankfully keeping your chain alive is fun, and that's ultimately what kept me going.



Dragon Quest: Heroes manged to pull this off by allowing you to use the two buttons to switch up your combos, but you also had special moves you could use for situations that change the pace of the fight. The Bayonetta series gives you different weapons, and using them feels like it changes how the game plays from weapon to weapon forcing you to change your strategy and combo to accommodate for it. Senran Kagura doesn't seem to do either of these and I feel the combat can feel a little samey as a result of it. It doesn't make it bad, but I do think it will affect the game's longevity. 

Alright. So let's just get this out of the way. If Dead or Alive: Extreme Beach Volleyball is considered too fan service-y, then Senran Kagura is pretty much is that level squared. You can beat an opponent by wailing on them till their life bar goes down, but as you fight them parts of their clothes (mainly covering their tits and ass) will continue to fly off in a ridiculously fan service-y close up. If you deal enough damage their clothes blast off of them so they are fighting in their underwear. They will go into a frenzy mode with nonstop chains but now take increased damage. If you can hit a special in that state, it will blast off their remaining undies and leave them character censored but nekkid.

This is also reflected in the following cutscene if one exists, where the defeated kunoichi will continue to banter with their foe as if they were fully clothed with chibi versions of their faces covering the naughty bits. I have to admit that I find it hilarious and creepy at the same time. I can't deny that there is certainly an audience for this kinda thing, but it certainly does make a case for why women might want to be represented better in games.

This is the worst review I've ever done.

It doesn't stop there either. In between missions you can go to the shop to buy unlockables (where the shopkeep also has her own jiggle physics that can be used with the touchscreen) where you can buy alternate costumes of the girls for their ninja transformations. So yes, Asuka ended up dressed like a maid pretty much the moment I had access to it. Shut up, don't judge me. But to push the fan service even further, there is a "Lingerie Lottery" where you can bet an amount, shake for your fortune, and then get a poorly textured new set of undies for your girls to have revealed when they get their clothes blasted off. Ok, so maybe that is a little much.

You have a multitude of costume options as well that you can start changing pretty much from the word go so that also helps. The only thing I can think of that seems to have pretty crappy textures are the undies from the aforementioned lingerie lottery. They just seem poorly textured and look low rez in comparison to the rest of the costumes. but since the goal is usually to stay clothed, it ended up not being a major issue for me. Otherwise the game looks decent visually. There are a number of different environments to fight which each have their own nifty aesthetics, but ultimately where you are fighting doesn't really affect the pace of the battle and the platforming is minimal. The character options are good and they do a pretty good job of making so many characters unique from one another.


There are 98 of these to collect. Because the game really wants to drill home that I'm a creep.

The music I feel kinda of torn on. Usually my reviews break down either A.) an amazingly well complimentary score. or B.) unoriginal lifeless music to fill the dead air that you probably won't remember. Shinovi Versus seems to fall in the middle of these two areas. I couldn't hum a note of the combat music because I'm to focused on the battle to listen. The main theme is pretty anime rock so that was good. There is some wonky character story music that comes up kind of often that you could consider notable I guess, but its not good. Music really isn't this games strongest selling point. 

There are a couple of small issues that I have with the game. First of course is the story. Now I'm not about to sit on here and shit on the game for having a goofy sense of character stories where its basically just an excuse to treat the player with another fan service-y image like one of the girls deep throating a polish kielbasa or something (I'm not entirely sure that's not actually in there). That's just what this game is so I expect it at this point.  The problem I have is if you are going to do the visual novel thing, the dialog and text have to be quick and punchy and entertaining. To go back to the Disgaea example, they are very good at this. Get your plot out, follow it with a joke, get me back into the game.



It does suffer from the problem of too much fucking text sometimes. There is actually a massive abundance of story in this game. Because when you choose a school to play as, you get to also chose a character. When you go into that schools story mode you then get to opt to play through an individual characters story which helps explains their motivations{sometimes}, or you can play the school story mode, which you could consider to be the main story of the game.

