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Showing posts with label Experience Inc.. Show all posts
Showing posts with label Experience Inc.. Show all posts

Undernauts: Labyrinth of Yomi Review

Undernauts: Labyrinth of Yomi by developer Experience Inc. and publisher Aksys GamesSony PlayStation 5 review written by Nick with a copy provided by the publisher.

Estimated reading time: 6 minutes



Undernauts: Labyrinth of Yomi is the latest dungeon crawler from Experience Inc., and it’s also arguably their best. That’s saying something given their pedigree with titles like Stranger of Sword City and Demon Gaze, but Undernauts: Labyrinth of Yomi delivers the perfect mix of familiar genre gameplay and some fresh ideas that kept me coming back for more.

The setting is 1970’s Tokyo, and the story revolves around this strange structure (named Yomi) that came out of nowhere and provides both great risk and great rewards to those willing to venture into it. There’s some interesting narrative bits in here to set the stage in an unusual way. You’re not some daring, bright-eyed adventurer out to make a name for yourself while saving the world. You are an employee to one of many companies that have banded together around Yomi in an effort to hire people to venture into its depths despite the dangers Yomi presents.

For those who like a bit of depth to their story, there’s some dark humor to be had here in the way these corporations are willing to sacrifice the well-being of people to maximize their profits. These corporations looking to mine as much precious material from Yomi as possible dangle large carrots in front of desperate people who become in some ways viewed as cultural heroes for their bravery by the average citizen of Japan – yet expendable cogs to the corporate machine.

This all sets the stage rather uniquely for what at first seems a pretty by-the-numbers first-person dungeon crawl. Your primary character barely survives a harrowing encounter, and has to put together a new team so they can venture forth back into Yomi because something has gone terribly wrong and there’s no way for their small company to extract currently. From here, you build a party using a variety of options as you try to balance tanking, damage dealing, weakness exploitation and healing – all staples of the genre’s traditional turn-based combat.

Movement is handled in that step-by-step exploration of square tiles, but it soon becomes apparent that there’s more here to it than just walking down halls or opening doors. You slowly unlock tools that are described as altering the structure of the labyrinth – such as knocking out walls to find other passages, but really these are just gatekeeping devices. They’re basically ‘keys’ to unlocking more and more of the dungeon, but it’s still a pretty cool way to dress up the mechanic and ties in nicely with the construction / corporation theme.

Visually Undernauts: Labyrinth of Yomi is a treat in the grim, dark sort of way. You have the expected cavernous environments that are dark and bleak (though finding and besting certain powerful enemies allow the caverns to glow a bit more brightly and enhance your field of view). The menus are easy to navigate and creature art is generally detailed and pleasing to look at. Complicated by an effective and sometimes eerie soundtrack, and the presentation of Undernauts: Labyrinth of Yomi is a notch above what you usually see out of the genre.

The combat is mostly standard stuff, with turn-based decisions you make, queuing up your team and then letting the round play out between them and your opponents based on speed that determines action order. There are a few cool wrinkles thrown in however, as equipment you find can provide some pretty cool boosts during later game content, and sometimes having the right gear is the most important preparatory step to a boss fight.

There is also a feature called ‘Switch Boost’ that gives you a little extra umph during combat. It provides three different one-turn boosts that need time to recharge once used. One gives you half damage, the other lets you use one round of skills free of MP cost and the last gives you extra rewards if you end combat while this one’s active. This all adds an extra later of strategy to how you want to approach fights. Additionally, there are sometimes enemies that are a bit more sentient and outgoing, leading you to opportunities to converse with them in a way that kind of reminded me of the Shin Megami Tensei series. However, you’re not trying to recruit them in these instances. They may give you rewards for not fighting them, they might give you valuable clues about how to deal with an upcoming boss, or your responses may trigger them to give you important items. Sometimes, you just need to fight them to progress.

There is a certain ruthlessness to the above at times, as you may have to give a dark, grim answer to get a specific item you need to lure a boss out of hiding. There’s also a plot point later in the game where you encounter someone who can help you and your team progress – but at great cost to herself. You start to feel a bit like the corporations in the sense that you tell yourself it’s for the greater good, that the ends justify the means while you progress.

Speaking of progression, there’s the usual staples of the genre present here as well as you earn experience and plenty of loot to help advance your characters and better your gear. You’ll need it as you progress further into Yomi and start to uncover the connective tissue behind the events taking place, as some of the battles against the ‘Sinners’ can be pretty challenging. That being said, I think Undernauts: Labyrinth of Yomi deserves some credit for being a bit more forgiving than a lot of dungeon crawlers out there as well.

