Video Games

he/him
Danganronpa 2 Chapter 2, Mahiru.

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About Tales of Arise:

Alphen's crush on Shione is so obvious. Dude was speechless when she put on her combat dress.

Shione is a good character and a good foil to Alphen, but her hostile attitude is getting old fast.

I love the game though and I didn't expect the first boss fight to be so epic.
 
Angel of Darkness could probably be semi salvaged if they were willing to work with the fan modders who've done a lot of legwork to improve it's worst aspects.

I'd hope Last Revelation maybe came with some additional help/guides given its a bit of a nightmare even compared to the original 3. Chronicles is pretty meh but there's not a huge amount to change minus Red Alert
 
I’m hoping, since they hired fans and modders for the first set of remasters, they’d do the same for AOD and the other two. It would definitely be a lot more work then the rest of the games but so much of the groundwork is already done. Bug removal and updated controls alone would be a game changer.

Le Serpent Rouge deserves it.
 
Level 5 had a livestream today and here are some of the trailers for the upcoming games

New Fantasy Life April 2025


Professor Layton 2025


Decapolice 202...6!!! (and they do mention Switch as one of the platforms which is interesting)


And most importantly...new concept for Yokai Watch which isnt Yokai Watch. Holy Horror Mansion


It does look fun and gives off similar vibe to YW but at the same its abolutely not YW so not sure how i feel. No release date as of yet.

There were also two new Inazuma Eleven games announced (one being a remake)
 
I don't want to start something long since I will get Black Myth Wukong on Sunday so I was foolish to think I could beat the last boss NP in Lies of P. If there is one boss they could have toned down, it was that one. At least give me an option to use Spectre. I am actually ok in the first phase but the second is just insanity.

I started playing Trek to Yomi, its interesting. I love the whole black and white effect, gameplay is ok, not too difficult.
 
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About Tales of Arise:

Alphen's crush on Shione is so obvious. Dude was speechless when she put on her combat dress.

Shione is a good character and a good foil to Alphen, but her hostile attitude is getting old fast.

I love the game though and I didn't expect the first boss fight to be so epic.
I won't spoil the story but as you go through it more you get to fully understand why she is the way she is.
 
VISIONS OF MANA REVIEW:

Visions of Mana is in a weird space in which it’s obviously an AA title but has huge expectations placed upon it, being the first original Mana title in fifteen years. The critical success of the Trials of Mana remake set the stage for a resurgence of the Mana series, a series that has been inconsistent and sparse over the years. Does Visions of Mana continue that resurgence and build on the goodwill established by the Trials remake? For the most part, it does. While it does have some glaring issues, such as difficulty spikes, performance issues, and inconsistent pacing, the good far outweighs the bad. Visions of Mana not only works as a fun and simple action RPG set in a gorgeous and highly explorable world. It also tells a worthwhile, albeit somewhat undercooked, story. I would go as far as to say that Visions of Mana’s newfound storytelling ambition and the robust exploration make it the strongest title in the series and one of most enjoyable RPGs of the year.

Mana games are not known for their stories. Trials of Mana, for example, did the bare minimum in that regard, its story serving only as a thin excuse to kill cutesy monsters. Visions of Mana attempts to change this to varying degrees of success. In Vision of Mana’s world, seven elemental “alms” are chosen to sacrifice their souls to the Mana Goddess to keep the world’s mana flow going. This, presumably, will save the world from ruination. It’s all very Diet Final Fantasy X but that’s not a bad thing. Our main protagonist Val is a soul guard, who is tasked with protecting the Alm of Fire, which just happens to be his childhood sweetheart Hinna, as she makes her pilgrimage to the Mana tree. Some of the other elemental alms accompany them on the journey and all must reckon with their fates and responsibilities. It’s a good tale that is actually trying to be something instead of simply existing out of obligation. The characters are charming and much of their banter is cute despite the overall unevenness of the writing. That said, there’s still a bit too many wholesome JRPG platitudes and the characters are only introspective at a few key moments. It does feel like a missed opportunity in some ways, but while I am indeed grading the story on a Mana curve, it still deserves credit for its interesting themes, surprisingly brutal twists, and its attempt at vision, pun quite intended. However, in the latter parts of the game, the developers try to flex their narrative muscle a bit too much, resulting in reams of exposition that muddy up the pacing.