One of the biggest storytelling problems this game has, and more so in the individual character quests is some of the story dialog takes place during the level. So trying to catch the small text in a game where there are lots of character models flying around an a relatively high speed while at the same time trying to pay attention to my HUD and execute combos more often then not means I am missing a portion of the story when it is delivered. Thankfully the character stories tend to be less important so I don't as much worry about missing them.

Shinovi Versus makes the mistake of giving me literally whole screens of text. Just barfing un-narrated text at me without any character animation (or sometimes even a character on screen) of exposition. This is not a good way to do because eventually eyes gloss over and you just start skimming the text or skipping it entirely. In a story mode, that's a problem. Persona 4 Arena/Dancing all Night did it that way and as much as I love it, that's not a good way to deliver on the story. Lost Odyssey did this even worse and those screens were actual very important story exposition. It needs to be quick and punchy.

Sometimes you will get like 15 of these in a row, which is horrendous.
And apparently, modesty isn't much a value in this series.. 

The other issue I had is that I felt that the game was a little too easy. Now you can increase the difficulty before you start a level so I think for the remainder of the game I am going to do that now that I know the controls. But if the combat starts to feel a little samey and levels are too easy then that is just a recipe for disaster. I think out of the levels I have played I only really struggled with one particular fight and even then I haven't lost. 

What could be the game's biggest saving grace is the one mode I haven't played yet. Shinovi Versus features an online multiplayer mode. I know, I know, I bitch about multiplayer games all the time because online gamers are the scum of the planet. But this is case where I think it would give the game the challenge it needs. You can play versus in one on one battles or two on two teams. And there is also a co-op panty raid mode (I'm really starting to hate writing about this game) where you basically are on a race to collect them as they fall from the sky.

The moment you unlock this, there is no reason not to spam it.

I find myself thinking about the anime High School of the Dead when I think of something to compare this to. That show had a simple zombie premise, and interesting cast of characters, and really fun and dramatic combat sequences. But then in the middle of of all the fun action, there would be a super close up of a upskirt crotch shot, or slo-mo bullet time sequence going through a pair of boobs. Why? The show was good enough on its own, it didn't need the fan service breaking me out of an action scene to let me know boobs and vaginas exist.

And that's what I feel about Senran Kagura: everything about this series from what I can tell works great, plays great, and looks great. But if all the fan service that is in there was removed, I don't think it would impact the quality of the game without it being there. It would probably add some legitimacy to the story and situations playing out. Thankfully the majority of the cutscenes in battle are skippable so you can just mash X to get right back into the fight.



Senran Kagura: Shinovi Versus was my first taste of this installment. I got the game used and played it for a number of weeks. That's usually a pretty good sign as far as its play-ability goes. But I would be lying if I didn't feel like an absolutely creep while I played it. This is game that has literally no shame about what it is and proudly flaunts that fact. If you are looking for a game that is going to give you serious character development with a rich storyline in a complex universe? It might be in there somewhere, but Senran Kagura probably is not what you are looking for.

But if you are looking for a fast paced hack and slash brawler that doesn't take itself too seriously, that plays very competently and is fun to plunk down short term plays with, then Shinovi Versus delivers on that front. For all of the ragging of this game I did in this review, ultimately I enjoyed the time I spent with it and will probably go back to play more when I have time to kill. If they develop more on polishing the storytelling, game modes, and tweak combat some more I might be pretty excited to try the PS4 version of the game when It finally comes stateside. So if you are upset Dead or Alive Volleyball 3 isn't coming to the U.S. then maybe Senran Kagura: Shinovi Versus will scratch that itch for ya.



Now I feel I should play Beyond Good and Evil to balance this out. 

Wednesday, October 7, 2015

Persona 4: Dancing All Night (Vita): That's it. I will apparently buy anything this franchise puts out.

When they announced Persona 5, it came with a handful of other announcements that were coming out, a number of them dealing with Persona 4's  universe. One of them, was a very stupid idea I felt didn't need to exist. My friends hassled me about how great it would be though, and I swore to them that I was not going to buy a Vita for a single rhythm game.

Flash forward a few months, I did cave and get a Vita but not for this game. However, of the purchases I made with the system, one of them was Persona 4, which I had already bought twice as is and the one game for the Vita I bought that I didn't already own I haven't started yet. I am fucking weak. Let's get on with this.

