@RogerRoger Haha. No skeevy extras, thankfully. Conception came with an outer box and sampler CD or something. I forget if Valkyrie Drive had any bonuses. Corpse Party games have all come with amazing bonuses the few times they got physical releases: Blood Drive came with a really pretty outer box, a surprisingly high-quality artbook, and a multi-disc soundtrack. Even if the game itself was rubbish, the extras still kinda made the purchase worthwhile. Meanwhile, the retail port of the original Corpse Party on 3DS actually came with little figures of two of the characters from the game in addition to a snazzy outer box.
Yeah, I couldn't ignore that price. It's a little annoying insofar as, regardless of being redeemed on Steam, I believe it'll actually require a separate log-in to EA's launcher, but it should be fine otherwise, and the games will all run better on my PC than they would on my PS4 (maybe not as well as on a PS5, but $500 takes a fair bit of convincing for me to part with). I'm actually pretty enthusiastic about finally getting to experience the third game.
Question, actually: I recall something about ME3 having an ending that upset people originally, motivating EA to change it after a backlash. Do they have the option of experiencing the original ending in this version of the game?
Yeah. I thought about making a level myself to test out that whole feature, but since I was a bit lukewarm on the game overall, I decided to move on. Kind of annoys me a bit that Capcom will support the online component of a failed obscure PSP game for 15 years or so (at least), but Sony barely waited a year to remove the online features from Gravity Rush 2. -_-
I'm actually revisiting a somewhat obscure PS1 classic atm. I'll give you a hint: it's a puzzle game, and it has a strangely cinematic, almost John Williams-esque soundtrack.
@RogerRoger Depends on the game. I sold the Fire Emblem Fates special edition for about twice what I paid for it, since I was kinda disappointed with it anyway. On the other hand, despite physical prices exploding in recent years, I've never been tempted to part with my MegaTen collection.
Certain retro games have also exploded in price in recent years. I managed to sell one of my old PS2 horror games for $250 back in 2020.
Well, I mean, you're 90% a Playstation guy, right? If I spent most of my time on Playstation, I'd probably be looking into upgrading my console as well, so the rush to upgrade makes more sense in your case, I imagine.
With that said, while I'm still getting a few new games here and there (primarily to play with my nephew, who is a big Nintendo fan), my consumerist zeal from the last few years has kinda cooled off. I've got a massive backlog, several very capable platforms to play games on... I don't need to spend a bunch of money on new gaming stuff any time soon.
And that works anyway, because with all of these studio acquisitions, Game Passes, Project Spartacuses, etc. it makes sense for me to lay low and see how things shake out over the next few years.
That's disappointing to hear. I guess I'll youtube the original ending at some point, then. Even if the revamped ending ends up being objectively better than what people initially got, something rubs me the wrong way about developers altering their art based on backlash like this.
Your reviews should be helpful when I get to these games, since I recall you talking to some extent about what order to play the DLC in. If there's still any confusion, if it's all the same to you, then I'll pick your brains on the matter in the future.
Yeah, I got GR2 at launch, but I do kinda regret not supporting most of their releases when they came out. Now Japan Studio is a thing of the past, and even if their games didn't sell like GoW or Horizon, I still feel like something important was lost from Sony's first-party lineup.
I'm def. looking forward to talking about it, then, and its impressive soundtrack. It's pretty much perfect as a portable game (even if it was never intended to be one), since its short, segmented into multiple stages, and has a compulsive 'pick up and play' quality to it despite the brutal level of difficulty.
It's kinda fun revisiting my PS1 library portably.
I.Q.: Intelligent Qube Platform: PS1 Year of Release: 1997 Genre: Puzzle Completion: Only takes an hour or two to beat, depending on how little you struggle with it. I've finished the game a few times, since my goal before posting this review was to be able to play through it without dying once, which took some time. I also wanted to check out the unlockables.
Let's start with a North American TV spot for the game.
Yeah, that'll show you for knowing how to spell words, you uppity little girl!
I.Q.: Intelligent Qube (AKA "Intelligent Qube" in the United States and "Kurushi" in Europe and Australia) is a PS1 puzzle game originally released in 1997 by developer and original publisher G-Artists Inc. (SCE actually published the game in the U.S.). In IQ, you play as a character trapped on a row of blocks suspended in a dark void, fending off the encroaching danger posed by a series of gigantic cubes that advance from the top of the screen toward you. Your goal in each stage is to use your power to mark and detonate normal cubes and advantage cubes (which glow with a green color) while allowing forbidden cubes (which are jet black in color) to roll off the end of the stage. There's a lot of depth in the gameplay, but this is the basic goal of every stage in the game.
There are life and death consequences to screwing up, because if you accidentally destroy a forbidden cube, or if enough normal cubes are mistakenly allowed to fall off the end of the stage, the stage itself will begin to crumble in segments, and if you're unlucky enough to run out of ground (or to stupidly be standing on a row that's falling, for whatever reason) your character will fall screaming into the void, presumably forever. That's obviously no good, so your goal is to master the nuances of this ostensibly simple series of death puzzles.
IQ is divided into nine stages, and each stage is divided into four sections, with each section marked by a new arrangement of cubes that advance in waves. I've already mentioned that destroying advantage cubes or allowing enough normal cubes to roll off will start destroying the stage (normal cubes will fill up a cube queue that, when filled, will punish the player and reset), but what happens if you clear a wave without making any mistakes? Brilliantly, the game's announcer will triumphantly yell out the word "PERFECT!" and a section will be added to your stage instead.
How many ground segments you have doesn't just matter to your immediate survival, either, as each chunk of ground is tallied up at the end of the stage, and you'll get a cool 1000 points added to your score for each one you have. Your goal, then, is to maximize this number by playing as well as possible.
