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Showing posts with label NIS. Show all posts
Showing posts with label NIS. Show all posts

The Liar Princess and the Blind Prince is Coming to Steam


NIS America Reveals the First Screenshots of the Cozy Puzzle Game 

 

We are excited to share that the 2D side-scrolling platforming adventure The Liar Princess and The Blind Prince will be coming to Steam early this year.



The Liar Princess and the Blind Prince follows the tale of two lonely hearts brought together through a mutual misunderstanding. In it, you control the wolf, disguised as a princess who guides the blind prince through a perilous forest in search of the witch capable of restoring his sight. The forest is home to a number of hostile creatures intent on ending your journey prematurely, as well as hazardous traps that put the prince in danger.

Switch between wolf and princess form to dispatch your foes and guide the prince carefully as a princess to ensure his safety, in search of a fairytale ending.

The Liar Princess and the Blind Prince originally released worldwide on Nintendo Switch and PlayStation 4 on February 12, 2019.


About The Liar Princess and the Blind Prince


Deep in the forest, a solitary wolf sings. Charmed by this beautiful voice, a curious prince follows its song only to find and startle the wolf, who blinds him. Together, they embark on a journey to restore his sight. But every gift has a price in this storybook tale of love and loss.

Unleash Your Inner Monster: Transform at will from a princess into a wolf to guide the blind prince towards a cure. Weave through the dangerous forest, but be careful...the forest is no place for a blind prince.
     
Brute Strength Meets Sharp Wit: Various obstacles will require the wolf's strength, and others will require the princess's wit. With so many traps and perilous hurdles that await, can the two make it safely to their final destination?
     
Lost Pages from a Forgotten Tale: With each delicate petal comes a fragment of memories shared by the wolf and the prince. Collect them along your journey and paint a vivid story of tragedy, love, and loss.


Title: The Liar Princess and the Blind Prince
Release: Coming Early 2026
Platforms: PC (Steam), Nintendo Switch, PlayStation 4, PlayStation Vita
Genre: Adventure, Platformer
Players: 1
Text Language: English, Japanese, Traditional Chinese, Korean
Audio Language: Japanese
Rating: ESRB: Everyone 10+
Publisher: NIS America, Inc.
Developer/Licensor: Nippon Ichi Software, Inc.



Article by: Susan N.


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Disgaea 7 Academy Trailer: Demonic Intelligence

Think you know Demonic Intelligence? Well think again!

Disgaea 7: Vows of the Virtueless reimagines Demonic Intelligence, making it better than ever. Take a seat and watch the newest entry in the Disgaea Academy series to find out more!

Disgaea 7: Vows of the Virtueless is coming to Nintendo Switch™, PS4™, PS5™, and PC on October 3, 2023!

Be sure to preorder the Fuji and Pirilika plushies too! Available exclusively through the NISA Online Store!

Visit the Game Website Watch the Disgaea 7: Demonic Intelligence Academy Trailer
Visit the NISA Online Store Preorder the Limited Edition


Title: Disgaea 7: Vows of the Virtueless

Developer: Nippon Ichi Software, Inc.

Genre: SRPG

Audio Language: English/Japanese

Text Language: English/French/Japanese

Number of Players: 1

Release Date: October 3, 2023



Article by: Susan N.




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Monster Menu: The Scavenger's Cookbook - PS4 Review


Monster Menu: The Scavenger's Cookbook by developer Nippon Ichi Software and publisher NIS America—PS4 review written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6 minute
Well folks, it's around the time a new roguelite comes out, which means my blood pressure is skyrocketing and my tears are flowing. This time we get to take a look at the NIS starvation roguelite Monster Menu: The Scavenger's Cookbook.

Monster Menu, like a large amount of roguelites, has a pretty basic premise. You're an adventurer who has gone on what was supposed to be a fairly standard adventure. Unfortunately, you get lost and run out of food and water. In a semi delirious haze, you resort to the only thing you can: eating the corpse of an unknown monster on an altar, always the best of ideas. Next thing you know, you find yourself in a sprawling labyrinth, with only a few items at your disposal. Good news though, you can't really die! You just wake up at a base camp whenever you should otherwise die. Too bad you still need to survive in order to find your way out of the labyrinth.


Like most roguelites, you are tasked with making your way through randomly generated floors to reach your goal. In monster menu, every new run sets you back down to level one, and depending on difficulty will also get rid of your materials. You do get to keep equipment though, which isn't really the most common. Monster Menu also has a few other little quirks that set itself apart from the crowd. So, let's take a look at some of the basics first.

Exploration of each new floor is done in a 3D manner, where your main character, one of up to four, will be able to walk around, harvest items, pick fights with enemies, and investigate altars. Exploration is done in a real-time scenario, where the enemies and you can be constantly moving. When you make contact with an enemy, whether that be on your terms or theirs, the field map turns into a turn-based grid style map where your combat is performed in a turn order. In combat you can attack, use skills or items, defend, etc. After winning fights, you gain exp for your units, and can then scavenge the bodies for materials. When back on the field map, your goal is to find the stairs leading to the next floor, a task sometimes easier said than done.