The difficulty spikes that the genre is known for are far less pronounced and there’s plenty of ways to easily grind and even recover from lost battles. It’s also worth noting some nice quality of life items from simple options such as the ability to remember your last selection, to an auto-walk feature to take you back to a previously explored part of the dungeon to the auto-map itself.

Simply put – I loved my time with Undernauts: Labyrinth of Yomi. This is one of the best dungeon crawlers I have played in a very long time. The story and setting is unique and interesting, progression gives a great sense of ownership over your characters and the overall package from presentation to quality of life make Undernauts: Labyrinth of Yomi one of the most approachable, enjoyable RPG’s I have played in some time.

Score: 9 / 10


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Saviors of Sapphire Wings / Stranger of Sword City - Revisited - Switch Review


Saviors of Sapphire Wings / Stranger of Sword City - Revisited
by developer Experience Inc. and publisher NIS America Inc.Nintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 1 minutes


Just to wrap everything up into once nice neat little package, here's our final score for Experience Inc. and NIS America Inc's Saviors of Sapphire Wings / Stranger of Sword City - Revisited for the Nintendo Switch.

Score: 7.75 / 10

 

Saviors of Sapphire Wings

          https://chalgyr.com/2021/03/review-switch-saviorsofsapphirewings.html

 

Score: 7 / 10

 

Stranger of Sword City - Revisited

          https://chalgyr.com/2021/03/review-switch-strangerofswordcity-revisited.html

 

 

 

Score: 8.5 / 10


 



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Stranger of Sword City - Revisited - Switch Review


Stranger of Sword City - Revisited
by developer Experience Inc. and publisher NIS America Inc.Nintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 7 minutes


Picking back up from last week with our Saviors of Sapphire Wings review, we are back with the other half of the recently released dual titled dungeon crawling package. Back again to make even the most hardcore fans cry with its permadeath systems is Experience Inc. and NISA's Stranger of Sword City - Revisited.

Now, I've got history with this title. Originally reviewing Stranger of Sword City for the Xbox One over at DigitallyDownloaded while visiting Robert and Nick down in the States, I was immediately sucked into this visually hybrid experience. Blending both a more gothic style with bright colored anime portraits for your characters, the environments followed the same suite in a bizarre world existing outside of our own. Being the sole survivor of a plane crash and finding yourself now able to do so much more, you get to hire a few cohorts to help you hunt down monsters for their blood crystals on behalf of several factions. Being on vacation and outside of my own country just really helped me to sink into it as I had none of the standard day to day distractions.

Fast forward just a bit and Stranger of Sword City released for the PlayStation Vita and what was a tough-ish experience suddenly became brutal. Dying, aka full party wipe-outs, in the first dungeon was the norm as apparently the Xbox version was toned down. The rest of the experience was still solid but you had to pay twice as much attention to not find yourself losing out on a fair amount of dungeon crawling progress and acquired loot.

Stranger of Sword City - Revisited continues this trend as I'm not even ashamed to say I wiped out in the first dungeon for another time. Not even once either. Multiple. Times. Some enemies such as skeleton captains can literally one shot any of your crew if they are lucky enough to land those hits and they often do. So because of this, unlike a lot of others in the genre, you almost have to play over cautiously and head back to town even if you aren't even ready to. This factor alone leads into the two other major aspects that this hardcore experience has in store for you.

Working on the concept of age, the older your character is the more bonus stat points they received, but, the less life points they'll have. Life points, unlike hit points, are the amount of times your character can die before being permanently dead. Young characters have a total of three life points, middle-aged characters have two, and old characters only have one. only having one Life Point means that if a character dies in battle and they aren't resurrected on the next actual turn they are gone. All the experience they have acquired, all their gear, poof. Queue waterworks.

So it's generally in your best interest to have a younger set of characters unless you really know how to design a character with a single life point. and in my case if you use a dwarf and set them as a cleric and keep them in the back row and basically make them a tank, they're generally the last person to die so if they are dying then it's already game over. for characters with more than one life point however you'll be finding yourself having to go back to town in order to swap out for another set of adventurers all the current ones heal up.

This is perhaps the second feature of Stranger of Sword City and now Stranger of Sword City - Revisited that can really either slow down progress or potentially even turn some players away. It's really not an easy adventure and unlike a lot of dungeon crawlers you actually need to have two or three sets of adventurers ready to go at any moment in time. For adventurers with three life points, it's easy enough to go back to town, resurrect them and head back out. But after a second time, they'll need days worth of in game time in order to heal up and not permanently die on you the next time out. So you see where issues can lay with characters that have less than three ans why it's so important to keep multiple groups going.