So, I've been mentioning advantage cubes, but what's so special about them? Well, these cubes are either your best friend or worst enemy, depending on how efficiently you play. When you detonate an advantage cube, a green mark will be left on the ground, and a special explosion can be triggered by hitting the triangle button that blows up not only whatever is on that space, but also on all of the spaces touching that space. So that's eight spots detonated in addition to the spot the green mark was originally left on. Efficient use of these delayed explosions are necessary for destroying the massive swaths of cubes that threateningly advance toward you, but if you catch forbidden cubes in your explosions, you'll also start to quickly destroy the stage. This gets especially tricky considering that, unlike your normal detonation mark, which you can only have one of at a time, any number of green marks can stay on the ground during a section of a stage, and all of the green marks are detonated simultaneously when you trigger their ability. And the game is NOT kind in terms of how it mixes up the three cube types, making it easy to destroy forbidden cubes in the process.
I mentioned scoring at the end of the stage before, but there's also a separate system of scoring that happens with each wave of blocks you encounter. The game doesn't want you to just survive, it also wants you to play WELL, and the mechanism it uses to incentivize this is by challenging the player to clear each wave in a certain of actions. Well, kind of. The number might be "0/3" for the wave, which means that after you detonate your first mark, you get three successive rolls of the cubes to destroy them all. This part is crucial, because, when I first started the game, I assume the number began counting up as soon as the cubes started advancing, but the number actually tick up until you denote your first mark. The game doesn't require the player to be speedy so much as use planning and tactical thinking to achieve their goal. For example, it often doesn't make sense to try and blow up sets of cubes from the front going back. It might make more sense to, say, blow up an advantage cube, and then detonate other cubes on the side of a formation while the cube formation rolls over the green mark until you're able to say blow up a large swath of cubes blocking your way, blow up another set of advantage cubes to create marks on those spaces, etc. Each formation of cubes in this game requires a separate approach and quick, tactical thinking in order to efficiently conquer it in the specified number of turns.
At least, this was my experience up until Stage 7. The game steadily increases in difficulty as the stages go on (primarily by increasing the width and length of successive cube formations, but also sometimes by making the cube formation patterns more complex as well), but by the time the seventh stage rolled around initially, I... hit a wall. Hard. I really struggled to get through it for probably hours on end. Eventually conquering this stage, along with the final two stages, taught me a few things. Like, sometimes it's better to just allow a formation you've messed up on to squash you, roll off the stage, and collapse a few sections of ground rather than struggle until you're pushed back to the edge of the stage and fall off. While this game mercifully allows for endless continues, getting a Game Over also resets your score to zero. In a score-based puzzler, it's the worst possible outcome, so sometimes it pays to swallow your pride and accept defeat rather than allow the game to nuke your entire score.
Being a score-based game, your ultimate goal is to rack up as many points as possible through the game's nine stages. This score will somehow be translated into an "IQ" score, which can range between 0 - 999. With that said, I expected it to take longer to access the game's few unlockables, which include two new character skins (Cynthia, a female player, as well as a dog named Spike) and "Original" mode, which I'm told allows the player to create their own puzzles (I played around with the original mode, but couldn't make heads nor tails of what I was supposedly doing, unfortunately).
That probably is the game's biggest weakness, ultimately. The game itself has almost no diversity to the experiences it offers, the experience itself is short as hell (two hours or so on the default difficulty if you play well, and a little over an hour on the highest difficulty if you can somehow manage to withstand the ordeal, as the higher that setting goes, the faster the cubes advance), and the unlockables are few in number and simple to access. You'd have to really fall in love with it and play it to death for it to be a good value for the money it probably cost back in the day (and especially now, with the inflated prices of retro games almost across the board).
The game is also not terribly... photogenic. This was a point that came up back when it first released, as reviewers were disappointed by the incredibly rudimentary 3D models and lack of visual pop compared to bigger titles on the system.
I wasn't sure where to fit this, but it's probably also worth mentioning that the game doesn't have a formal tutorial sequence. Instead, there are a series of tutorial videos explaining the rules, which are narrated in a hilariously manner-of-fact manner: the closest comparison I can make is to one of those work training videos, like the one I was made to watch when I started my first job.
Perhaps the most notable aspect of Intelligent Qube is its weirdly excellent soundtrack. Composer Takayuki Hattori's memorable orchestral score, which is by turns eerie and sweeping, adds immensely to the game's atmosphere. The compositions are totally out of tune with what you'd expect to hear in a puzzle game even today, but it really compliments the abstract and strange nature of the setting and tone. It's perhaps not surprising to learn that Hattori's work was primarily featured in Japanese TV shows, anime, and theatrical movies, although he did also contribute the (also excellent) soundtrack for I.Q. Final, the 1999 sequel that never made it to the States, as well as an Arc the Lad game on the PS2.
Whatever the reason the soundtrack ended up like this, it definitely helps to show off the potential for a new console that had the ability to recreate CD quality music using real instruments, and these pieces dramatically showcase what's possible when you evolve beyond the bleeps and bloops of 16-bit era chiptunes.
(I'll be linking from the official soundtrack for the second game, which actually combines the music from both games)
So, this is the first piece you hear after the game boots up:
Quite an introduction, right? Well, this is the MAIN MENU music, of all things:
The music you hear when you go into the first stage:
Second stage:
And so on. You get the idea. The soundtrack is tiny, but literally every track is great.
So, at the end of the day, we're left with a true curiosity of a game. Despite some shortcomings, which I've mentioned, it still manages to be an utterly unique and addicting experience that puzzle fans will find themselves itching to return to. The soundtrack is also fantastic and enthralling. I own a lot of PS1 games, but IQ, despite a lack of fanfare in the West, has still remained one of the first games that come to mind when I think of the system, and I definitely enjoyed revisiting it and experiencing it more fully than I did in the past.
@mookysam Oh yeah, you could probably spend the rest of your life playing all of the weird, off-beat games that released on NDS and PSP. I also really dug the unique style of gameplay and presentation in these releases that distinguished them so thoroughly from home console/PC releases. That style of game is probably never coming back, unfortunately.