Why is it so difficult? Well, a number of factors really, including: how the RNG treats you, the fact that time passes, your calorie and hydration values, where the stairs have decided to appear, and what sort of materials you're able to harvest. All of these aspects tie in to the major mechanic of Monster Menu: eating food. Your units all have an individual stat layout for health, calories, hydration, and happiness. It is your job to manage these values in order to keep your party in fighting shape. The only problem is, everything you do takes energy in the form of calories and hydration. Moving, attacking, harvesting, resting between floors, even just waiting around while time passes will cause your energy to slowly deplete.


In order to restore your calories and hydration, as well as give you some extra health, you will be cooking meals between floors as you investigate the labyrinth you find yourself trapped in. Point of note, materials will decay over time, reducing their freshness until they eventually become rotten. At your camp between floors, you can use ingredients to cook meals. Tastier meals made from more normal items will restore larger amounts of health, calories, hydration, and happiness. Disgusting meals, like a plate full of maggots, may give a good calorie value but your happiness takes a nosedive. When your units get too unhappy they may become prone to madness, so look out.

Meals can be prepared using a variety of different techniques, each possibly resulting in some sort of change to the dish, which will not only restore points, but will also give you food skills as well as increase stats. If you make a meal you can't take it with you into the labyrinth though, so you need to eat it at the camp. Trying to balance making meals that provide good recovery or stats while still remaining fresh can be a challenge, especially when you lose a lot of energy values every floor, and enemies and material harvesting points just don't cough up what you need. Additionally, at night time monsters get more active, and a lot tougher, so beware.

As you explore through the floors, you may run across some skeleton bones. These have a chance at netting you some crafting recipes, for both key items and repair kits, as well as cooking recipes. Good news, you also keep these on death, although you can actually cook freeform without a recipe, although it may be quite difficult to come up with a menu item if you have no clue what you can throw together, or what type of preparation is required.


Equipment can be gathered in chests found throughout the floors, and isn't necessarily of a level tied to the floor. *stares angrily at the starter cloak found in the 3rd strata*. Thankfully your gear carries over between runs but, uh, well, it has durability, so too many failed runs without any decent rolls on materials or equipment and your gear will be a lot less beneficial. It doesn't break thankfully, so you just need to make some repair kits, if you can.

So, I have to mention this, but game is tough. Like, seriously, depending on your luck and difficulty setting this game can be an absolute nightmare. It took me, like, more than a few hours just to get into the third area, and I never found any equipment better than what I had picked up in the first area. Like seriously, it was a rough go. On the other hand, I did manage to get rather good at goading enemies into locations I wanted them in, as well as hanging onto items I could feed to enemies to cause status debuffs or negative status effects.

Monster Menu is pretty fun, and the attention to the calorie and hydration aspects are an interesting focus, especially considering how you have to either make your own meals out of materials found in the labyrinth or through devouring the corpses of your enemies mid battle. It's certainly full of a lot of interesting parts that more veteran players may enjoy, and the cute chibi characters provide a nice contrast against the grim reality that you may be eating your own comrades in order to survive.


Overall, despite being hammered upside the face by poor equipment drops and RNG rolls, I am actually quite fond of Monster Menu: The Scavenger's Cookbook. The transition from freeform exploration to turn-based battles is smooth, the combat is pretty smooth, and it's interesting being able to shove your food materials into monster faces for your own benefit. If you're expecting pity though, you may be out of luck as a lot of your run depends on how lucky you are, which may be a little frustrating for some. Monster Menu definitely feels more like a title for those familiar with the roguelite genre as opposed to newcomers, but still provides the difficulty selection to allow for newcomers to play.


Score: 7.5 / 10
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GrimGrimoire OnceMore - Switch Review



GrimGrimoire OnceMore by developer Vanillaware and publisher NIS AmericaNintendo Switch review written by Richard with a copy provided by the publisher.

Estimated reading time: 5 minutes


Those of you who remember the era of the PS2 may recall a somewhat niche title called GrimGrimoire. A title that I felt didn't receive as much attention as it should have, GrimGrimoire is now getting a remaster: GrimGrimoire OnceMore.

The story of GrimGrimoire follows a young girl, Lillet Blan, who has received an invitation to the acclaimed school for magic run by the famous wizard Gammel Dore. Housed in the tower formerly owned by the deceased Archmage, Calvaros, there are still many secrets hidden in the walls. Lillet excitedly takes to her studies, opening her first grimoires and delving into her magic studies. Unfortunately for her, only five days after starting, a horrible tragedy occurs and Lillet awakes five days ago on the eve of her induction into the school. So it begins, as Lillet strives to figure out what's happening in the tower, and to solve the mystery of her looping through time, hopefully while saving the others in the tower.