Now setting all of the Doom and gloom aside there's an incredible dungeon crawling experience to be found here. Characters can be customized both visually and statistically allowing you to create variance within each type. Dungeons from the starting tutorials into the much later ones all have interesting layouts that require a fair amount of time to go through. These dungeon's sizes both allow for an easy rotation of multiple parties even if it does slow down the overall progress.

Now whether or not you decide to keep one singular party and just waste the days while people are in recovery or have multiple "emergency backups", the loot system is both easy to use and easy to use to your advantage. Located around each map are small rooms that once discovered can be used to hide and ambush enemy convoys. These convoys can range and strength and size as well as the type of loot that they're carrying allowing you to decide whether or not it's worth it to attack. The longer you wait to attack however and the more likely you are to be discovered so it's never a bad idea to attack regardless on the early turns if only to have the element of surprise.

To perform these ambushes you'll first need to ensure that your group's moral is high enough to do this action. Starting off with a modest amount of only ten points, your initial ambushes will cost five. This number really isn't bad as moral increases over the course of battle as long as you don't die of course. From here you can either choose to ambush again in the same location or go pick another location that hasn't been used yet. The difference between these two actions is that to perform an ambush in the same location it will require more morale points. So the initial cost of five points would cost you eight and keep increasing every time you do it.

Well potentially a little harder to pull off in the beginning it won't take long until you're able to pull off subsequent ambushes in order to rake in all that loot. If points are a particular issue though you can always return to town and once you've left the dungeon the morale cost per ambush will reset back to its initial value. It may not be the most ideal if you're on a roll, BUT, it could also be a safe bet to heal up, gear up and save before a potential wipeout.

On a final note, Stranger of Sword City - Revisited is not simply a port from the PlayStation Vita version. Along for the ride are the following new features that exist part of the package with Saviors of Sapphire Wings: new classes, challenges, mechanics and dungeons in order to draw back in even the most hardened of souls. It also helps that the revamp can both be handled like the Vita or on a larger screen like the Xbox One or PlayStation TV that had a short shelf life.

Summary

All in all, adventurers both new and old should find plenty of hardcore dungeon crawling action to love within Stranger of Sword City - Revisited. Even if it's a lot tougher than most in its genre because of its permadeath, that's simply part of the charm and frustration to this challenge!

Score: 8.5 / 10


 



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Saviors of Sapphire Wings - Switch Review



Saviors of Sapphire Wings
by developer Experience Inc. and publisher NIS America Inc.Nintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 8 minutes


For those that may not be familiar with Experience Inc.'s work, they are designers of some fairly intense wizardry style first person dungeon crawlers loved by many on the team. Having designed titles to make you cry such as Stranger of Sword City which originally released for the PlayStation Vita and Microsoft Xbox One, they are back again for both a remaster of that brutal classic and a brand new challenge with the Saviors of Sapphire Wings.

Note: Because of the amount of time investment required for just one dungeon crawling experience, the following review is solely for Saviors of Sapphire Wings as The Stranger of Sword City - Revisited deserves its own forthcoming review.

Taking it from the top, Saviors of Sapphire Wings is the story of a knight who falls to the evil overlord and dies in the first act. Fast forwarding one-hundred years into the future, our hero makes a return by reincarnating to a new form of their choice for another chance to face off against the evil that won a century ago. While this is nothing new in terms of RPGs, it allows for both an easy setup to the premise without having to go into too many upfront details. Those details will eventually come to us when our protagonist finds out for themselves the current state of the world as they move from region to region while preparing for their rematch.

Getting a “crash course” in your new body, it doesn’t take long for you to get roped into what can only be the start of your rehabilitation quests! With the influence of evil having spread, not even small quiet and remote towns are safe anymore and as such, a young man hot headedly rushes to rescue another of the locals who was snatched away and being prepared for a sacrifice. It's a bit of a trope in terms of a setup but it launches into one of the main systems that Saviors has to offer, "character customization."

Unlike the Stranger of Sword City, Demon Gaze (Demon Gaze 2 PS4 / Vita), and the Operations Abyss (Vita / PC) and Babel (Vita) where you build your crew from the ground up, Saviors gives you your party members in a story based approach. While working well enough from an RPG' actual role playing perspective, it was also a bit on the harder side at first as this is still a dungeon crawler designed to put you against tough foes and not having a full party at first makes grinding for experience points almost necessary.

