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  • NBA 2K27 - PlayStation 5 Review

    With these annual seasonal renewals of the sports season comes the related video games as well, and the question reviewers such as myself always face is this: Is this year’s game worth purchasing one year after the last one? My answer? Yes, absolutely. NBA fans are going to almost certainly enjoy NBA 2K27.

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    Midnight Moments is a cozy cyberpunk diorama-building game that is stunning. Unlike games that require you to complete quests or take out assailants or even solve challenging puzzles, this one only requires one thing: imagination.

  • Isle of Reveries - PC Review

    Isle of Reveries is a top down 2D action adventure game that made my nostalgia for old school Zelda games flare up really hard. A good blending of puzzle, exploration, and combat, Isle of Reveries is a wonderful title to experience inside and out.

  • Outbound - PC Review

    Let me tell you about this cozy game my daughter and I are playing together called Outbound. Now, I've been following this game from the initial Kickstarter back in April 2025 to its full release in May 2026. The best Mother's Day gift for myself and my first ever collector's edition in a physical copy!

  • OVER REQUIEMZ - Nintendo Switch Review

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  • Dread Delusion - Xbox Series X|S Review

    Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.

  • NHL 27 - PS5 Review

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  • Asdivine Knot - PS5 Review

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  • STEINS;GATE RE:BOOT - PC Review

    Our story begins in Akihabra, Tokyo Japan. The protagonist Okarin… Or rather Rintaro Okabe, (Voiced by Mamoru Minyano) is a recent high school graduate who rents an apartment with his best friend and resident computer hacker, Itaru ‘Daru’ Hashida (Voiced by Tomokazu Seki) during the summer of 2010.

Showing posts with label EastAsiaSoft Limited. Show all posts
Showing posts with label EastAsiaSoft Limited. Show all posts

Eastasiasoft Limited Announces Release Dates and Prices for March!

Hong Kong – March 2, 2026 | Today we are excited to share official release dates, pricing information and target platforms for 5 releases scheduled for launch across consoles and PC in March 2026.


While most of these titles have been announced in previous press communications and showcase videos, for many this is the first time that official release dates have been specified. Eastasiasoft Limited hopes this summary of new details will make it easier for players to plan for their most anticipated titles.

Name Date Price Platform
Avenue Escape March 4 US$4.99 / €4.99 SW/PS4/PS5/XB1/XSX/WIN
1 CatLine March 11 US$4.99 / €4.99 SW/PS4/PS5/XB1/XSX/WIN
Defending Camelot March 18 US$9.99 / €9.99 SW/PS4/PS5/XB1/XSX/WIN
Overpowered 2: Crux of Fate March 24 US$1.99 / €1.99 SW/PS4/PS5/Steam
Hyperdevotion Noire: Goddess Black Heart March 28 US$49.99 / €49.99 Nintendo Switch (Asia)

For more information, please visit our game pages:

About Eastasiasoft

Eastasiasoft Limited is an independent, Hong Kong–based developer and publisher of interactive entertainment specializing in video games and related media. Founded in 2007, eastasiasoft has published a diverse variety of titles in digital and physical format. Eastasiasoft is a licensed PlayStation, Nintendo Switch and Xbox One publisher. Some of eastasiasoft’s recently licensed and published games are Hakuoki: Chronicles of Wind and Blossom, Mugen Souls Z, Sword and Fairy: Together Forever, Xuan Yuan Sword 7, Empire of Angels IV, Seven Pirates H, Moero Crystal H, Trigger Witch, Rainbow Skies, Rainbow Moon, and the Söldner-X franchise.

    Article by: Susan N.
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    Montezuma's Revenge: The 40th Anniversary - PC (Steam) Review

    Montezuma's Revenge: The 40th Anniversary Edition by developer Missions Critical Studios and Handcrafted Mystical Games and publisher Eastasiasoft LimitedPC (Steam) review written by Susan N. with a copy provided by the publisher.
     
    Estimated reading time: 7 minutes


    Montezuma’s Revenge: The 40th Anniversary almost snuck by me, without even realizing it. This game is a classic platformer that drove me insane as a kid. It’s graphics were intriguing as it felt akin to Indiana Jones and it’s gameplay was frustrating. Yet, for some reason, this classic title dragged me kicking and screaming trying to make it through the temple unscathed. Alas, it was not meant to be because if you died, there was no continue button.