GrimGrimoire Oncemore is an interesting game, as it's sort of split between Visual Novel-esque storytelling, with battles between. Battles are what I can only describe as a sort of "side-view anime Starcraft", if I had to make a comparison. Essentially, battles are a sort of tower defense/reverse tower defense sort of deal. You'll generally start out each battle with at least one rune and a few gatherer units. You can send the gatherer units to crystals around the map in order to harvest mana. Mana can then be expended in order to summon more runes, upgrade runes, or summon units. Each fight usually has you either surviving a set amount of time, or destroying all of your opponents' runes.

Runes come in four types: Glamor, Necromancy, Sorcery, and Alchemy. Each rune type is effective against one type and weak to another. You can summon new runes for a mana cost, as well as upgrade them to allow you to summon more unit types or to improve the capabilities of your summonable units. Here we come to one of the improved aspects in the Remaster: the skill tree. In order to unlock new units and bonuses, you need to purchase upgrades to the associated runes, and then upgrade them in-fight in order to receive the benefits.
 
Something you will notice pretty quickly about GrimGrimoire is that there is a bit of repetitive nature to the fights. While you will get a bit of variety in the beginning as you are unlocking more runes, once most of them are unlocked, battles feel pretty similar to one another. The upgrade tree helps add some freshness that is sorely needed. As you complete stages you will earn coins to spend on upgrades. More coins can be earned by completing bonus objectives issued at the start of the fight, or by completing the trial stages.

Trial stages will generally restrict you in some way, or give you specific win/loss conditions. More trials become available as you progress through the story, and can both be a nice break from the story missions, as well as a good source of coins for the upgrades. Another cool addition is that whenever you clear a stage, trial or otherwise, you get a piece of artwork. For story stages, these are some really pretty full size images that were really nice to see after completing a battle. The trials have some interesting themes and layouts, so I highly suggest checking them out if you do pick up the game, although they aren't strictly necessary in order to complete the game.

GrimGrimoire isn't a particularly long game, with my playthrough coming in at just about 17 hours total play time, including the trials. That being said, the game offers three starting difficulties of easy, normal, and hard, with a hell mode unlockable for story missions upon clearing the game. What it does have is a great cast of voice acting, including one of my top 5 favourite evil laughs in gaming, cute animations for the monsters you can summon, as well as a nice background music soundtrack as well as fitting and well-drawn visuals. While Vanillaware isn't able to showcase the full extent of it's art in GrimGrimoire, you certainly do get the distinct taste of it.

Now, for those returning veterans who are familiar with the original, there are a few things new you should make note of. First up, the skill tree system I mentioned. The difficulty rating also seems to be largely revamped, including access to Grand Magic, which can be cast at default once per battle, and can serve one of four functions, such as reversing time, healing units, a large scale attack, or giving you a mana boost. Additionally, and a function that made me squeal in joy, is the ability to fast forward in-battle. Yeah, that's right, instead of waiting literally 2 minutes for mana gathering/unit movement, you can speed up time to zoom through those annoying waiting periods. The visuals have also gotten an upgrade so it no longer looks like a PS2 game.

Now, I would like to point out that despite the fact I mentioned the stages get a little repetitive, that doesn't mean they're all the same. Depending on your play style, each battle can be very different, as you may prefer one unit type to another, or make units based on enemy weaknesses. The stages are also constructed in different ways, as some units may be able to pass through floors and walls, but others cannot, meaning you have to set up bases and organize how you're utilizing your units. While it doesn't help much that the backgrounds are mostly the same, a lot of the time you'll most likely be too focused on the fights rather than what's behind the stairs.

Overall, I have to say that GrimGrimoire Oncemore is a great remaster to a wonderful title from the PS2 era. With a number of greatly appreciated improvements, such as the ability to speed up time in battle or the introduction of Grand Magic, it adds that extra oomph for those who have played the original, as well as reducing some of the more aggravating mechanical aspects for newcomers. With a great story complemented by equally great voice acting, GrimGrimoire Oncemore is a great RTS title for you to enjoy.

Score: 8.5 / 10
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Labyrinth of Galleria: The Moon Society

Labyrinth of Galleria: The Moon Society by developer Nippon Ichi Software and publisher NIS America Inc.PlayStation 4 review written by Richard with a copy provided by the publisher.

Estimated reading time: 10  minutes


Well folks, it's time to take a look at another dungeon crawler! A genre that usually tends to be either really good or really underwhelming. Today we have Labyrinth of Galleria: The Moon Society. A spiritual sequel to Labyrinth of Refrain: Coven of Dusk, let's see how well this title stacks up.

Labyrinth of Galleria tells the tale of a sprawling labyrinth hiding beneath Galleria manor. Within its walls are hidden precious Curios: items that are cursed and have mysterious powers. As a young girl Eureka comes to take up a hired help position at the manor. She is entered into the service of a witch hired by the baron who owns the manor. Eureka's task is to act as a medium to a soul planted within a magical lantern. You, who technically take on the role of the soul, are tasked with taking puppet soldiers into the labyrinth in order to combat the fierce creatures within and to recover the relics.