In a bit of a twist from your general, here's person a, they do this. Here's person b, they do that. Here's person c, etc., persons a, b, and c can be whatever you want them to be. While their personalities won't change from a story perspective, as Saviors relies on your party members for the story's flair, how you get there is entirely up to you. Human, Elven, Dwarven, Migmy, Fairy, etc, each of these characters can have their base stats swapped for a soul of another race and allowing them to properly be any class they want. This keeps things fairly in line with the rest of Experience Inc.'s dungeon crawlers which lets you fully customize your party for what you see fit to dungeon crawl through with.

While it can seem a bit odd at first that you are given these people with potential palette swaps, it adds a bit more depth than what can normally be found. Channeling its inner RPG, it felt more natural to have your party members chatting along instead of it always being someone from the outside. Sure, others can drop in and say hi, but overall, it creates a tighter knit connection to those that you'll be spending hours upon hours traveling with instead of them just being a selected face, name, and imaginary backstory they you made up in your mind that has absolutely no bearing on the actual events in question.

While the direction for the characters is new from Experience's Inc.'s standpoint, there's unfortunately a lot with Saviors of Sapphire Wings that doesn't quite meet the mark. If you're coming from Stranger of Sword City or started with Stranger of Sword City - Revisited there's a lot of elements in Saviors that you'll say "didn't I just see that"? Character sprites, enemy sprites, environments, there's a lot that has basically been reused and there's a few times while in some of the environments I thought I was in a reused map making me wonder if it was the same world. It's not. So while there's a bigger emphasis on actual character interaction with your hero, there's a lot that's just been reused and it doesn't feel new or even fresh from a visual standpoint.

Now I know what you're thinking, you love Dragon Quest. And I do. But going from one Dragon Quest to another, while enemies are reused they've always been revamped to a degree in the main cast were always unique not just an anime sprites sub pallet option in the third tab of four that were available in Stranger of Sword City. I know this isn't something to actually be hung up on, but it made the adventure feel a little more lazy than it should have because of the massive amount of the reused work.

The other portion that doesn't quite seem to line up, and this isn't just comparing one title to the other, is in the execution of the dungeon crawling. Normally, there's a manner in which "loot" can be acquired in order to make life a bit easier especially when everything is out to kill you. That and the shops that seem to think somehow you’re super rich for some reason as the prices alone could kill even the most robust of adventurers. For the loot though, some of it can be found on enemies, some within chests, but generally with Experience there's a "way point" of sorts that exists to help out.

In Saviors, these points are points in which you have to place something down, most often food, and then either walk away for a certain amount of steps or get into another battle in order for something to take the bait. Or hopefully take the bait as even if you drop something that enemies may be interested in, they may just like fishing, take the bait and get the hell out of there. Thankfully while acquiring the loot may be a bit more difficult, the loot that is given is generally decent enough to start making a difference one dungeon crawling adventurer at a time. I just wished that the process had been a bit easier like being able to use it “X” amount of times per dungeon run instead of having to use items to get items as sometimes with the limited inventory space what you need is something that you’ve just stored away.

Loot aside though, the rest of the dungeon crawling is as robust as it’s ever been. Moving either forwards, backwards, or strafing from side to side, your map will auto-update itself with everywhere you’ve been and tell you if there’s something of interest such as traps, doors and whether they are one-way passages or not. Actually one thing that I really enjoyed was that often enough your party members would call out if they’ve spotted something of interest that could be anything from an item on the ground for your inventory or a secret passage meaning that as long as you’re walking by you don’t always need to check every single surface hoping that one of them will lead you into the next passageway forward.

Summary

Overall though, even if I felt like it took me a while longer to get into the swing of things compared to their previous work, Saviors of Sapphire Wings is a decent dungeon crawler. Do I wish they did more in regards to the visual presentation to make it unique and not simply a reuse of previous work? Yes. Can I live with it? I can and with the value of Stranger of Sword City - Revisited it's even easier to do so even if I kept finding myself comparing one to the other.

Score: 7 / 10

Note: We'll be back soon with our review of Stranger of Sword City - Revisited for the Nintendo Switch!





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Richard’s Games of the Year – 2017


Game of the Year

If I clock 30+ hours in two days on a game, it damn well better be my game of the year pick.
Richard’s Review – Vita
Nick’s Review – PS4

Platform:
Sony PlayStation Vita

Genre(s):
RPG

Developer(s):
Experience Inc.