    Upon learning that an updated version of the game would be releasing, I had to have it. And once I was allowed to talk to my friends about this game and my love/hate relationship with it, I found that many of them had all played Montezuma’s Revenge years ago! Prior to that conversation, everyone I had spoken to had never even heard of it. Imagine my shock. So, I set out to try my hand at this nostalgia filled title because I was not going to let it best me. And yet, it might have still won the battle between me versus the game. So let’s talk about it.

    Graphics

    Normally, the first aspect of a game I would cover is the overall gameplay. However, I wanted to first talk about the graphics and the audio for a very specific reason.

    The updated graphics are fantastic and beautiful in comparison to the original version (which one should be expecting for an anniversary title). The overall aesthetic is detailed and more clearly defined than it used to be, which ultimately helped in terms of gameplay. Any of the creatures that serve as obstacles to get past are clean with a level of detail that makes me appreciate the artists’ work. And I absolutely love the Aztec backdrop which creates the feeling of being inside of a forbidden tomb.


    It should be said that there are aspects of the graphics that are not useful nor appealing. For starters, while it is easier to see many of the collectibles and doorways, there are still specific levels where it is harder to tell if there is an opening. Some of the torches are hard to distinguish which ones are hazardous and which are not.

    Secondly, one creature in particular is my least favorite for a couple of reasons, like I’m not a fan of spiders. But more importantly, the image used for the spiders look much more like long fingers that are walking around the levels. When you see them walking from left to right, the creatures bother me on a base level. When they climb up and down ladders, they are less bothersome. Because of that one creature, my impression of the graphics drops down a bit.

    With respect to the UI, I really appreciate the clarity of the score and the items that you’ve collected. Though, it should be noted that in the settings, there are no accessibility options. This is part of what makes it a little challenging to navigate. Another element of the UI that I appreciate is that it is quite clear what objects you’ve found. Plus, it has a compass to direct you to the next area - though getting to your destination can be a pain.

    All of that said, there are certain objects that are not clear as to their function. I found this to be true in the original version as well. The number above the compass indicates the floor level you're on. The hats are how many lives you have. The keys are also self explanatory. What was never clear is what the daggers are for.
     

    Audio

    I don't have a ton to say in this section, but while I found the music to be well done, I also felt it to be too repetitive. However, what was more irritating than the music was the gentleman that taunts you throughout your gameplay. At first it's cute and cheeky, but it gets to be more aggravating than the levels themselves. That said, I do appreciate that the comments made to you as you progress are subtitled in English.

    Aside from that, the sounds used in the game are quite fitting and are sometimes fearsome because bats will fly towards you if you take too long on a level.

     

    Gameplay/Controls

    Now that we've got that stuff out of the way, let's talk about gameplay. The version I played has both the updated graphics and the director's cut which is really the original game - complete with old school graphics. The objective of Montezuma's Revenge is to get to the 9th floor. But even if you play it on the easiest difficulty level, it is no easy feat as there are 100+ areas to explore. Each time you enter another section, the level becomes more challenging with more obstacles and traps to amp up the difficulty.

    What you will notice is that each floor has similar looking levels with a few things changed about them. This reminds me a lot like Gauntlet in that way. Something that is also the same is the gameplay mechanics in that the only difference between the Director's Cut and the updated game is the graphics. For me, that is a shame because my biggest issue with Montezuma's Revenge is ultimately that the game still has terrible controls and response times. For example, the game lives by the old school philosophy of characters cannot jump. Even if you fall a very short distance, your character dies. If that aspect isn't something that bothers you, then perhaps knowing that the precise jumping needed in certain areas feels much more difficult than it should be because it doesn't register that you timed a jump at the right time. I may not be the most skilled platformer in the world, but I'm also not THAT bad. And honestly, the poor response time for the controls were enough to push me away from playing it more. I wish that this was something improved upon, instead of feeling like a carbon copy of the original - which is why I didn't really invest any time in playing the Director's Cut as well.