Now, if you've played Labyrinth of Refrain, then you've already got a good idea of what's in store for you. If not, have no fear, we'll be going over things. Briefly though, as there's actually quite a lot involved in these titles. Good news for you dungeon crawler aficionados! Encounters in the labyrinth are not random! Enemy icons appear on the map and you walk into them in order to start a fight. Walking into them from the side or back will generally result in a battle start in your favour. First up, let's take a look at how you go about exploring the labyrinth.


Your basic exploration is pretty standard fare. You have an empty map that fills itself in as you explore, each tile you walk over adds the info of that tile to the map. Sometimes these tiles may be hazards, such as damaging tiles, pitfalls that drop you floors, or perhaps cursed mud that damages you while you're inside it. Your goal here is, ultimately, to discover the 7 major Curios d'Arte hidden within the labyrinth. These are placed in very special looking chests that you can discover. There are also a myriad of other curios as well. Let's not forget the normal chests and items that you can discover while roaming the labyrinth. 

Now obviously, if all the labyrinth had to offer was just pathways, it wouldn't be all that interesting. Well, as you progress through the game, you can unlock more and more movement techniques. This will let you get into other areas, or past hazards that you weren't able to get by previously. Pro tip, if you see some spikes/lances, you do get a move to get past them later, so make a note of where those are. Apart from movement, you also can break down dungeon walls. Yup, that's right, you can break the dungeon. While most walls get repaired upon returning to the labyrinth, certain walls don't, allowing for quicker access to areas. You can also unlock other abilities, like a fog wall that prevents enemy icons from spotting you, although you still can get into combat, or the ability to stockpile exp.

Most active abilities will require you to use reinforcement points. These points start at a default of 100, and will reduce each time you use an active ability. Reinforcement points can be recovered by earning mana in the labyrinth. Either touching a glowing green orb or wall will give you mana, as well as replenish reinforcement points at a certain rate. Be careful though, as each floor of the labyrinth has a mana limit. Exceed this, and some of the enemies get...well, scary. If any of you are coming from Refrain, I'm sure you have minor PTSD from the reapers. Or blowing up your first wall and getting demolished by the enemy behind it. Yeah, 25 hours later and they're some of the stronger enemies you can come across. Either way, collecting mana, as well as pretty much any item you see, is still really useful. When you return to base, you also get bonus exp. Once you unlock it, I do suggest playing with stockpiling exp, as it can be very useful.


So, how are you going to deal with the baddies infesting the labyrinth? Well, that's where the handy puppet soldiers come into play! You can create units with a combination of a soul and some puppet parts. You get to choose a class, nature, stance, lucky number, name, starting skill, as well as growth type. Fun fact: everything I listed actually affects something about your unit. Well, at least in Refrain it did, and it's implied it does so in Galleria as well. Yup, even the name. I won't go into the specifics, otherwise this will turn into a four hour lecture on just the basics, but feel free to play around with what you want from your puppets. If you really want, you can always check out a beginner's guide to unit creation for Refrain, provided one isn't available for Galleria when you're reading this. It'll go more in depth.

So, let's say you've created your unit and decided upon what you want of them. It's now time to put them in a coven! How Galleria works is that all your units get placed in covens, of which you can have five covens in your squad. Each coven has different passive effects and exp acquisition rates, so pay attention when assigning, or reassigning, your units. For example, there is a coven type that has one frontline position and multiple support positions, with a 120% exp rate for the front liners, but it can only be used by theatrical star units. These types of covens are pretty plentiful, especially once you get later into the game, so you will want to take a look at new covens you acquire. 

This brings us to another facet of the coven: Donum. This is basically just palette swapped mana/spells, but essentially any spells you can use are predominantly tied to the coven, rather than the units themselves. Some Donum require certain slots in the coven to be filled, while others may just be in-battle usage restrictions. Important to note however, is that coven actually may require reinforcement points to use. Covens earn exp and will level up based on number of battles mostly, and their cost will reduce as they level, as well as possibly opening up more Donum slots, which you can learn through manuals you can collect. 


Alrighty, now that you have your squad ready to go, it's time to take on the labyrinth! What better way to get used to this than to fight an enemy! Or group of enemies, maybe. Walk into an enemy icon, or interact with certain event markers, and you get into a fight. So, there's a lot going on, and I swear it gets easier the more time goes on, so bear with me for a bit. So to start with, you've got a turn based battle system, with higher AGI characters moving sooner. At the start of every "round", you will give directions to your units, adjust whether they are in the vanguard or rearguard, as well as spend reinforcement points as needed. Commands for the units are fairly straightforward, as you can attack, fortify (guard), use Donum, or attempt to flee. Adjusting whether your units are in the front or back is important because every weapon has a certain range value that needs to be met to use efficiently. If you're outside the range, your damage output decreases. Also, certain combinations of vanguard and rearguard coven positions will activate formation bonuses, so make sure to shuffle your covens to get the maximum effectiveness out of them!