Yeah, I suppose it's an open question if MM2 would have even benefitted from a remake like this. While the level sharing building/sharing stuff is super cool, it doesn't really benefit from being attached to a remake of Mega Man 2. And yeah, a lot of the original's personality would be lost with the redone music.
I think Capcom probably did what they could to make MM1 enjoyable, but, really that entire game needs to be rebuilt from the ground up around new levels themes and bosses, at which point it wouldn't really be a remake anymore.
90s/early 00s video game commercials were the best, IMO. They got away with so much edgy, absurd marketing that just wouldn't fly today.
I feel like a lot of people probably played IQ/saw it being played back in the day and forgot about it or didn't remember the name. The imagery is fairly distinctive, though. Despite its niche status, it did well enough to actually inspire at least three sequels, although I believe this remains the only game in the series to actually be localized in NA. I guess it performed better in the Japanese and European markets.
IQ occasionally has opportunities to regain the spotlight briefly. It was notable, for example, for being one of the games included with that ill-fated PS1 mini-console Sony released a few years back. Occasionally you'll also see a small boost in visibility when some prominent youtuber references it.
Thanks for reading!
@RogerRoger Thank you! I was curious if this would end up being familiar to you. I hope the review wasn't too technical, since, with a game like this, any write-up will end up getting bogged down in the mechanics. They're really solid and unique as far as the game design goes, though, and I wanted to try and convey that.
Yeah, I feel like the PS1 was so strong partially because it had so many blockbusters as well as a metric ton of these weirder, smaller experiences. Sony's cheap CD-Rom based system really stormed the barn, so to speak; amazing to think about the sheer degree of third-party support Nintendo lost that generation by opting for cartridges and censorious content standards in comparison to the free-wheeling culture Sony was building on their platform.
I'm mixed on the presentation. I like the kinda spare, creepy aesthetic of the game overall. It's evocative. There is also some cool reflective surfaces in this game that look nice for such an old platform. But those 3D models for the humans are... not great. Thankfully, the camera is zoomed out, and you're typically focused on the cube formations stomping toward your character.
I could see this being stressful for someone. While playing it, I actually got a friend to try it on the lowest difficulty for a few minutes to see his reaction. I explained the controls and showed him what to do, but it only took a few moments for him to get irritated and shove the Vita back in my hands, defeated. Maybe for a laugh, the next time I give it to someone who's new to it, I'll set it on the highest difficulty option and wait to see how long it takes before panic sets in!
It's brutal and requires on-the-fly thinking, but I love the sort of very on-hands nature of the puzzle-solving, the way its outward simplicity belies its true mechanical depth, etc. I'd love to see a more polished modern spin on it with challenge modes, maybe some level of narrative to the campaign, etc.
Currently Playing: Resident Evil Village: Gold Edition
@RogerRoger Nice review! I will admit, it is a bit rough-looking for the system. Scanning over it, my immediate thought was: "Looks like another PS3 game."
Still, your love for the IP shines through, and it does sound like there are some genuinely cool elements to it, like the collectibles actually creating full comic books for the player to read, the dynamic reputation system for Spider-Man (even if it's poorly implemented and forces the player to engage with repetitive side content), and the robust traversal mechanics. Pity it's short, kind of ugly, and never comes together into a fully satisfying experience, though.
We definitely all have those games that belong to series we love so much we'll fully experience them, even if we're forced to admit they're a bit of garbo at the end of the day.
As always, you do a great job of allowing your voice to naturally structure your pieces in a way that make them enjoyable reads, which is one quality I've always admired in your submissions.
The costumes that are lost to time are a bit of a pity, though. I think it'll become quite staggering over time just how much digital content is lost to time. Always frustrating to see companies use FOMO to motivate pre-orders and early purchases of games, which is all those exclusive outfits and whatnot really amount to, at the end of the day.
@RogerRoger You specialize in discussing certain sorts of games, and I think that's valuable too. Especially when a lot of us couldn't tell you which licensed games are worth a go and which are mere cashgrabs.
I reckon there are very few games developed without any passion whatsoever. It's just a matter of whether that can overwhelm the artifice of greed (usually foisted on the product by the publisher) and shine through in such a manner that it actually connects with the player. Perhaps ironically, I've found that regarding games more critically in general has also led me to finding redeeming qualities in experiences I otherwise would have dismissed entirely in the past.
Digital scarcity, in general, is probably one of my least favorite developments in the medium. Leave it to humans to find a way to inject FOMO into an environment where all information can be copied ad infinitum!
Currently Playing: Resident Evil Village: Gold Edition
Right, it's been a while so time for one of my mega catchup posts for this thread over a cup of tea... (or what ended up being a few cups over a couple of days)
I mentioned about the KZ games in the screenshot thread a while ago and I remember so little about the main games (I think I played all three) but certainly had no experience of the handheld ones.
I like the sound of a game slightly parallel to the main series though and the Contracts sound like a good idea for replayability and something that's become more prominent since. As for the gimmicky stuff, I seem to remember mainline games from the series having similar for gyroscopic aiming and for 3D mode if you had the right TV and glasses too. I think I played one of the console games not realising I could still use the controller itself to aim the sniper rifle and wondered why they made those sections so difficult...
Interesting and weird to hear of the clashing releases of the game and the newer console. It's not a game I've ever heard of but I've never been much on a Nintendo gamer so the Zelda series is one that has mostly passed me by so it's funny to hear you say how, on the whole, they just tweaked things slightly to change the story and gameplay without really doing so much.
The trial and error stuff you mention sounds like a right pain though and would frustrate me no end. The kinstone mechanic also sounds great in practice but a nightmare in reality, particularly if there's no way of mapping where to take them. But despite the limitations it sounds like you still managed to enjoy it!
It's always interesting to hear about some of the troubled development behind games but a near 18 month delay is quite something, especially with the eventual results. The issues rescuing (or not..) sick locals did make me laugh though and I enjoyed the different structure to your thoughts.