    Montezuma's Revenge does have some neat level design and some features. In some of the level areas, you find a white diamond with a ghost inside of it. If you hit it, you will gain access to hidden gems in the ghost world. That feature alone is quite neat and reminds me a lot like turning platform blocks in to coins in the Mario games. What I don't love about the ghost diamonds is the lag experienced when you hit one. I'm uncertain if this was an issue only I had when playing, but when I picked up one of the diamonds, the game stopped all momentum and landed me directly on top of a snake. Not only did I lose a life, I also lost the ability to get some of those hidden gems.

    A neat feature in the game is when you reach the bottom of a floor, you fight a boss by collecting a bunch of objects. As you collect more of them, the boss physically shrinks - an outcome that I wasn't expecting and one that made me chuckle. These bosses obviously get harder as you progress through the floors. Regardless, facing the boss was quite amusing to fight.
     

    Pros and Cons

    I think there are a few things that need to be mentioned about Montezuma's Revenge before buying the game. Some of the elements that I love about the game are fairly simplistic, like it has a ton of nostalgia factor for me. I used to spend HOURS failing at this game, because there was no continue button (that I can recall). If you died, you died. On that note, I'm glad that you can continue your gameplay in the 40th Anniversary version because all you sacrifice are some points to continue where you left off. This is a nice added feature to the game, in my opinion.

    Another positive point about the game is that the graphics are much cleaner and easier to distinguish hazards from background pieces. Although, there are points where it still isn't clear on where you can go.

    I do enjoy the boss fights a lot more than some of the tedium of the levels leading up to them, particularly since some of those levels are fundamentally the same. You have to jump around collecting objects and then the boss will shrink a bit. Then you collect more objects and he shrinks again. To add to the challenge, you will also have to watch the ceiling for falling debris that can kill you.

    Negatives:

    Sadly, there are a couple of negatives with the game. The fact that going deeper down the floors only adds challenge with more creatures and other hazards, but the layout of the levels seem to be the same. And that is unfortunate. Secondly, as I mentioned before, hitting a ghost jewel caused my character to freeze and die to the enemy below the crystal. What's worse about this is there was no real way to avoid it either. Basically, it felt like this ghost crystal was meant to cause my death, which is a thought I'm not particularly impressed with.

    In terms of level design, there are rollers that you walk across. Some will travel against you, some will travel with you. Of the ones that travel against you, it is easy to navigate and jump where you need to. The ones that push you in the direction you want to go make you move much faster to a point where the jump button fails to respond. A very simple jump was more frustrating because of this lack of control. At times if you tapped your analog stick, the game would almost treat it like you had pushed it all the way over which caused many needless deaths.

    Other minor frustrations like the repetition of the taunting and the music loops can be added here as well, but mostly my gripes with the game have to do with the controller responsiveness.

     

    Final Thoughts

    Montezuma's Revenge is a fantastic game that is nostalgia filled for many. Its graphics are cleaner and I love the addition of the subtitles and the ability to continue your game when you would otherwise have to restart entirely. That said, it does have some flaws mostly related to repetition and controls being less responsive than I'd like for a modern update to a classic. In the original version, I expect the flaws, in an updated version, I expect a little bit more. Sadly, the game misses the mark for me. However, don't get me wrong. I don't dislike the game at all. In fact, I loved this game so much as a kid that I will continue to try to beat it in this version. But for today's gamers, I don't think it does quite enough to keep people interested unless they played it 30+ years ago.

    Score: 8 out of 10




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    Eastasiasoft Limited Shares Upcoming Games List for February!

    February 1st, 2025 | Today we are proud to share official release dates, pricing information and target platforms for seven global releases scheduled for launch across consoles and PC in February 2025.


    While most of these titles have been announced in previous press communications and showcase videos, for many this is the first time that official release dates have been specified. We hope this summary of new details will make it easier for players to plan for their most anticipated titles.
     