The world design is where Vision of Mana shines the brightest. The way the environments are laid out feels more organic than that of Trials of Mana. The drop-dead gorgeous vistas you explore are large and dense without being completely open zones. There are countless nooks and crannies in the environments and the developers hide plenty of treasure in them. Further giving the player an incentive to explore is the sheer quality of the loot. Everything you get by combing the zones is useful, which took me back to days when JRPGs weren’t stuffed with dull crafting material as alleged rewards. In addition to this, the environments are both expansive and peppered with spots that stress verticality. In some dungeons, elemental vessels (which are also used in combat) allow the player to employ varied methods of traversal, like a fire rocket that zooms the player around and breaks walls or an energy rope that freshens up the platforming. The bottom line is that Visions of Mana is a joy to explore and rewards the player for doing so.

Combat is also a strength. On the surface, the game plays like any other Mana game, with an emphasis on simplicity over complex combos. As in every Mana game, there is a ring menu, and it still simultaneously feels clunky and makes the game more forgiving because it pauses the action while the player selects commands or items. Visions of Mana has a solid game feel, though it does feel a bit slower and less tight than Trials. What spruces up the combat and makes it ultimately more compelling are the elemental vessels, which are acquired through story progression. You not only change the character’s class via these vessels, but you can access abilities that greatly change the rhythm of battle. For instance, the moon vessel will create bubbles of slowed down time. If enemies get trapped inside, their actions are slowed to a crawl while yours are sped up. Or if you equip the water vessel, you can spray enemies to death Super Mario Sunshine style. Each vessel has a completely different function that keeps combat fresh while still adhering to series principles.

While battles are consistently fun, especially the epic boss encounters, there are two problems with combat. One is the difficulty spikes in the late game. The game spends so much time being almost mindlessly easy and then suddenly decides to get hard in the final act. Granted, games should increase in difficulty, but in Vision of Mana, it’s a sudden spike rather than a gradual and balanced increase. The other problem with combat is that sometimes the game doesn’t register when you use items, forcing the player to select the item again. Visions of Mana is easy enough that this issue will not screw you over, but it’s annoying nonetheless and makes the game feel slightly buggy.

Because the combat in Visions of Mana keeps things fun and simple, it’s up to the customization system to provide the depth that is expected of an RPG. Visions of Mana’s class systems do a fine job of this. Basically, if you stick an elemental vessel on a character, it will change their class, giving them access to a new suite of abilities. Any character can equip any of the vessels, meaning that you can mix and match classes until your heart’s content. Ability seeds, which are found in treasure chests and can be acquired through other means, can be attached to gear, granting the player useful passive abilities and new moves. Tying everything together is the elemental plot, which you can pour ability points into to unlock everything any given class has to offer. If you’re struggling with a boss, all you have to do is change your characters to a more appropriate class. It’s all very elegantly handled and adds both depth and replay value. I imagine the class system especially shows its nuances and intricacies in hard mode.

In terms of presentation, Visions of Mana is an absolute treat. The character designs are charming and what the environments lack in visual fidelity, they make up for in sheer vibrance. Ultra saturated colors and a pastel aesthetic make the environments look like a watercolor or impressionist painting. Simply existing in this world gave me a feeling of joy because the sights were so entrancing and relaxing. Even so, there were a few too many muddy textures for my liking. The music is also excellent, adding to the game’s whimsical atmosphere by striking just the right balance between atmospheric and melodic. Honestly, the presentation, along the top tier exploration, accounts for most of what makes Visions of Mana so addicting. It simply feels good to be immersed in its world and the game loop holds up its part of the bargain.

There are a few presentation issues, however. The biggest one is the framerate, which frequently dips, even when not much is happening on screen. The choppy framerate is puzzling since the game does not push graphics very hard despite the wonderful art style. Even on-screen text sometimes chugs. Also, the lip-synching looks very weird, with the characters barely moving their mouths while speaking. Some characters don’t move their mouths at all. When the story is trying so hard to be taken seriously, it doesn’t help that the characters often look like badly animated puppets. Loading times can also annoy.

A new Mana game was always going to feel like a gamble because of the series’ highs and very low lows. However, this time Square Enix paid attention to what fans wanted and kept the game recognizably Mana while adding some new wrinkles and a bit of story depth to freshen up the formula. While the game is not necessarily going to blow anybody away, it will surely please those who like an uncomplicated action RPG and enjoy getting lost in fantastical worlds. The industry needs more games like this, so here’s hoping that the next Mana game is not so far off.

STORYTELLING-3.5/5
DESIGN-4.5/5
GAMEPLAY-4/5
PRESENTATION-4/5
OVERALL-8/10
 
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The shared cure points pool in Arise is a pretty interesting idea but it makes me nervous haha. But at least the game has a generous dodge so that it's easy to avoid damage.
 

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