While it's still on your turn, you can use reinforcement points for different bonuses. These are unlocked through witch petitions mostly, which I'll talk about a bit later, but are explained to you when you acquire them in-game as well. As an example, you can spend 1 reinforcement point to increase attack of a unit in a coven for the turn, up to three times. Using items is also considered a "special move" and needs reinforcement points to function. Once you've set out all your commands, it's time to begin battle. Now, how enemies and your units react to battle situations are rather similar, so I'll be lumping them together. All units have varying degrees of resistance and damage types. Some attacks might be more effective against certain enemies. As you attack enemies, you also build up a "secret art" gauge. When full you can unleash it. This is based on coven, so if you don't like it, consider changing covens. Different status effects can be applied to both your allies and enemies, of which there is an in-game tutorial on how they work.

One of the more unique aspects of Refrain and Galleria, and the bane of my existence in Refrain, is "Critical Gore". Basically, as puppets, your units aren't as attached to their limbs as you'd think. Enemies, and allies, have a chance at hitting a critical gore, meaning the character or unit hit loses that body part. This comes with a massive amount of damage, an decrease in stats and max health, and the inability to use any equipment associated with that limb. For your own units, you must then repair the puppet either with a specific item, or by returning from the labyrinth and repairing them at the workbench. Be warned though, as losing the head means your unit is just plain out of commission until repaired. The last thing I think I should mention here is that all units have a stun gauge. Attacks will drain this, and once emptied, the character will be stunned for that turn, but recover at the start of the next round.


Alright, that covers most of the primary gameplay aspects, so let's talk about a few things you can do outside of exploration. First up, and I can't stress this enough, CHECK THE TUTORIALS SECTION. This will be periodically updated with sometimes very important info with little to no indication. Seriously, just check it every so often. Additionally, there are messages written on the walls of the labyrinth. Most of the time, these are helpful tutorials or hints, so you may want to read them. When you return from your expeditions, there are a number of facilities at your disposal. You can take on requests by delivering loot items for rewards, check out the alchemy cauldron to enhance gear or release sealed equipment. Additionally, you can spend some of that mana you've brought back in order to petition the resident witch to unlock something new for you.

Now, if any of you have been paying attention to the release info, or the pictures in this review, it may come as no surprise when I say this is a NIS title. What this means is that you can expect a pretty engaging story, anime stylized visuals for character portraits and cut-scenes, as well as a lengthy grind and occasionally bull*#$t enemies. Also some really dark themes tossed around like they're popcorn and a really bangin sound track.

My only real complaints about Galleria are: sometimes navigating menus can be really annoying to find what you're looking for, and the fact that you can be brutally punished for having poor luck, both in-game and as a player. The amount of times I've been doing well then been screwed over by a few really unfortunate gore attacks... blegh. That being said, despite how much Galleria, and Refrain by extension, frustrated me to no end, I absolutely love them. If you're a dungeon crawler fan, you'll definitely enjoy Labyrinth of Galleria. 


Summary

Overall, Labyrinth of Galleria: The Moon Society, is a great addition to any dungeon crawler lover's library. With a surprisingly in-depth system for those looking for it, an interesting view on labyrinth exploration, and engaging characters and story, it's a gripping tale all through. While it may be a little much for newcomers to the genre, it's still a lot of fun. No need to know the previous title also means you can jump right on in.



Score: 8 / 10




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World's End Club - Switch Review

World's End Club by developer IzanagiGames and publisher NIS America, Inc.Nintendo Switch review written by Natasha with a copy provided by the publisher.

Estimated reading time: 6 minutes


Ever wonder what would happen if you were to be put into a scenario where you were kidnapped, brought to an unknown facility and forced to kill people in order to survive…?

Radio Static

Oh, wait.. I'm being informed that that's already been made into a video game. But, hey! Why not re-create that scene with a new cast of characters and---

phone rings

Hello? What do you mean that's also been done? WELL TOO BAD! WE'RE GOING TO PLAY THAT TROPE AGAIN!

Slams phone

LET'S GO! GO-GETTERS CLUB!?

World's End Club is a puzzle action-adventure game that was developed by Too Kyo Games and published by IzanagiGames. With the brilliant mind behind the company that brought us the Danganronpa and Zero Escape series, comes a game that settles on a more docile tone of being trapped and abandoned against your will. The game was originally released for the Apple and Android platform, back in 2020, and was given the 'Go-Ahead' to port over to the Nintendo Switch in 2021.

The Story

We begin our plot-line on a school bus where 6th graders, who are part of a club called the Go-Getters, are excited to take a trip to the big city of Tokyo. However, their trip is cut short by a giant meteor that hits Japan, sending everyone on the bus flying. Dazed and confused, our group of rambunctious pre-teens wake up in an underwater theme park. There, they are met by a strange mascot, called Pielope, who declares that if they wish to escape, they must complete their required task on their new-found wrist band. But, there's a twist: they don't have their own tasks, they have another group members task instead. Will they work together to escape, or will only one survive?

That… Is what I'd like to say, but that story is short lived. After about an hour of game play the game opens up to the real part of the story. Survival is still a key element in this apocalyptic world, as well as the power of teamwork and strange phenomenal powers.