    TITLE DATE PRICE PLATFORMS
    Mechanita February 5 US$4.99 / €4.99 SW/PS4/PS5/XB1/XSX
    Starlight Legacy February 6 US$16.99 / €16.99 Steam
    Super Jagger Bomb 2: Go East February 12 US$4.99 / €4.99 SW/PS4/PS5/XB1/XSX/PC
    Moe Waifu H Fantasy February 18 US$4.99 / €4.99 SW/PS4/PS5
    Learn to Play - Penalty Shootout February 21 US$0.99 / €0.99 Nintendo Switch
    Crime Opera Fandisk: The Caterpillar Candids February 26 US$2.99 / €2.99 SW/XB1/XSX
    Crime Opera II: The Floodgate Effect February 26 US$14.99 / €14.99 SW/XB1/XSX
     

     
     


    More recent & upcoming releases!

      Article by: Susan N.

       

       

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      Tokyo Clanpool Coming to Nintendo Switch and GoG!

      November 4th, 2024 | Today we announced that dungeon-crawling JRPG Tokyo Clanpool is being prepared to launch on Nintendo Switch and GOG in December 2024, localized in English and Traditional Chinese for the first time. The Nintendo Switch version will be released first in Asia, and physical editions will begin shipping at the same time. New gameplay footage is to be shared today as part of Eastasiasoft Limited’s latest video showcase, featuring Tokyo Clanpool updates as the leading announcement, in addition to a new trailer and screenshots to mark the upcoming release.


      Tokyo Clanpool is the latest collaboration between Eastasiasoft Limited and Idea Factory following Moero Crystal H, Seven Pirates H, Mugen Souls, Mugen Souls Z and Hakuoki: Chronicles of Wind and Blossom. Originally developed by Compile Heart, Tokyo Clanpool is a dungeon crawling RPG where players navigate mazelike dungeons in old-school first-person style and face off against monsters in strategic turn-based combat. The story follows a team of girls known as the Diet Dolls, led by newly inaugurated Prime Minister Natsume Kannuki, as they attempt to stave off a growing threat from a mysterious tower connected to Japan’s National Diet Building.

      Physical editions for Nintendo Switch are currently available to pre-order with online retail partner Playasia. Only 3000 Limited Editions will be produced which include the game, manual, soundtrack CD, art book, sticker sheet, poster and numbered certificate in a collector’s box. Standard copies are also available.

      Key Features:


      • Experience a dynamic dungeon RPG set in near-future Tokyo!
      • Act as the young Prime Minister of Japan and her moe cabinet members.
      • Earn the approval of the citizenry for valuable bonuses or lose support for your mission!
      • Navigate mazelike dungeons in first-person perspective and engage in turn-based combat.
      • Use special attacks like Sacred Union to gain the upper hand against powerful monsters!
      • Alter the structure of dungeons by breaking walls, floating or digging tunnels.
      • Customize class abilities and skills with the use of different Digiskins!



      About Tokyo Clanpool


      In near future Tokyo, the government has collapsed following the appearance of a mighty tower extending from the mysterious Reverse City in the sky and connecting with the National Diet Building. Monsters threaten the people of Japan, and it’s up to newly inaugurated Prime Minister Natsume Kannuki to lead her Diet Dolls into battle against them!

      Tokyo Clanpool is a dungeon RPG where you’ll take your party of heroines deeper and deeper into the tower to counter the monster threat and learn the truth of its origin. Equip Digiskins to customize characters’ skills and abilities while navigating mazelike corridors in first-person perspective. Turn-based combat is fast and strategic, and with your team’s ether-based powers, you can even float or dig tunnels to alter the structure of dungeons.

      But you’ll also have to keep an eye on your citizens’ approval ratings. If your actions are favorable, you can earn valuable bonuses, but if it falls too low, your entire cabinet could resign! Is your administration up to the task?

      Article by: Susan N.
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      Spring 2024 Showcase Features 18 Titles Coming Soon to Consoles and PC

      New video highlights releases scheduled for April, May and beyond!

      Today we proudly premiered a "Spring 2024 Showcase" that covers 18 indie titles scheduled for release in April, May and the coming months across Nintendo Switch, PS5, PS4, Xbox One, Xbox X|S and PC platforms. This presentation continues the previous showcase format and once again consolidates news on multiple projects for convenient reference in the months ahead.