Your review really does cover why the handheld market can struggle though as it works best for games made with the console in mind which this certainly wasn't, particularly from the fact that the story and gameplay doesn't really translate to those bursts of play. But it does the right thing for a licensed game and tells its own story rather than regurgitating the movie (badly).
It's cool to hear how much you enjoyed the game! Mixing up the gameplay sounds like it worked well and being able to change up your class also sounds much more fun when it comes to combat. And your thoughts on the vibe/message of the game is an interesting one too.
Saying it is your favourite Mass Effect game is a strong statement too!
Mega Man is another series that has largely passed me by but I’m well aware of the infamous difficulty of each game.
It sounds like an interesting update to the game but very curious that it is almost impossible to now play given the fact it isn’t available digitally or any other system. The updates to the overall game really are… something though!
I have extremely vague recollections of this game, maybe from a demo disc on the good old Official Playstation Magazine back in the day.
What an odd little game and a particularly odd advert for it! Visually, this reminds me of something more like a Net Yaroze game than an official release but the music is quite spectacular for such a game. The core gameplay sounds like one of those ideas which is quite simplistic but can be nuanced and I can certainly see how it can end up being punishingly difficult if they want it to be.
@RogerRoger (this guy again?) on The Amazing Spider-Man 2
Well, it certainly sounds like they threw everything at this one and hoped some of it stuck but it sounds like most of it slid off the wall and into your proverbial trash can. The idea of your reputation altering as you engage with or ignore city wide crimes is a nice one but also sounds pretty badly executed. That said, the web swinging mechanic sounds cleverly executed but I can see it could cause some frustrations while you try to get used to it. And Stan’s shop sounds like a great idea too.
I was quite surprised to hear you say that the graphics weren’t that great as the screenshots liked alright. But then I realised this was a PS4 game and not a Vita one. Good lord.
I played about an hour of gravity rush last night, for the first time. and er, Lets just say I kinda feel bad for comparing it to mario Galaxy for as long as I did LOL.
But for real, the gravity mechanic is actually really clean, I thought the camera was going to be all over the place, Not only that, its actually fun to use during combat, even tho she just floats there.
I mean I know its called gravity rush but so this is kinda to be expected, but I really do love the gravity part, No joke I thought it was going to be clunky, and I kinda just played it because two look cool, and people said I should play the first one.
I only played a hour so I don't have harden thoughts about the game, but I didn't think I would be loving it as much as I have so far.
I also heard the story is great, so there's that to look forward to. (Side note, please do another Playstation all stars, please)
Nintendo are like woman, You love them for whats on the inside, not the outside…you know what I mean! Luzlane best girl!
(My friend code is SW-7322-1645-6323, please ask me before you use it)
I had a PSP which I pretty much only played MGS Peace Walker and Star Wars Battlefront 2 on (I did have Pro Evo and MGS Acid too, along with a few PS1 classics downloaded via the PS3).
@Snatcher Yeah, Gravity Rush isn't anything like Mario Galaxy, apart from both involving concepts of gravity manipulation.
Surprised you heard people talking up the story. The first one is... well, it's sort of like a Nintendo game. The story isn't bad, but it's just sort of there. It's very gameplay-centered.
Currently Playing: Resident Evil Village: Gold Edition
After catching up on the thread, I've been inspired to jump back into the fold myself with a recently beaten game that was worthy of the time and effort of a review..
Judg(e)ment
Version played: PS5 upgraded edition
Play time: 58 hours
Completion: Full game, all side cases, played most mini games (the game calls it 67% complete!)
Trophy completion: 72%
It's your boy, Yagami!
I may have mentioned once or twice on here that I’m a fan of the Yakuza series having finished the main series last year so it was time to finally check out the spin off series of Judgment!
Taking on the role of a completely new character, Yagami, who is an ex-lawyer who now runs a detective agency with BFF Kaito who mostly provides the muscle but Yagami can certainly hold himself in a fight (as you’ll find many many… many times through the game). He retains a close link with his old law firm where he was once the hot shot young lawyer after getting a client found innocent of murder only to find things turn sour, leading to him leaving this career behind.
No, that is what happened
The game quickly gets the story rolling with you being asked to help gather evidence by your old team to help defend a mid rank Yakuza on a murder charge and the plot quickly gather pace and intensity as you look to untangle a web of murder, blackmail, and political shenanigans. As you do.
The game does well to set up the new cast early on and like the Yakuza games there are a lot of characters thrown at you but they feel more memorable and distinct from one another seeing as it’s not just “yet another loud aggressive Yakuza boss/subordinate” for you to separate from another. The relationship with your buddy Kaito is good fun and there are a whole load of morally dubious character you’ll meet who will help or hinder your progress.
Umm.. okay?
Honestly, I think this is one of the best stories in all of the Yakuza games as it builds up really well ad has plenty of twists and turns. The game benefits from being able to tell a fresh tale without the baggage that Kiryu’s saga had towards the end. As well as the main story I also really liked the approach taken to the side missions. Instead of random sub stories, the vast majority of these are instead side cases. Some of these are encountered randomly but plenty are detective work that Yagami can pick up from a handful of places. These range from more obvious cases like tracking a potential adulterer through to slightly weirder ones like investigating a haunted apartment and then classic Yakuza ones like chasing down someone’s wig. Very few of these feel like filler and are all varied enough to not feel like you’re just doing fetch quests.
Another main feature is the friend mechanic. Throughout the game you can come across NPCs during side cases or just out and about in Kamurocho who you can befriend. This is via a whole array of tasks from finding unique items or buying gear from them through to finding cats or even answering questions about coffee. The most difficult for me involved having to win a game of MahJong under specific circumstances which meant I finally had to learn how to play the damn game. Your friends can then either give you items when spoken to, offer discounts, or even join you in random street fights. Once you get all 50 there’s a cool side case involving a number of them. It was nice additional content that again didn’t feel too onerous.