The Game-play

The main character is the silent protagonist type and every decision you make will shape the outcome of the story. The party likes to split up A LOT during the course of the game so get ready to play Eenie-Meenie-Miney-Moe. It usually starts with an argument about which city or town they wanna travel to next, they banter back and forth until they look to you (The protag) for the final verdict. Once you've chosen which group you'd like to chill with the others will feel the hurt of your rejection and hobble off towards their desired location. This gives the game a bit of replay value if you're ever curious to see what would have happened if you chose to follow Group B over Group A.

As mentioned before, this game has some puzzle solving situations. You'll come across dead ends or hard-to-reach places that will require you to push blocks to help boost you up to the next level. Nothing outright crazy that you'll have to scratch your brain over it. Their pretty simplistic and obvious. If you find that building blocks aren't cutting it, don't worry, each character in the game has a 'Hidden Power' that'll unlock the further the story progresses. You'll find that the main characters power (Super Strength) will be used more often than the others. When your other teammates unlock their powers they seem to be specifically used for that moment in the story and that's it. It's… a little underwhelming. If you find that you can't remember who does what you can enter the pause menu and it'll help keep track of everyone's ability or (For the earlier game-play) keep track for their task.

There aren't that many enemies that you encounter in the game, and they tend to wiggle left and right in place and are nothing more then a minor obstacle in your path. There are scripted boss fights at the end of each level that tend to focus on your club-mates new powers. Please note that in this game you have 1 HP, which means one wrong move will result in a game over. But don't worry, this game has an auto-save feature that'll place you right back before the scene of the event. The game will keep tabs on your current location and story by branching out on the map that tracks your movement as you travel across Japan. Different sections of the story will be labelled as Acts, (Which are the playable sections) Story (a chunk of dialogue heavy scenes) and Camp (Where you can interact with your individual Go-Getters members).

Wanna Check out my Sticker Collection?

While running through the levels you'll come across shiny spots. These spots are indicators that tell you that a collectible sticker is nearby. There are two kinds you can find: Normal stickers and Rare stickers. You'll automatically run into Normal stickers as you play through the game, however the Rare ones will require you to do a little something extra to make them appear. For example, taking down a number of enemies or not having to reset a puzzle. Collecting these stickers won't reward you with anything except bragging rights, so collect at your own risk.

Checking out the Cute Artwork

The first thought that came to mind when I saw this game was how 'Chibi-like' everyone looks. With skinny limbs, large heads and a cute colour palette that pops for each character, no two are the same. The art is VERY basic in this title, but that's not necessarily bad. Sometimes a character with long blond hair and a white dress can be refreshing. The environment is littered with overgrowth to give you that 'You're all that's left in this world' feel. Movable objects will also stand out as they are coloured differently than the background, just in case you needed help in figuring out where to go next.

Summary

To conclude, if you're looking for something with a slower, less life-threatening pace, lots of laugh and fun friendly banter, with a pinch of side scrolling action then World's End Club is your Go-To. It may be lacking in game-play department and it won't make you sweat buckets, like Ronpa or Zero Escape, but it makes it up with a great narrative, great characters, and really catchy music. I'm giving this game a 7 out of 10. “Go! Go! Go! Go-Getters, will never fall apart!”

Score: 7 / 10






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Disgaea 6: Defiance of Destiny - Switch Review


Disgaea 6: Defiance of Destiny
by developer Nippon Ichi Software (NIS) and publisher Nippon Ichi Software America (NISA)Nintendo Switch review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 9 minutes


If you say Nippon Ichi Software, or their North American localization and publishing group Nippon Ichi Software America (NISA or NIS America for short) I'm going to think one of two things. The first, is turned based strategy RPGs that have been their bread and butter for decades now. The other? Is a solid turn based strategy titles and the latest entry into the Makai Senki universe, Disgaea 6: Defiance of Destiny, is no exception.

Note: Please be aware that this review contains some spoilers either in the text or in the screenshots taken during gameplay.

Having recently released a demo in order to see how much damage one could deal to an enemy within the first chapter and three quarters, the intro was enough to show the direction of the latest title without spoiling the rest down the line. Solid base mechanics? Quirky character design? Smart and sassy dialog? The latest has it all but there's one thing I feel that D6 has over D5 and that was the magic of the originals which were more about the characters than it was about the Netherworlds that they could be found in.

As a fan of the series it's an honor to be able to review something that you hold in such high regard. At the same time, reviewing something that you hold dear can sometimes be a bit complicated as you're not only sitting down to potentially and hopefully enjoy, but you're also sitting down to analyze and critique what has been put in front of you. In that regard, while having only ever upped their game with each new entry into the Disgaea series I felt that the new systems in place were both several steps forward and maybe one back.

Straight up, from the gameplay mechanics into the story, Disgaea 6 is solid. The writing is on point for the series with a blend of nonsensical and dark humour. The voice acting only ever does the characters justice and helps to further bring them and their trails to life as our protagonist Zed recounts the story to Overlord Ivar and his Darkest Assembly just how exactly he took out the most powerful God of Destruction in written history.