      Highlights of this showcase include the upcoming release of Söldner-X Complete Collection for Nintendo Switch, the announcements of numerous shoot'em ups such as Flightpath: Adventures in Venaris and Super XYXPretty Girls Escape PLUS for Nintendo Switch and PlayStation, animated comedy action game Go Go Jump!! plus many more excited and unique indie titles.
       



      TITLE RELEASE PRICE PLATFORMS
      Söldner-X Complete Collection 2024 TBD Nintendo Switch
      Super Woden GP 2 Summer 2024 TBD consoles
      Mining Mechs Summer 2024 TBD SW/PS4/PS5/XB1/XSX
      Flightpath: Adventures in Venaris April 3 US$/€9.99 SW/PS4/PS5/XB1/XSX
      Pretty Girls Escape PLUS April 18 US$/€5.99 SW/PS4/PS5
      My Incubi Harem coming soon TBD SW/PS4/PS5
      Super XYX 2024 TBD SW/PS4/PS5/XB1/XSX
      SokoFrog April 10 US$/€4.99 SW/PS4/PS5/XB1/XSX
      The Prisoner of the Night May 8 TBD SW/PS4/PS5/XB1/XSX
      Space Mercenary Defense Force May 1 US$/€4.99 SW/PS4/PS5/XB1/XSX
      Ratyrinth April 24 US$/€4.99 SW/PS4/PS5/XB1/XSX
      Cyber Mission 2024 TBD SW/PS4/PS5/XB1/XSX
      Doug's Nightmare 2024 TBD SW/PS4/PS5/XB1/XSX
      Go Go Jump!! 2024 TBD SW/PS4/PS5/XB1/XSX
      Electronics Puzzle Lab May 15 US$/€4.99 SW/PS4/PS5/XB1/XSX
      A Night on the Farm coming soon TBD SW/PS4/PS5/XB1/XSX
      True Colours - A Date WIth Deception 2024 TBD SW/PS4/PS5/XB1/XSX





       

      Acclaimed shoot’em up series Söldner-X blasts off for Nintendo Switch in 2024

      Acclaimed shoot’em up series Söldner-X blasts off for Nintendo Switch in 2024
       
      Both games to launch digitally this year, physical pre-orders open this week with Playasia

      Today we are proud to announce that Söldner-X: Himmelsstürmer and Söldner-X 2: Final Prototype Definitive Edition are being ported and updated for Nintendo Switch, to be available digitally and physically in 2024. The Söldner-X series is an intellectual property long associated with the eastasiasoft brand as the original game was the company’s first release in 2007.

      Söldner-X: Himmelsstürmer and Söldner-X 2: Final Prototype Definitive Edition are among the most acclaimed releases in Eastasiasoft Limited’s long history of shoot’em ups, and now both titles are preparing for launch on Nintendo Switch. Söldner-X Complete Collection will bring all the intense side-scrolling bullet hell action of the original games to new players worldwide, including all prior content and updates in a new definitive package. Players will experience a deep sci-fi narrative across dozens of unique stages presented in side-scrolling 2.5D style, earning powerful ship upgrades and chasing high scores along the way.

      Each game will be available individually in digital release later this year. Physical copies of the 2-in-1 Söldner-X Complete Collection will be available for pre-order through online retail partner Playasia this Thursday, April 4th at 11:00pm Hong Kong time (11:00am ET / 8:00am PT / 4:00pm UK). Limited Editions will include the game, manual, 3-disc soundtrack, poster and numbered certificate in a collector’s box. Standard copies will also be available as an open pre-order.

      Pre-order HERE!


      About Söldner-X: Himmelsstürmer

      Set in the distant future, the game is a fast and furious shoot 'em up with state-of-the-art graphics, driving soundtrack and classic fun gameplay sprinkled with fresh innovations. In the storyline, planet Earth's resistance aims to stop a deadly infection consuming both life forms and technology alike, oddly having to rely on an anti-hero mercenary and bounty hunter to pilot a mighty prototype star fighter. His goal: To fight his way to the virus's origin, save civilization and earn cash to boot!

      About Söldner-X 2: Final Prototype Definitive Edition

      A side-scrolling shooter sensation returns, bigger and bolder than ever before! Blending traditional arcade gameplay with scorching HD visuals and rocking audio presentation, Söldner-X 2: Definitive Edition is laser-focused on bringing everything the genre is known for into the current generation.

