Tag Archives: tokyo

Ragnarok Odyssey Ace [PlayStation 3] – Review

As I mostly play older video games, or at least, few new-release games, I feel like my reviews should include a preface on why I decided to play what I did. There’s generally a logical through line; like how purchasing an Xbox 360 compatible arcade stick prompted me to play so many of the shoot ‘em ups on that console, or how the announcement of a spiritual successor to the Suikoden series finally encouraged me to start the first entry.

The UI on the PlayStation 3 version wasn’t as cramped as this Vita screenshot, but there was nonetheless a lot going on.

In the case of Ragnarok Odyssey Ace, there were a couple of reasons, despite the fact I had no experience with its source material. Dating back to the core game’s release on the PlayStation Vita in 2012, its vibrant anime-inspired settings and visuals seemed to be right up my alley. It also appeared to be an action-RPG in the vein of Phantasy Star Online, one of the most formative games in terms of my taste. And it was developed by Game Arts, the Tokyo developer behind a pair of influential RPG series: Lunar and Grandia, the latter being one of my favorites. From afar, this seemed to be a game tailor-made for me. But alas… it wasn’t.

As I mentioned, I assumed Ragnarok Odyssey Ace would have more in common with Phantasy Star Online than it actually did. In that game, I spent hundreds of hours leveling characters, replaying stages on harder difficulties for better loot drops, and powering up rare weapons, without getting bored. This game turned out to be slightly less of an RPG, however. As someone who still hasn’t played an entry in the Monster Hunter series, it seems to have more in common with that style of game, which makes sense as Ragnarok Odyssey was originally released exclusively on the Vita. There was a market for similar games on that platform, especially in Japan, when the hugely popular Monster Hunter series jumped from Sony’s handheld devices to Nintendo’s.

Although once in quests there was little exposition, there was loads of it in the castle town. The writing was enjoyable, but there were walls and walls of text to button through in order to select a fetch quest.

That said, structurally, it was actually quite similar to Phantasy Star Online. After selecting a character class and customizing my avatar, I undertook a variety of odd jobs from a quest counter. They were mindless kill x number of this foe, or collect x number of this drop, with some narrative bits thrown in every now and then. Based on the South Korean MMORPG Ragnarok Online, which in turn was based on the manwha by Lee yung-jin, Ragnarok Odyssey was set in a fantasy world inspired by Norse mythology. Accordingly, every dozen or so quests would include a boss fight against a massive creature of Norse lore, or I’d have to protect our little castle town from attacking giants.

So the mission design wasn’t engaging; I just hacked and slashed my way from room to room until I had met the objective. Back at town, I’d sell some loot, see if there were any improvements I could make to my gear, and repeat. It was quite boring, which honestly, PSO could be too. But comparing the two, it felt like there was more to do in PSO, that there was always something else I was working on besides the main quest line. And really, the only thing this game was lacking is a character level. Simple as it sounds, something like a character level can go a long way when you’re driven to see “the numbers go up;” that is, the damage I dealt.

Further exploring the various crafting systems would probably yield the power I needed.

Despite that, I trucked along with the game for about twenty hours before burning out. I wasn’t really enjoying myself, but seeing as I was already about two-thirds of the way through, momentum took over. Ever the optimist, I also held on thinking things might change, that something might click for me and I’d get it. Still thinking optimistically, I’d like to believe that moment may have eventually come. Ultimately though, I ran into a difficult stretch of quests that I just couldn’t seem to overcome.

Like its influences, this was a game designed with cooperative multiplayer in mind, but whose campaign was also playable entirely alone. I didn’t have too much difficulty in those first twenty hours, thanks to a trio of chances per quest, a couple of AI partners, and a general lack of challenge. I’m sure there’s a way for me to best the bosses that eventually me back, but I just couldn’t figure out what that was. I tried different classes (which admittedly, I wasn’t experienced with), different load outs (which admittedly, probably weren’t well synergized), and… well actually, the answer was probably to grind out material drops and explore the crafting system (which admittedly, I hadn’t up to that point). Up against that wall though, disappointed with what the game and just straight up not enjoying myself, it was easier to just throw in the towel, momentum be damned.

And so, a playthrough that started with so much promise petered out before the credits rolled.

Trauma Center: Under the Knife [Nintendo DS] – Review

When Peggle: Dual Shot failed to fill the role of my next “bedtime” game – a logic-orientated puzzle game, preferably – I went in an entirely different direction. I’d been longing to play some of the classics from the Nintendo DS library that I’d missed, and compiled a shortlist that contained the debut entries in the Phoenix Wright, Etrian Odyssey, and Trauma Center series. The unique qualities and positive reputation of each had drawn me to them for years – and I still plan on playing the “runners up” at… some point – but I ultimately went with the latter of the trio, if anything for its comparable brevity.