Mode(s):
Single Player

Publisher(s):
NIS America

Other Platform(s):
Sony PlayStation 4

1st runner up

A nice nostalgic throwback to the old point and click adventurers of yore. Engaging story where all of your actions actually impact your ending, regardless of how slightly. A level of detail that gave me a warm fuzzy feeling.

Richard’s Review

Platform:
PC

Genre(s):
Point and Click
Visual Novel

Developer(s):
Cherrymochi

Mode(s):
Single Player

Publisher(s):
Square Enix

Other Platform(s):
None

2nd runner up


I’ve always been told to pick up the Ys series, but never did before playing this one. Past me was very dumb.

Richard’s Review – Vita

Nick’s Review – PS4

Platform:
Vita

Genre(s):
Action, Adventure, RPG

Developer(s):
Falcom

Mode(s):
Single Player

Publisher(s):
DotEmu

Other Platform(s):
Sony PlayStation 4

Surprise of the Year


Zwei was funny, quirky, enjoyable, and the MUSCLES?!.

 
 

Richard’s Review

Platform:
PC

Genre(s):
Action, RPG

Developer(s):
Nihon Falcom

Mode(s):
Single Player

Publisher(s):
Xseed Games
Marvelous USA

Other Platform(s):
None

Biggest Disappointment


Seriously, go Google mass effect Andromeda funny glitches, but imagine them not funny. I basically only picked it up because I had fun with ME3s multiplayer. Yeah, no, not anymore.

Nick’s Review

Platform:
Sony PlayStation 4

Genre(s):
RPG

Developer(s):
BioWare

Mode(s):
Single Player
Multiplayer

Publisher(s):
Electronic Arts

Other Platform(s):
Microsoft Xbox One
PC

Guilty Pleasure


There was a lot about this game I could point out as really poorly done: the storyline, the animations, the acting, even some of the gameplay decisions, but I’ll be damned if I didn’t have a lot of fun throwing underpants at zombies. Richard’s Review

Platform:
Sony PlayStation 4

Genre(s):
Action, Shooter

Developer(s):
Tamsoft

Mode(s):
Single Player

Publisher(s):
Aksys Games

Other Platform(s):
None

 

Article by: Richard




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Demon Gaze II - Vita Review


I’m not sure about any of you reading this, but I was a huge fan of the first Demon Gaze, even playing through the bonus dungeon that was more than a little bit of a pain in the arse. Especially Luna’s cell. Demon Gaze II is a weird type of sequel, where the events of the first game are followed but not needed to be really known about until the epilogue, although knowing the first game will definitely make some of the recurring characters a lot more hilarious. Like the first Demon Gaze, Demon Gaze II follows the dungeon crawling experience its predecessor left, making a lot of changes and improvements, almost all of which I was glad to see.

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Operation Babel: New Tokyo Legacy - Vita Review


Operation Babel is a sequel to Operation Abyss, and I'm not sure whether I'm pleased or disappointed, considering everything I loved about Operation Abyss is back. But so is everything I hated, too.

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Ray Gigant - PS Vita Review


When it comes to dungeon crawling RPGs, few developers seem to 'get it' the way Experience Inc does. This is not always the most approachable of genres, but despite an almost painfully long and slow introduction, Ray Gigant quickly establishes itself with an interesting world and mechanics that are both deep but also well enough developed that this title could serve as a great entry point to those who have not given dungeon crawlers a try yet.

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Stranger of Sword City - PS Vita Review


Stranger of Sword City does not reinvent the RPG crawler genre, but it really does do a good job in mixing up the story and adding some mechanics that generally are not found in titles like this. In the end, the experience is a rewarding one and if you have been on the fence about the dungeon crawling genre in the past, this title might just be the one to try and see if it cannot win you over.

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Operation Abyss: New Tokyo Legacy - PS Vita Review

Operation Abyss: New Tokyo Legacy is a dungeon crawler that sounds brand new, but it is actually based on a couple of games released on the PC in years past. This particular genre tends to age pretty well for fans, because the emphasis is on party structure, exploration and lots of grinding - all things that are helped by modern visuals, voice acting and the like - but none of those bells and whistles feel mandatory. For better and for worse, Operation Abyss: New Tokyo Legacy wears some of its old school inspiration on its sleeve for everyone to see, but at the end of the day I enjoyed it a good deal.


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Demon Gaze - PS Vita Review

NIS America's trend of bringing strong if niche titles to the US continues with Demon Gaze. For fans of the Wizardry or Etrian series, you should feel right at home here crawling through dungeons, grinding out levels and finding new loot to either put to use or sell. The experience could prove more daunting however, if you are not familiar with first-person RPG titles.


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