      Dynamic score-linked difficulty, a challenge mode that rewards skillful performance with bonus features, devastating limit attacks and a pumping soundtrack are just the beginning. All previous DLC is now included in the base game, online leaderboards supported, weapon and boss effects have been updated, challenge difficulties have been rebalanced, plus there’s a new gallery mode. This is the ultimate realization of Söldner-X 2, fully revised and reborn!

      *French, German, Japanese subtitles are supported in Söldner-X 2: Final Prototype Definitive Edition only.

      Key Features:

      •     Two side-scrolling shoot’em ups in one compilation.
      •     Classic design, yet state-of-the-art shooter technology.
      •     Unique weapon upgrade systems.
      •     Over-the-top boss fights.
      •     Plenty of hidden bonus features.
      •     Easy to learn, yet tough to master.
      •     Adrenaline-pumping soundtrack.
      •     Online high score rankings.
      More recent & upcoming releases!

      Stay up-to-date on our Limited Edition line-up!

       

      About eastasiasoft

      Eastasiasoft Limited is an independent, Hong Kong–based developer and publisher of interactive entertainment specializing in video games and related media. Founded in 2007, eastasiasoft has published a diverse variety of titles in digital and physical format. Eastasiasoft is a licensed PlayStation, Nintendo Switch and Xbox One publisher. Some of eastasiasoft’s recently licensed and published games are Mugen Souls Z, Sword and Fairy: Together Forever, Xuan Yuan Sword 7, Empire of Angels IV, Seven Pirates H, Moero Crystal H, Trigger Witch, Rainbow Skies, Rainbow Moon, and the Söldner-X franchise.



      Article by: Susan N.
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      Cult classic sequel Mugen Souls Z is coming to Switch September 14th

      Includes full English language support for both text and audio

      Hong Kong – August 30th, 2023 – Independent developer and publisher Eastasiasoft Limited today announced that anime-style JRPG Mugen Souls Z, sequel to cult favorite Mugen Souls, is coming soon to the Nintendo Switch eShop in North America, Europe and Hong Kong on September 14th. Pre-orders for the physical editions are available now with online retail partner Playasia.

      Following the release of Moero Crystal H, Seven Pirates H and Mugen Souls for Nintendo Switch, this project marks the fourth major partnership between Idea Factory and Eastasiasoft Limited. Mugen Souls Z is a vibrant RPG featuring multiple open worlds to explore, extensive character customization, strategic turn-based combat on free-roaming battle maps, a level cap of 9,999, and the ability to deal billions of hit points worth of damage!

      The Nintendo Switch version of the game is true to the original Japanese release, featuring all prior extras, such as hot springs mini-games, additional CG gallery images, and now full English language support for both text and audio, making it the definitive way to experience this cult classic JRPG!

      Mugen Souls Z was originally developed by Idea Factory in cooperation with Compile Heart and will be published for Nintendo Switch by Eastasiasoft Limited in regions outside of Japan. Physical Limited Editions will include the game, manual, 2-disc soundtrack, sticker sheets, art book and numbered certificate in a collector’s box. Standard copies will also be available as an open pre-order.

      Watch the Mugen Souls Z trailer:

      About Mugen Souls Z:

      Undisputed goddess Chou-Chou is back for an all-new adventure as she attempts to conquer the twelve Zodiac worlds with the help of new and returning frenemies! As Chou-Chou, you can charm enemies to transform them into shampuru minions, customize party members’ appearance and abilities, create new peons and much more!

      As Chou-Chou and crew navigate between worlds in their spacefaring ship the G-Castle, they’ll need to cooperate with the new ultimate goddess Syrma to put an end to an ancient evil that’s recently awakened. Explore expansive worlds packed with field challenges, face off against enemy ships, and meet loads of memorable characters, all presented in the anime-style “moe” aesthetic that fans adore!

      Features:

      • Explore twelve vibrant worlds and save the universe from an ancient threat!
      • Fight monsters on free-roaming battle maps and make them your servants.
      • Execute spectacular combos with your allies!
      • Create unique peons by customizing body parts, faces and job classes.
      • Enjoy anime-style “moe” aesthetics and remastered HD presentation!