Split as it's always been, each chapter of the adventure has multiple sub stages each with their own challenges ranging from awkward layouts making you have to think through your approach, or die. Really there's no inbetween. In these stages you'll also be facing off against a variety of foes in a variety of numbers. The less you see the more you should be prepared for a fight as like the laws of the ninja, the less you see the more powerful they are.

What's changed this time around though is that there are a lot of other systems in place to help boost you through these challenges. I had poked at them in the demo but they didn't really shine until I was six or eight chapters in and almost religiously using them to get ahead. The Juice Bar, Squads, Skill Upgrades, the Rozen Queen Store and the Darkest Assembly. Some of these have been around forever while others I could only gawk at times at their sheer brilliance.

Starting off with the new, Zed and company will now have access to what is known as the Juice Bar that allows for the infusion of experience points, mana and any other extract such as attack, intelligence or hit. All of these can be banked over time as you trounce countless enemies that stand in your way. Each of these values costs money, as money does make the world go round, but when you leverage that out against another new feature, Super Reincarnation, it's totally worth it.

Unlike normal reincarnation, Super Reincarnation comes with Karma that not only makes your units more powerful, but also allows you to increase their stat values as you see fit. Want to make sure that a spell caster takes a hit? Add more defense or hit points. Want your tank to withstand a magical attack? Increase their resistance. If you've got the karma to do it, the Netherworld is your oyster! Compared to the previous version where you just made your units more powerful, now you REALLY make them powerful with careful, or carless I won’t judge, allocation of new stats.

Making returns are the skill shop that allow you to learn new evilities and to power up skills whether it’s to throw more power behind the hits or increase the range of your spells. Side to that the Dark(est) Assembly is back again in order to pass Netherworld rules such as being able to create new unit types, increased experience earned in the next stage, steal all of the mana for just one character, and once you’re done the main story, open up the end game for some real brutal turned based tactics fun!

Now there were two things in the demo that I wanted to hold reservations on until the full release. The first, was the autobattling system as I wondered firstly how well it would really work and secondly if it wouldn't pull the player away from the experience. In order? Works really well and to a degree, takes the player away from the experience. The reason that it works well is that the autobattle system isn't just "rush in and destroy", you can set parameters to it. Use skills, heal teammates, target specific enemies like the toughest. A bit convoluted at first, there's at least decent tutorial to teach you how to set up your if-then structures. The premades are pretty decent but you’ll find them a bit limited over time especially when it comes to healing status effects such as poison that can destroy your team in seconds.

Still on the subject of the auto-battle, is that as much as I loved being able to use it as speeding everything up and disabling animations made fighting go faster, in an automatic fashion it was even faster as you’re not moving each individual member on your own, the system is moving them all at the same time. It was perfect to grind for experience and mana in order to level up skills and Super Reincarnate, BUT, I felt that it took you out of the experience. This long running series as well as the others such as Phantom Brave, Makai Kingdom, Soul Nomad, each of these is so hands on that you’re in it, and you’re in it to win it. With the auto-battle, you’re around, but you’re only really checking in to make sure parameters are up and running or if it’s a new stage, make sure to toss your units up and over to another location to continue the fight.

The other reason that I found myself a bit more disconnected and more and more as time went on using the auto battling system other than to throw a few prinnies around here and there, is that there's been an adjustment to the base values. Now, instead of starting off with 10HP and moving over into the hundreds and then thousands, you start with thousands, you deal thousands and by the final chapters you’re grumbling if you don’t see at least 500K to 1M popping up against your enemies. The numbers get so high so fast that you almost want the system to handle the math especially when you can gain hundreds of levels per stage which works with the new max level, but at the same time, removes some of that finesse that used to be present.

The second of the two after the auto battle is unfortunately the graphics. The move to 3D is great. The characters look alive and it really brings the world a bit more forward then the 2D based 3D models have over the years. Where it doesn’t work is that it’s just not optimized for the Nintendo Switch. Performance, Balanced or Graphics, none of the three really ever make it pop and stand out. Instead, Performance makes things work but looks like so many textures are missing so it’s a very pixelated experience. Balanced is ok but then it’s a bit fuzzy around the edges and from time to time there are hiccups in the animations where you can see the screen freeze. Finally, Graphics if you stayed still were fine but the frame rates would tank even moving around your base. I’m not sure if these issues would exist in the PS4 version that launched in Japan, but for right now, as fun as it is, it doesn’t look as good as it could.

So on a final note, I really do want to highlight the story. For the past few entries, and for as much as I love the Fuka and Desco Show to poor FenFen’s attempt to get Valvatorez to drink blood and get back to being a supreme badass, the stories have been more about what’s going on in a particular Netherworld more than it’s been about the characters. Even Mao and Almza, it was about their adventure through the school in order to defeat Mao’s father. Going back just a bit further, Adel and Rozalin (who I was so happy to have as up front DLC party members to wreak havoc) theirs was a story more about them just as Laharl, Etna and Flonne’s was about Laharl becoming the overlord. Returning back to that point where this story was all about Zed, Cerberus, Beiko, and their party members from a Human King to a ten thousand year old magical school girl, it was refreshing and it brought back that comfort of a more simple story as Zed fights again and again against a God of Destruction.