PERSONA 4: DANCING ALL NIGHT(Vita)


The story of P4:DAN takes place after the events of I assume Persona 4: Golden after the Investigation Team solved the Inaba murders (but apparently not before that game's epilogue). Yu Narukami is now in a new school but is still with the old gang because the team's resident starlet and idol, Rise Kujikawa, is on her comeback trail to come back to showbiz. Nervous about her return, she convinced her friends to join her on stage as her backup dancers (because why the fuck not?), and the team has been practicing both in studio with her and back home in Inaba.

They will be participating in the "Love Meets Bonds" festival with friend and rival idol Kanami Mishita and her group Kanami's kitchen. However, its been a bumpy road as the festivals website supposedly shows a video of a dead idol dancing at midnight, and those who view it get taken away and never wake again. Sure enough, the other members of Kanami's Kitchen go missing, and the investigation team checks the site to find out. Naturally, the site indeed does something strange and they ensnared by ribbons and pulled into another world.

This world is referred to as the Midnight Stage, and it functions similar to the TV world in some regards but is different otherwise, most namely you can't resort to violence here. The ribbons in this world drain you of your personality and force you to be something you aren't, but the team figures out you can fight back through expression of yourself and your meaning, so since they have been practicing dance, they use this as their weapon to try to save the taken members of Kanami's Kitchen.



What in the blue goddamn fuck??? OK, I get that this is a franchise that stems from a base of JRPGs so obviously story is kind of an important role to its universe, and its a story I love but that was in a 60+ hour RPG. Even the fighting game that hooked me on this series had some incredibly wordy story to all of it, but it's a fighting game and even those sometimes have a bit of a story. But this is a rhythm game, and sans a few exceptions rhythm games almost never have a plot to them. So much like Persona 4 Arena if you venture into the story mode, expect a substantial amount of (well voice acted) text.

So the inherent problem with the story was this: I powered the game up, got through the initial couple of lines to get the premise and by the first playable portion my first thought to travel through my head is "Oh my god, this is fucking stupid." Now let me be clear here: I love this universe, and I love these characters, but it only took one line of "We can show them how we feel with the power of our Dancing!" to make me shudder in sheer douchechillery and almost turn the game off. It's nearly impossible to take this game seriously.

Ugh, it's so painfully uncomfortable.

But if there is one thing Atlus and the Persona 4 dev team knows how to do, it's weave a good story. As stupid as the idea that a professional idol would insist on group of amateurs without a dance background as her back up on her first show back in show business is, as soon as they transport to an alternate world (as they do in Persona) it didn't take me long to get wrapped back up in the story. Interestingly enough, once I can get past the idea that they are fighting by dancing, the narrative is actually still really good.

They introduce a lot of new characters to series, and a handful of old faces poke their head in as well. Smartly, aside from a handful of a small references, they keep the extensive back history relatively out of the plot for the most part. They make a few references to the TV World from the other games, but ultimately they stick to their own story, which means new players who picked up a rhythm game without no prior Persona experience won't be totally lost. A lot of the new characters are fun, and while the main cast deals with the other world, new protagonist Kanami fits the mystery together with Nanako and Dojima in the real world to keep things interesting both sides.



I will say that though, that this is probably the most "bondagey" Persona since I discovered the series in Persona 2. See, the story mode plays in the Japanese visual novel style of story where character stills talk to each other, much like you have seen in many in this series to come before it, but much like Persona 4 Arena they show you a still image to sort of set the scene.

Well, without getting to in depth as to why it's happening, the captured idols will find themselves bound in ribbons. Some of them are more suggestive than others, and one of the idols is like..... really young. Not that I don't appreciate an out of the blue bondage scene (because who doesn't amirite?), some of them felt really out of place.

The first time it happened, I quirked a brow. This time, it was less subtle and they only
get worse (better?) from there. Although the one of Sumomo is a little rough, she can't be "of age".

The story actually gets really dark as fuck too, this isn't outside the norm for this series but for a game that's focused on lighthearted dancing, it's a very sharp contrast. I mean the story mode starts off with a pretty brutal tragedy, and as Persona 4 likes to do they focus on the characters insecurities and self perception, which is something everyone has to deal with thus making it very relate-able. And that's probably what made the ending that much more satisfying when I finally pushed to the final songs.