      “Mugen Souls Z represents Compile Heart’s vision completely unfiltered in its original form, only now with English language support expanding both text and audio,” said Joshua French, Project Lead at Eastasiasoft Limited. “We think fans will really get a kick out of its uniquely Japanese presentation and gameplay that only Compile Heart could deliver!”

      For more information on Mugen Souls Z, please visit:

      Visit Mugen Souls Z’s homepage
      Watch the Mugen Souls Z opening movie

      About Eastasiasoft

      Eastasiasoft Limited is an independent, Hong Kong–based developer and publisher of interactive entertainment specializing in video games and related media. Founded in 2007, Eastasiasoft has published a diverse variety of titles in digital and physical format. Eastasiasoft is a licensed PlayStation, Nintendo Switch and Xbox One publisher. Some of Eastasiasoft’s recently licensed and published games are Mugen Souls, Sword and Fairy: Together Forever, Xuan Yuan Sword 7, Empire of Angels IV, Seven Pirates H, Moero Crystal H, Trigger Witch, Rainbow Skies, Rainbow Moon, and the Söldner-X franchise.

      About Compile Heart

      Compile Heart is a subsidiary of Idea Factory founded in 2006. Specializing in role-playing games, Compile Heart is best known for its Hyperdimension Neptunia, Record of Agarest War, and Genkai Tokki series.

       

      Article by: Susan N.

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      Seven Pirates H Review


      Seven Pirates H
      by developers Compile Heart, Idea Factory, Felistella and publisher EastAsiaSoft LimitedNintendo Switch review written by Richard with a copy provided by the publisher.

      Estimated reading time: 8 minutes

      Warning: Mature themes ahead


      Well folks, it's time for another one of those titles that seems to always make its way into my "Guilty Pleasure" nomination for our game of the year selections. That's right, another title in the Genkai Tokki series, the same series that brought us Moero Chronicles (Hyper) and Moero Crystal H, now brings to us Seven Pirates H.

      Seven Pirates H tells the tale of the pirate, Parute. One day on her ship, she gets rammed by an otter type creature, Otton, flying through the sky. She gets knocked overboard and ends up washing ashore in the Monsupi sea, a sea devoid of humans like her, but filled with "monster girls", H monsters, and Paizoku (Booby Pirates). Using a mystical compass that points towards treasure, Parute sets off to collect all the treasures of the Monsupi Sea, while filling her crew with as many people as she can get her hands on. On her adventure she will meet six others, making up the "Seven Pirates", as she sails around the sea.

      Seven Pirates (or Oppairates, as I've taken to calling it) has a pretty textbook basis for gameplay, with a few interesting quirks thrown in to make it more interesting. If you've played any of the Moero titles, you should know that Seven Pirates is not the same type of dungeon crawler. Instead, Seven Pirates features sailing around an ocean to explore islands, 3D roaming around some of the larger islands, and that turn-based combat you're familiar with, just now in 3D and with a few twists.

      Upon really starting the game, Parute will find herself washed up on an island, so we'll start with the 3D exploration. Annoyingly enough, I found this to be the weakest part of Seven Pirates. You can walk around, jump, open treasure chests, and pick up shinnies to get items that you can exchange later. You will see enemies meandering around the map. If you run "chest" first into their back, you start combat with advantage. If the enemies take you from behind, they get the advantage.

      Later on you unlock the ability to ride Ottan automatically whenever you approach water or climbable walls. Pro tip: if you can't figure out where to go, you can open a map of the area with the 'Y' button. I only figured this out after getting the 100% completion while I was goofing around afterwards. If you're wondering why exploration is the weakest part, that's because each area is pretty dang small, and there aren't a whole lot of areas to explore.

      Once you make contact with an enemy, or get into an event battle, it's time for combat! Similar to Moero Chronicle/Crystal, combat is a turn-based feature, where higher agility scores dictate turn order and frequency. Each character has both HP and MP, where MP is gained from attacking or being attacked. Each character has an element, and you play rock-paper-scissors with weakness to do more or less damage with each element, except here they're called pheromones. Now, here's where things get a little bit more interesting.