Kamurocho looking better than ever
But like all Yakuza games there is a hell of a lot of other stuff to do from the obligatory SEGA arcade games, the batting centre, and all the usual gambling games. There are some new distractions though, the biggest of which is drone racing. Your drone is used in the main story at times for gathering info but here it’s all about speeding your way round the city against a number of other drones. There are individual races but also Grand Prix covering multiple races which you will need to upgrade your drone for to have any chance of winning. I played all the individual tracks and the basic Grand Prix but was pretty much done by then.
Dating is also back but is different from before. You can meet a small number of female characters through the game who you can get into text conversations with and eventually ask on dates (like to play darts, go gambling etc) and then have conversations with afterwards. There are set events that trigger as you hit certain levels with the women and they all have their own little associated story. It all feels a bit more natural than the other games and doesn’t end up with Yagami sleeping with them like Kiryu did. The “end point” of romancing is the woman telling you her feelings and getting to that point you can actually turn them down, and Yagami does actually question himself if you agree to be the boyfriend to multiple women, although there is no penalty or rewards for doing either.
Explore the back streets solo or with your lady friend(s)
There is a lot of other similarities to the Yakuza games though with the obvious one being the setting as you spend all your time in Kamurocho (other than for very small sections of the game in limited areas or cutscenes). The city looks better than ever though, particularly on PS5 running at good old 60fps. The combat is also pretty similar with the standard weapons, quickstep, and then light and heavy attacks alongside the good old heat actions. Yagami does have his own styles and you can quickly switch between the two with crane for quicker crowd control situations and dragon for heavier hitting when needed. The XP system is thankfully one of the more straightforward ones with XP gained for almost everything and then this is simply used to purchase abilities which are unlocked as you go along or for finding items/QR codes around the city.
Despite the improvements in romancing, the game does still feel a little weird with regards to females in the game but this doesn’t seem quite as bad as the other games. It’s something I’ve not felt necessarily uncomfortable with but it does always seema bit awkward. The “Twisted Trio” are a group of perverts you take down as part of a series of side cases which at least has a bit of context but still falls into the awkward category (although the name Ass Catchem for one of them is fantastic).
An interesting job for the localising team here
There were a few other things I didn’t like in the game with one of the main ones being that the tailing missions really suck. I get that it comes with the territory as a detective but they are too numerous, too long, and just plain boring/frustrating as you slowly follow someone, occasionally diving into cover when they turn around (although the game isn’t particularly consistent with what it considers cover). There’s also the Keihin gang who pop up a bit too frequently. This mechanic sees an increased number of gangs roaming the street as well as a few mini bosses you unlock through the main story. When triggered, you get a threat level that slowly works it’s way down over time but goes down quicker when you win fights with the generic goons or even quicker if you take down the bosses. You can ignore the mechanic but you’ll still be running into more street fights along the way. Again, this popped up way more than it needed too and just became a pain (in fact, putting “Judgment Keihin gang” into google and one of the top suggested searches is “Judgment Keihin gang annoying).
Yay! A tailing mission!
Overall though I really enjoyed the game and would probably put it near the top of the list of “Yakuza” games. As I mentioned, it really benefits from not having to carry the baggage of Kiryu’s story and all the lore, characters etc that the saga contained. Combine that with a fantastic story and cast, and it really is a great game. If you’re one of those oddballs that has never played the main series, this game is a perfect way to try the series out and looks great on PS5 too. And if you’re not a fan of Japanese dialogue and subtitles, there’s even an English language option too. So really there should be only two type of people; those who enjoyed Judgment and those who need to get round to playing it.
@Fragile Thanks. I heard a few people say they didn't like the game after the Yakuza ones and I can't see how myself. I picked up Lost Judgment with all the DLC (eurgh) in a recent sale so that's on the list for later in the year.
Weirdly, this version of Judgment gave a load of bonus items which had unlimited use in battles and were ridiculously powerful. One I did use a bit towards the end rained down lightning on surrounding enemies for pretty much a one hit kill. Useful for once I got sick of the random fights.
@Snatcher Glad to see some love for Gravity Rush. I started playing it last year and enjoyed it. Never finished it for some reason (I think because I was trying to get multiple games finished in time for the PS5's launch), but I look forward to coming back to it at some point.
A real shame we'll never get anything like it again from Sony.
PSN ID/Xbox Live Gamertag: KilloWertz
Switch Friend Code: SW-6448-2688-7386
@Thrillho Fantastic Judgment review! Extremely well-edited and composed, and you did a great job with the screenshots. The game itself sounds like a blast, and an interesting evolution of the Yakuza formula. Particularly with the gang mechanic, more detective-y gameplay (especially with how it naturally integrates the side content, which definitely does sound better than the approach in your typical Yakuza game), etc.
"Ass Catchem" sounds like an amazing Pokemon porn parody name. I love it! Ditto with... ahem... "scrotum totem," which is about the most creative euphemism I've ever heard for that particular body part. Gotta say, with the sheer amount of weird humor, puns, etc. in Yakuza-related games, they must be a blast to localize.
I'm still gonna replay (and actually finished this time) Yakuza 0, but at this point, I'm kinda questioning if I even want to bother with games 2 - 6, when you have the turn-based Like a Dragon and the fresher action-based spinoff Judgment out there as well, both with new protagonists to play as (although I assume Yakuza 7 probably benefits at least a little bit from having played earlier Yakuza games, whereas Judgment sounds like it doesn't reference the mainline series significantly at all).
Gonna jump right into Lost Judgment, or give yourself a bit of space from the series before finishing it out?
Also, have you played the Yakuza-esque Fist of the North Star game?
@RogerRoger Thanks for reading! And yes, I did debate whether to use that image but he is the most bizarre of the members (ahem) of the Twisted Trio. But if you have ever been interested in the series but overwhelmed by the number of Yakuza games, it's a great one to jump in and try.