Summary

Overall, Disgaea 6: Defiance of Destiny is a solid entry into the Disgaea Series. Fun characters, great dialog, amazing voice overs, it hits all of the notes. While there are some issues on the performance side on the Nintendo Switch, it’s never enough to completely remove you from the experience and with plenty of new additions such as an auto-battling system to do your Netherworld grinding for you, you may not even notice as you gawk seeing the millions of hit points disappearing per turn!

Score: 8 / 10


 






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Disgaea 6: Defiance of Destiny - Switch Preview


Disgaea 6: Defiance of Destiny
by developer Nippon Ichi Software (NIS) and publisher Nippon Ichi Software America (NISA)Nintendo Switch review written by Pierre-Yves from an eShop Demo.

Estimated reading time: 5 minutes


While there are plenty of great strategy RPGs out there, Nippon Ichi Software (NIS) may pretty much be king of the field in damage dealing alone! Slated for North American release later this month, Nippon Ichi Software America (NISA) have recently dropped a demo on the Nintendo Switch for Disgaea 6: Defiance of Destiny and the netherworld may never again be the same.

While only going as far as the first two chapters, with how much the series has stayed the same in terms of core mechanics, it feels different enough but not so much that it's not like coming back to a warm hug. The main reason is that unlike the rest of the Netherworlds, Disgaea 6 has moved away from faux 3D sprites into actual ones making the world that much deeper looking. Everything is still recognizable from the Warriors chiseled pecs to the prinnies' satchels, but the detail will make you wait to keep the animations on for a bit just to see it all in action.

Otherwise, following the tried and true formula of the overall series, Disgaea 6 starts off with a ridiculous chapter and keeps on going from there. Following a zombie that has no right to be as powerful as he is, our story follows Zed on his quest to defeat the current God of Destruction. Accompanied by his faithful zombie pooch Cerberus, the zombie and undead jokes are heavily laid upon but at least in the first chapters they haven't grown old. Get it... they are undead... I'll see myself out. In all seriousness though, I'm not sure how it'll come across later down the line but for now? Even the expected jokes or flat retorts had me chuckling or laughing as a good NIS title does.

In regards to the gameplay Disgaea 6 follows on all the improvements done over the years. Perhaps one of the biggest improvements that I could see is that you can now actually undo a throw which is revolutionary. Also new to me as I haven't played Disgaea 1 Complete yet was an auto battle system. While I only poked at the system in order to see how well it worked, I can definitely see it having massive uses later down the line in order to grind for experience. With some customizations on how your characters can act, I can definitely see the usage while prepping up to go against Baal who will at some point make an appearance.

For the rest though and potential new fans to the Netherworlds, the Disgaea series is a turned based Strategy RPG in which you move about your pre characters alongside a cast of potential minion types from Humanoid over to your Monster types. Each class type has their own uses though the more requirements and red tape in order to unlock them, the better they tend to be.

Split into a combination of combat and almost visual novel esque voiced over narrative, there's a flow to everything that just works. Enter a stage, have a bit of dialog, fight through those that stand before you, more dialog, rinse, repeat, chapter complete. But it never feels like a chore with how it's designed. Want to fight more battles? There's always an Item World that opens up which allows you to level up items in a dungeon crawling fashion. Otherwise, there's nothing stopping you from replaying a stage over and over and over again in order to grind out experience. Every entry has one of those stages so why not make the most of it!

Finally there are a few systems making a return and some others that can be interesting going forward but I want to know more on those before really making a decision on them. If I were to have one potentially major worry now though it would be that North America is only going to receive the Nintendo Switch version. The reason for this worry is that I found myself continuously having to switch between either balanced or performance in order to have a smooth enough experience as switching over to Graphics everything just lagged which is unfortunate because this is one of the best looking Disgaeas yet.



Disgaea 6: Defiance of Destiny: Demo Contest

It's time to show us what you're made of, dood!

Head to Nintendo eShop to download the free demo for Disgaea 6: Defiance of Destiny, then enter our "A HL of a Lot of Damage Demo Contest" for a chance to win big by sending us your biggest damage numbers. While you're at it, preorder the Limited Edition and check out exclusive merch at our Online Store!

Summary

So overall I'm excited for this newest entry into the series. From seeing how the cast interacts with each other to seeing all of the elements in full instead of just a demo format, Disgaea 6 looks like it could easily top several other entries. Now it'll be to see how some of my favorites look in 3D such as Adell and Valvatorez but I'm sad that Almaz or Overlord Prier aren't on the list.

 

Side Note: LaPucelle would make an incredible addition to a NIS Classics package with Makai Kingdom.

Score: N/A


 






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