And I admit it, the longer the story stretched the more completely enamored I got, pretty much completely forgetting it was a rhythm game until an actual playable section came up. While long winded, if you buy the game, you have to play the story mode. It's a fun followup to end of Persona 4 Golden and lets you catch up with the old gang (and totally affirm where my head canon is taking the story). Honestly they can do this every year and I'll probably love it.

Kanami is mentioned in the other games and the show. but this is the first time we
actually get to see her. I have to say, she wasn't what I was expecting, but still a welcome edition

Christ almighty, 900 words in and I haven't even talked about the game play yet. So looking at the trailers, I was really confused on how the game worked, but once it was in my hands it actually could be simpler. for lack of a better term it is a bit DDRish in nature. you have a series of notes that appear from the middle of the screen and move outwards, when playing you need to use the corresponding directional on that side of the system: Up Left and Down, or Triangle, Circle and Square.

Obviously, hitting notes is easy, so they also have hold notes where you tap at the start and hold it, and then release at the end. No big, like DDR's freeze notes I can handle this. They also have Pair notes where you have to hit two at a time, these are usually marked by a long pink line connecting the two notes. Most of time these aren't too bad but I sometimes get confused if another note is following the same line.

As you can tell, there are a significant number of costumes to unlock.
And yes, I unlocked all the maid costumes first. Eff you. 

The last mechanic is "scratching" where a circle comes outward. if you move an analog it continues your combo and boosts your gauge but they aren't mandatory to do, and thank god because moving the analog while trying to keep the beat was nearly an impossible task for me to do. I would constantly miss other notes trying to move to the analog. Thankfully, you can turn on a feature that allows the shoulder buttons to scratch which felt way more intuitive to me. It's not super comfortable to hold the Vita that way, but I will say that it's pretty much necessary.

While scratching doesn't count against your score if you miss them, it does provide a boost to your gauge at the top of the screen. 5 shadows sit at the top of the screen and if they aren't happy and dancing by the end of the song, you don't clear the stage. Honestly, I have never fully understood where the line is. I've they flashing and jumping around I know I'm doing well, but I've finished stages with all of them white and smiling, which I would consider good. But when the screen fades it says I didn't clear.



This is super frustrating because on easy and normal I am fine, blowing through levels with ease. When I bumped up to hard though is where the game really knuckles down with you, When you miss notes you get big knocks to your not all that clear gauge, and it's very difficult to repair the damage so if your game starts to go south you have to get on a hot streak to bring it back, or restart the level. On the "All Night" difficulty setting missing a small streak of notes can kill you in seconds.

Thankfully, the game has you covered on this front as well. As you play through the game you earn money that you can use in the shop. This can be used on costumes or accessories for your characters, but the real use is the item section where you can get items and books. These affect the game by giving you bigger boosts during parts of the song, let's the off timed "goods" not affect your combo, lets you continue the song if you fail and others. Each of these help, but as you would expect they remove a percentage of the points and money you earn at the end of the stage.

Sorry, Couldn't find any English game play videos.


This is where the books come in, because they add some effects that make it harder and boost your score and money. So I played to the point where I would get Random note orders, Macho speed, and some other effect I can't remember, and even with the helpers set I'm still getting like 275% increase to my earnings. This made clearing out store a breeze. Inside of one power outage in my house and less than a week since its release, I've pretty much all but cleared out the store because you can pull in nearly 100,000 in one go one the All Night setting.

I only have a small number of issues with the game. Some of them are minor, one is major. First off aside from the goofy premise for the story, one of the hardest adjustments when I started the game was that Laura Bailey didn't voice Rise Kujikawa in this one, so there was a bit of shock in adapting to the new voice. At this point the characters are sacred to me so when you change a voice, like every other douchebag probably did I got really upset about it..... for about 2 hours, and by that point I barely noticed the difference anymore. Pretty much the same thing happened when Matt Mercer started voicing Kanji over Troy Baker.

When Naoto "girls" it up, she's actually super cute. No wonder people love her.