There are other courtroom/detective mechanics I didn't mention like having to decide what evidence to show to prove your point or using the right dialogue choices (one trophy is for nailing the final court case) so there is more to detective life than just following people endlessly.
And the gang mechanic just wasn't fun. You did get rewards for taking down the mini bosses but they were crafting materials I never used so it find a bit pointless, even if taking them on was the quickest way to get the mechanic over and done with. For five minutes.
@Ralizah Thanks to you for reading too! I did like the side case mechanic and it meant that there were a few semi-regular clients you pick up as well but it just gave a bit more structure to it all. And the Twisted Trio really are peak Yakuza for names and overall ridiculousness.
I know what you mean about the main series though. I picked up Zero as I'd heard such good things about the whole series and it was on sale. My first trophy for that was Sept 2018 and the Y6 platinum pinged in August 2021! I thought I was going to have to dig out my PS3 and find the old games on eBay to play the whole series but luckily the 3-5 remake was announced just before I started Kiwami 2. It's been a fun series to have in the library to pick up with a few other games between instalments.
So I'm not quite dedicated enough to plug in an old console for Yakuza Dead Souls and I've not heard great things about Fist of the North Star. There's also the historical setting games (with some familiar looking faces) that never got localised as well!
Like a Dragon and Lost Judgment are both on the PS5 hard drive ready to go at some point though but not quite yet..
Playing as one of two (very similar) pixie (technically alien) protagonists, you must explore the rooms of a girls' dorm in order to learn more about Earth culture. Along the way you'll (clumsily) platform your way around collecting "Picoins" (which can be spent at the shop in the main menu on upgrades & new clothes, mainly lingerie), blasting squid-like baddies, and collect information (by examining sparkly areas in the room & by using "happy bullets" to shoot the girls in certain areas...), all while you make sure you stay out of the girls' line of vision (this can be trivialized with a tap of the d-pad, which causes you to strike a "pixie pose", becoming invisible to them even if they're looking right at you, the presumption being they see you as an anime figure).
Each of the game's 8 chapters is broken up into three "Orders", the first two of which consist of the exploratory gameplay mentioned above. While sometimes the collecting of info is the mission clear requirement, most times you'll have to do something specific, like find a specific item, shoot a specific spot (like a window to open it), or kill all the squids. As you're graded on how many Picoins & info you gather, try to get everything before clearing the mission objective (while you're graded on time to clear as well, there's no defined time limit). Partway through you'll obtain a "Hookshot" that makes scaling the rooms easier, but from my experience there's no place you can't reach beforehand, with a well timed jump from the right spot.
The third "Order" of each chapter is always a boss fight referred to as "Maiden Suppression". One of the girls will be overwhelmed by emotion & get lost in some sort of exercise (such as Yoga, Treadmill, or even Pole Dancing...), and you'll have to avoid the various "Auras" (different bullet types) she produces during the activity & eventually calm her down by shooting her in various "areas" causing her to go into ecstasy. There is no stealth requirement during these sections, and sometimes things are made extra hectic by the presence of the squid enemies.
Each chapter is capped off by a bonus "Bath Time" segment, in which the "boss" of the chapter will be taking a bath and you have the chance to make some major Picoins by again shooting her in certain areas & even getting the chance to jump on & physically scrub her (which nets ridiculous Picoins). There is no stealth requirement here, and you can replay them in free play allowing you to cheese enough money to buy whatever you want in the shop (especially considering the further you get, the longer you can make the segment last).
Essentially half the game is a visual novel (with it's fair share of translation errors), which you'll be exposed to for lengthy periods in between chapters & orders. While there is an endgame narrative revolving around a "Phantom Thief" stealing buildings, it's mostly fluff surrounding the girls & at no point is it something you'll take particularly seriously. Apparently there are different possible endings, but whether or not it's influenced by the choices you make (you'll get like one multiple choice question each chapter), by how much info you gather during the exploration segments, or by a mix of both I don't know.
Once you complete the game you unlock a suite of options, such as a 3D character viewer, gallery of all the 2D art & videos, costumes to purchase for the dorm girls, and even the ability to disengage stealth & damage altogether.
Also as a side note, there's one early chapter that's just a Hyperdimension Neptunia crossover.
Conclusion: It's very much a clunky "B grade" Japanese game with extremely narrow niche appeal, but that said I don't think it's as bad as the "3" NL gave it, as it's not really broken in any sense. If you like quirky Japanese games & don't mind the (very) saucy material, it might be worth a look.
@RogerRoger I had no idea there was a Boba Fett game (sort of) like this. It's pretty cool they actually featured a bounty hunting element (however rudimentary it may have ended up being),
While it does sound a bit clunky by modern standards, it also seems like they put a lot of work into making this as authentically Star Wars as possible. The puzzle-platforming with the jetpack sounds like a pretty good addition to the gameplay as well.
Also a pity they didn't balance the combat better. Shame to have so many weapons that you don't feel the need to use because your blaster can be spammed on the majority of enemies.
Great review as always!
@RR529 A friend of mine grabbed this game. It's... odd. Like Mister Mosquito filtered through the lens of a C-tier fanservice anime.
Also, it's interesting how Hyperdimension Neptunia seems to keep crossing over with these properties. Both this and Senran Kagura, off the top of my head, and probably others as well. Presumably to boost sales, since HDN games seem to sell fairly well. That IP is like the biggest fish in a very small pond.
Most of the saucy anime games NL and PS have given ridiculously low scores to are still better than they're given credit for, in my experience.
“A good beginning makes for a good end.”
-Louis L’Amour
True watershed moments in gaming don’t come everyday. Seminal games that completely change the landscape of our beloved hobby are rare indeed. This is true especially in recent generations where monetization and profit overshadow innovation and risk; where sequels, ‘me-too’ clones of popular franchises, and annualized reskins pepper the charts month after month.