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No More Heroes III [Switch] – Review

Had things gone according to plan, a review for No More Heroes 2: Desperate Struggle would’ve been one of the first articles on this website. I actually still have an in-progress review from over ten years ago, where I started jotting down my thoughts, but alas, nothing ever came of it. Which considering how far I think my writing has come since being *checks notes* twenty years old, it’s probably for the best.

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Raiden IV [Xbox 360] – Review

If anything has stuck with me from my high school driver’s ed class, it was a tip from one of the two teachers. While out on a drive, the football coach teacher (as opposed to the softball coach teacher) stated that people tend to focus so closely on the rear of the car in front of them, that they lose consciousness regarding their surroundings. Well, my stupid ass tends to do that with enemy bullets in shoot ‘em ups. I pay such close attention to them – in order to avoid them – that I inevitably and unintentionally lose track of where I am in relation, and wind up right in their path!

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Suikoden III [PlayStation 2] – Review

I concluded my review of Suikoden II stating that “It’s tale of war, viewed from macro and micro perspectives, was better executed than its predecessor, and one that I’ll inevitably judge its successors upon.” Well, the rubber meets the road now that I’ve completed Suikoden III.

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Deathsmiles [Xbox 360] – Review

Stylistically, I’m not as smitten with Deathsmiles as I am with Akai Katana. What can I say, I’m just not into sexualized preteens and teenage girls! Honestly though, across the dozen or so unique half-hour playthroughs, there were only one or two skeezy scenes, but hey, one is too many, right?

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Raiden Fighters Aces [Xbox 360] – Review

As a kid of the 1990s, games like those included in the Raiden Fighters Aces compilation are what come to mind when I think of shoot ‘em ups. The three games included display an adherence to 2D pixel graphics, when in the mid to late 1990s, at the time of their release, 3D polygonal visuals were becoming the norm. The vehicles I piloted, those I destroyed, the villages and other locales I flew over all appeared to be grounded in reality, save for the sci-fi weaponry blotting the screen at all times. And the ludicrously high scores, now those I remember. Yep, stepping up to arcade cabinets at the bowling alley and having to count out the high score in chunks of three to see how many million points I attained, that I remember.

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Akai Katana [Xbox 360] – Review

It’s amazing what comes into your mind when you just stop and think, huh? For instance, just a few nights ago I was thinking about Akai Katana, the bullet hell shoot ‘em up I’d been playing on the Xbox 360. I first dabbled with it back in September, after thrilling sessions with Mars Matrix caused me to reevaluate the intimidating subgenre of shoot ‘em ups. That first session was a euphoric experience, full of lights, sounds, and unconscious reflexes, and I wasn’t even doing very well.  It was a lot like losing my virginity! And like that pivotal event, once it was over, I knew I wanted to experience it again.

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Sword of Vermilion [Sega Genesis] – Review

Although my playthrough of Phantasy Star II sputtered to an end well before that game’s completion, my appetite for an older JRPG hadn’t been satiated. There was no shortage of such game on the Sega Genesis Classics compilation I was playing, and with most of them still new to me, I decided to stick with it for the time being. Continuing on with the next entry in the Phantasy Star series – Phantasy Star III: Generations of Doom – was an option, but I went ahead and placed it on my backlog. Instead, having learned that Phantasy Star II was the first JRPG released on the Genesis, I thought I’d follow it up with the next chronologically released JRPG (available on this compilation). That game, which debuted half a year later, was Sword of Vermilion.

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Tokyo Jungle [PlayStation 3] – Review

When I think of Sony’s Japan branch, I think of all the oddball titles they’ve made in collaboration with smaller studios. Games like Rain, Mister Mosquito, or Tokyo Jungle.

Developed by Crispy’s, a seemingly now defunct developer based in Tokyo’s Chūō ward, Tokyo Jungle was published for the PlayStation 3 on June 7, 2012, with western releases following in September of that year. The middle release of their output, it followed MyStylist, their self-described “fashion life support tool” which remained exclusive to Japan following its February 2008 release for the PlayStation Portable. And to my knowledge, their 2014 endless runner Short Peace: Ranko Tsukigime’s Longest Day, made in collaboration with Grasshopper Manufacture, remains their last published work. Oh, and they also revamped Tokyo Jungle for mobile devices and the PlayStation Vita, although that version is shamefully unavailable to play anymore.

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