The aforementioned scratching issue persistently bugs me. because there is no real fix to this solution. Holding my vita with my fingers on the shoulder buttons is an awkward hold, and it's not very comfortable. But the only other alternative is to use the analog sticks which make sense for the motion of "scratching" but I feel my performance in the game is significantly weaker by trying to shift to the analogs. I don't think I could do it from the hard mode and up.

Something that surprised me was a complete lack of Multiplayer mode. Even if there wasn't some kind of cooperative play, they could have easily put in some kind of vs mode where you could compare the scores. Hell, in the fever times of the songs two of the characters dance on screen at once, so they could have whipped up something to that effect to help in co-op or something. I don't know. It was just surprising to me that the game was totally devoid of multiplayer. Even something like Final Fantasy:Theaterrhythm's battle mode would have been appreciated here.

Don't know when it's happening in the timeline, but I'm calling it right here:
Chie and Yousuke will get married at some point in the Persona Universe.

And despite this series having a fantastic set of music to it, the music selection in the game could be better. The game itself features 29 tracks, but 9 of them are remixes of other songs and some of them have 2 different remixes. Yeah it's cool that Silent Hill composer Akira Yamaoka remixed a song for this game, but I've already played two different versions of this song already. The game had a very deep soundtrack so it surprised me that more of it wasn't used.

Not only that, but they used "Maze of Life" which was one of my favorite songs from Persona Q. If you were going to borrow songs from other games, why was there not more representation from that? "Light the Fire up in the Night" or "Laser Beam" would have been fantastic additions to this soundtrack and would have given us some different songs to play instead of remixes of ones I've already done. Or to go even further why not grab tracks from other Persona games? This probably won't be a long running spin off, so I would have loved to hear "Mass Destruction" or "Burn My Dread" in the track listing.

I found it odd that although Rise is the only professional idol in the group,
she seemed to take the stage the least out of the whole story mode...

But we know why they aren't in there, don't we? Of course we do. Because if you put the full version of the game out there, you can't land that sweet sweet DLC money now can you? Fuck you, Atlus. Looking on their very own website, By the end of October (remembering this came out on Sept 29th), there will be over SEVENTY FUCKING DOLLARS of DLC content ranging from songs, costumes, characters and accessories. This is completely unacceptable and shame on you for it. You used to be one of the good guys.

Let me ask you something: Say the game came full of all of the content that they were promising but they then slapped the full price of the game on the label, how well do you think this game would do? "Persona 4: Dancing All Night available now for only 120$!!" Maybe, MAYBE a handful of the die-hards would buy a copy but ultimately the sales would be crushed because nobody wants to pay 120 dollars for a game. So why do they feel it's OK to gut the content and charge me more later? It's absolutely insane, and I can't believe that after the Streetfighter X Tekken and Mass Effect debacles that this is still fucking happening, and people keep letting it. It's fucking insane to me.

It's barely been a week and there is already enough DLC for a 3rd of the price
of the full game. Fuck you. I hate this money grabbing bullshit.

When this game was first announced, I thought it was a stupid idea. Shifting a JRPG to a 1v1 fighter didn't feel like much of a stretch to me and I ended up loving it so much that it made me go back to the RPG. But a rhythm game? Why a rhythm game? Well, in retrospect I hold Shoji Meguro on the same tier of  amazing video game composers like Akira Yamaoka, Nobuo Uematsu, and Daiskue Ishiwatari. So once I realized that the soundtracks are really one of the strongest aspects of the series, making a game focused on them didn't seem all that far fetched to me.

And despite the fact that I felt it was a stupid premise for a story and found it unbelievably difficult to swallow the image of some of my all time favorite characters goofily dancing around, Persona 4: Dancing all Night delivered pretty much exactly what I expected it in a rhythm game experience for me. Is it a system seller? Probably not, but it certainly was entertaining and it feels like a game that I will be playing for a while until get a let a level of mastery on the top difficulties. If you are a fan of the Persona series or just rhythm games, this one absolutely satisfies.

I guess it is what it is, I'm sure I will do this dance again when they come out with Persona 4: Cooking Battle, Persona 4: Kart Racing, or Puzlsona 4.....  For the love of god, when will you people realize I NEED HELP? *sob*



I might be the only person in the world who is lukewarm to Nanako.