In Demon’s Souls Remake, we have the opportunity to experience the beginning of a gaming movement. What the original Demon’s Souls game ushered in has been one of the most shifting sensations in the industry. The first in what has become a long line of “Souls” games and “Soulsborne” clones, who would have guessed in 2009 that Demon’s Souls would become the trailblazer for a new gaming sub-genre.
To be fair, the “Souls-like” sub-genre of action RPGs has actually developed in more of a gradual evolution (even now expanding into the open world with Elden Ring ) In fact, Demon’s Souls was loosely based on FromSoft’s earlier King’s Field series. Furthermore, the very intention of Miyazaki, Kajii and Co. at FromSoftware when they developed the game was to recapture some of the lost aspects of older retro games. Nevertheless, there was enough unique aspects which Demon’s Souls brought together that I believe most would consider it to be the “first” of the modern “Souls formula” gaming phenomenon.
Looking at it thusly, when I decided to play Demon’s Souls, I expected it to be rough around the edges — akin to maybe trying a chef’s first attempt at a new dish before he’s had time to experiment, adjust ingredients, and finely season the flavor. And, although this is a remake (and an excellent one by BluePoint), the unaltered core of the game has left me quite impressed. The foundation of the Souls gameplay, the intricate world building, and inventive ideas were really ahead of their time.
A Tumultuous Development
”Frustration is fuel that can lead to the development of an innovative and useful idea.”
-Marley Dias
As with most trailblazing new IP’s, development was rocky, and the project was near collapse when Miyazaki came to take over the faltering initiative. He later said that he felt little risk if he failed since the game’s development was already headed towards collapse.
Compared to other games at the time ( Uncharted, Mass Effect, and Assassin’s Creed ) which focused on blockbuster narratives and cinematics, what FromSoft was proposing was certainly a horse of a different color.
The game didn’t demo well, and was unconventional, difficult, and cryptic enough to give Sony cold feet. Apparently Shuhei Yoshida spent several hours while demoing the game and never made it out of the opening area. In fact, in the end, Sony decided to not publish the game outside of Japan (later it was picked up and published by Atlas in NA and Bandai-Namco in PAL territories). It was a decision Sony later regretted (and probably has tried to atone for with this BluePoint remake).
Of course one of the chief concerns was the game’s difficulty. Ostensibly in the early pitches for the game, Miyazaki even hid details about gameplay (such as the loss of progress upon death) due to concern Sony would force them to change the game to make it easier. Miyazaki and Kajii agreed to not reveal the unforgiving death mechanics until the game was ready to release. Yet, for the record, Miyazaki has stated his intent with the game was never to make the game hard for mere difficulty’s sake, rather to make it feel satisfying through overcoming challenge, and to foster a sense of accomplishment.
The Legacy of the Game
”Legacy is not what I did for myself. It's what I'm doing for the next generation.”
-Vitor Belfort
In the end, the final product has been the recipient of numerous awards and accolades. It’s certainly not overstatement to say that Demon’s Souls is one of the most influential games of it’s time.
For starters, (interestingly and somewhat ironically) Shuhei Yoshida stated the very design of the PS4 was directly influenced by Demon’s Souls. Specifically, the share button was a feature directly related to Yoshida’s enjoyment of watching video and streaming clips of gamers playing Demon’s Souls and Dark Souls. Furthermore, the game’s approach to asynchronous communication and sharing features inspired some of the PS4’s share functions.
Another aspect of the game which influenced the future of gaming was it’s use of the shoulder buttons for attacks, a new idea at the time but a mechanic subsequently so oft copied that it feels hardly novel now 13 years later.
In the end, the game has spurred dozens of imitators and homages, even creeping into huge franchises like Star Wars with Jedi: Fallen Order. It’s safe to say we may not have games with asynchronous messaging such as found in Death Stranding without the success of the Souls series.
My Experience with the Game
”You cannot write out of someone else’s big dark place; you can only write out of your own.”
-Anne Lamott
The history and accolades of the game are well documented, but but what about my review of the game?
In a word, I found the game impressive. One might even say it was monumental (😉 Easter egg pun intended). After the build-up I cited above, it would be difficult for any game to live up to such hype. Nevertheless, if anything, Demon’s Souls Remake surpasses expectations.
World Building, Aesthetics, Level Design
”Some people are so afraid to die that they never begin to live.”
-Henry Van Dyke
For me, the most breathtaking part of Demon’s Souls is the game world. Taking place in a fictional kingdom named Boletaria, it’s swimming in ambiance. Based on a European Middle Ages backdrop, steeped in dark fantasy with knights, mages, and archers; enemies like gargoyles, slugs, underground golem-like creatures, and dragons. The game just oozes with atmosphere. Each archstone, or sub-world within Boletaria, is it’s own unique art style with each having a splendid array of dark artistic panache.
The level design is really good. It has a touch of 3D Metroidvania to it, but also has an openness whereby things can be done in varied sequences. Each archstone can be relatively linear to get to the boss, but there are a lot of side routes to take along the way, short cuts, and secrets to find. Sometimes there is more than one way to get to the boss, and if you take the quicker routes then you’ll likely miss out on a lot of the adventure. Certainly you miss some of the pick-ups, but more critically, you’ll miss out of some of the beautiful architecture, environmental nuance, and clever set pieces and enemies.
The Souls Formula
”Death is nothing, but to live defeated and inglorious is to die daily.”
-Napolean Bonaparte
Much is made of the very specific gameplay recipe that has made the Souls games such a rage the last 13 years. This involves the collection of the Souls of enemies as currency, the use of these to level up and become stronger, yet the fact you lose all access to these if you die and don’t make it back to your blood spot to retrieve them. Effectively this means you have a “high risk - high reward” dilemma when fighting through a level. It is very possible to spend hours trying to make it through an archstone, only to die and have nothing to show for it. The frustration of such deaths are only magnified when its something silly like walking off a cliff accidentally.
But the Souls games have a lot more going for them than merciless game design. Somehow, the more you play, the more you want to keep exploring. The satisfaction of besting an enemy, and the elation of conquering a level boss are the dopamine junkie’s best fix.