      MP has a maximum value of 200, and above 100 your character will get "excited", and gain a stat boost. If they hit 200, then they enter a sort of "limit break" mode and get a bigger stat boost as well as access to a really high damaging skill. After five turns the MP will be reduced to 0 and they will exit the state. This is a bit more interesting for a battle feature because you need to balance conserving MP for healing and buffing or using it, and deciding if you want to remain between that 100 to 200 range, or if you want to hit 200 for the power moves.

      Once you've finished hanging out on the island, you return to your ship to explore the expanse of the sea! Well, sort of. You actually have a very restricted area to work with when you start off. In order to unlock more of the sea, you need to find torn maps, which will open up more areas for you to explore. Exploring the sea allows you to do a few different things. As you're sailing around, you may encounter event points, which could either result in a battle, or some dialogue. You may also run over an exploration area, which could net you an item, a discovery, or a Booby Pirate. There will also be little islands that you can explore for the same results as the exploration points.

      While you are on your ship, you can also make use of any Booby Pirates you've found. Basically, these little fellas can be found around the world, sometimes from side quests, sometimes from exploration points or chests, and sometimes from beating certain bosses. These Pirate kin come in three varieties: Pirate, Merchant, and Scholar. Each does something different for you, and will unlock different things for you. Pirate kin will unlock common skills, which are skills usable by any party member. These skills include buffs, heals, and even a skill to change your pheromone color (element). Merchants will increase what is available in the store, as well as unlock new options to "exchange" for, which allows you to hand over some materials and money for equipment. Scholars will unlock new info options and requests for you to complete.

      Equipment is interesting, as it comes in two pieces: bras and panties. Bras will provide a skill to the character, and panties are where all your stat increases come from. As you progress through the game, you will either discover or unlock new equipment. Sometimes you may even be rewarded with it from completing a side quest. The side quests are fairly standard fare, asking you to beat up certain enemies, or to collect a certain type of item. Some side quests are mandatory to progress, and will be clearly noted. Some will unlock maps for increasing the range of your sailing, so it's a good idea to pay attention to these.

      The last thing to do on the ship is to access the "Info" section. These are either tips or hints from the scholars, which can either unlock events, provide helpful gameplay tips, or allow you to find items/Booby pirates or optional battles. Just note that some Info may take a long while before it actually becomes relevant.

      Alright, fine. It's time for what all you degenerates are probably here for: the Booby Training. Yeah, that's right, if you weren't aware, it's a thing. After finishing a battle, in addition to money and items, you will also acquire "pheromone points". Earn enough and you will get a character specific Training Extract. You can then use the training Extract in the Booby Training menu in order to "level" your character.

      While training, you alter the characters' boobs a certain way in order to increase the breasts' qualities, such as: size, perkiness, height, cleavage, softness, and firmness. Upon making 10 adjustments, the training ends and you earn status points. In addition, you get a passive stat bonus depending on how you train the boobs. As an example, if you decide to max out all the options, you will get a 30% attack boost, and 10% to health, defense, and agility. The changes you make during training also affect your character model, which is a neat concept, if not for the form it's being implemented in.

      You know, despite the somewhat… iffy substance of the game, I actually quite enjoyed the title. The battle system was pretty entertaining, and the music was pretty good too. You can swap characters out pretty much anytime outside of battle, and there are a lot of interesting ways to build your characters. On the other hand, the game is incredibly short. It only took me about 20 hours to complete everything the game had to offer. There aren't many areas to explore, and they're all really small too. One is even a rehash of an area you've already visited!

      Summary

      Overall, I have to say that Seven Pirates H has a lot of promise. There's a solid basis for sea based exploration, the battle system is pretty fun, and the music is pretty catchy. Unfortunately, this effort seems undermined by how short the game is and how small the explorable areas are. 

      If Seven Pirates H was more like the Moero titles in terms of dungeon length and bonus zones, I feel like Seven Pirates H would have fared much better. Even the upgrade system, where it allowed you to adjust your stat distribution, was an interesting idea, just falling flat against the backdrop of small areas with not much to them.

      Score: 7 / 10



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