Although the storyline was better than I expected, honestly the narrative was not compelling enough to push me forward. It was the ability to soak up the disturbingly beautiful landscape, to find satisfaction with beating enemies and leveling up, and the push to see what the next boss was like.
The asynchronous online component to the game is a key piece as well. There’s undeniably a the feeling of loneliness when trudging through a dark dungeon and fearing what cheap-shot is around each corner. Well, Demon’s Souls has a solution to your despondence. Through the genius of online communication, messages can be left by other players and these are often key to knowing the danger that lurks around the next blind spot, or the hidden treasure underneath a bunch of wooden boxes. And sometimes the messages are simply words encouragement. Not only that, the ever present shadows of other players around the world are constantly playing randomly, and you can see a blood spot where someone has died and click on it to see the last few seconds of their mortal struggle. Sometimes this helps you learn from others’ mistakes and avoid them yourself.
In addition, there is co-op. I personally didn’t take advantage of calling on other players to help with bosses or levels, but that is also available to lessen the blow of despair. The co-op capabilities apparently can really lighten your load should you find the going too tough.
Whether alone, with friends, or with random people online, the game is amazingly innovative and the Souls formula is still unmatched in how it drives players both simultaneously insane and gleeful with joy.
Replayability
“Success is not final, failure is not fatal: it is the courage to continue that counts.”
–Winston Churchill
Yet another hook that Demon’s Souls has set in each of its fans is the near endless replayability of the game. The various classes add a variety to the gameplay, above and beyond the already built in openness with which the game can be approached. Even in the middle of my playthrough focused on being a magic wielder, I was already wondering how the game might feel if I was a thief, hunter, knight, or priest. Being one class does not lock you out of experiencing some aspects of the other classes, but each Soul point spent is a lost opportunity to spend it elsewhere, and using your souls leveling foolishly will definitely make the game harder. So you have to save some of you experimentation with skills and weapons for another playthrough.
That said, the length of the game is just about right. I could have spent more time if I wanted to, but after 60 hours and progressing to Soul level 83, I was plenty strong enough to take on the final bosses (certainly a more skilled player than me could have got by with much less of a build). There was a great satisfaction when I completed the game, and it definitely didn’t overstay its welcome. And like I say, I could have finished it sooner if I really wanted to.
PS5 performance
I think much has been said regarding the quality of BluePoint’s remake and I won’t dwell on it only to say the game performs admirably on the current gen machine. Beautiful sharp textures, stable frame rate, great audio… basically all the stuff. The haptics are well done, although the absence of adaptive triggers for anything outside of shooting the bow was disappointing. Being a mage meant I didn’t really get to experience bow and arrow combat. Ah, like I said above — there’s always the next playthrough.
I do think the load times are a wee bit longer than I expected from a PS5 game. They aren’t intrusive by any stretch, but I never felt they were particularly snappy like I’ve experienced in other games like FF7R Intergrade, R&C Rift Apart or Astrobot’s Playroom.
The Downside
”I am not afraid of death, I just don't want to be there when it happens.”
-Woody Allen
Speaking of disappointment, what are the game’s failings?
Well, first of all the World/Character Tendency mechanic is a bit too obtuse for its own good. I appreciate the incredible depth and variance of the game, but adding this whole piece of background trickery was just a little too much for my taste. For those who’ve not played the game — basically the world will turn more “white” or more “black” depending on actions you take. Likewise your character has a similar yet independent moral rating. Many games have used this character morality choice system (paragon vs renegade in ME, honorable vs dishonorable in RDR2, or good Cole vs evil Cole in Infamous) but in Demon’s Souls not just that but the whole game world changes based on your actions. If you move more toward a black world then enemies get harder and more demons show up. If you move toward white then the opposite is true. And, more importantly, you are purely locked out of many side quests if the world isn’t pure white or pure black. Again, it adds to the replayability of the game, but it kind of did my head in.
Which leads me to another complaint — sometimes the game is just too cryptic for its own good. Certain parts to the game really require a guide to get through or understand. For example, there is a certain boss whereby if you don’t kill an certain NPC beforehand then the boss will just continually respawn when you defeat it. The game doesn’t really tell you or even hint to this trickery. The NPC isn’t even very near to the boss. That level was one of the toughest levels to begin with and if a person isn’t using some online help, it just might drive them to the brink of DualSense destruction. If there is one thing I’d tell newcombers, it’s that you should have no shame in using the internet for this one. And when a game can’t be enjoyed without an online wiki, I’m not sure that’s entirely a good thing.
And really, the learning curve is just too steep at some parts. Even within an archstone, one can be making nice progress and just slam into a brick wall of difficulty. Likewise there is a lack of balancing from boss to boss. I’ve hung around these forums long enough to know other Soulsborne games have this ingenious design whereby some bosses are easy for some players and hard for others. One player may struggle with a certain boss where another will beat it on the first try. However, in Demon’s Souls it’s pretty common that bosses are universally hard or easy for most players.
And finally, I think the game needed more consistent and more effective shortcuts. Opening shortcuts within a level is a staple of the Soulsborne games and yet another method to help the player keep their sanity when they die in the boss fight. There was too much variance with how useful the shortcuts were and a few of the worlds had too long of a trek back to the boss. I think FromSoft might have become better at rewarding a player for opening a shortcut in subsequent games, just like they have become better at boss balancing.
Conceding to a Fitting End
”When your time comes to die, be not like those whose hearts are filled with fear of death, so that when their time comes they weep and pray for a little more time to live their lives over again in a different way. Sing your death song, and die like a hero going home.”
-Tecumseh
To say Demon’s Souls is an RPG both retro and visionary is an accurate oxymoron. It’s surprising and impressive that it stands the test of time and symbolizes a milestone in the gaming domain. The Remake is an excellent way to experience this foundational masterpiece, whether for the first time, or as a returning slayer of demons.
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