SATORIKA

The Meaning of Life in Video Games!

CODE: REALIZE ~GUARDIAN OF REBIRTH~

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Code: Realize ~Guardian Of Rebirth~ is a visual novel/otome game developed by Otomate, and published by Aksys.

In similar fashion to Amnesia: Memories, the game has you trying to solve a mystery while courting the favor of a cast of cute anime boys. The spin this time however, is that your potential dates are all literary titans from historical fiction. Code: Realize gives you the opportunity to date Arsene Lupin, Victor Frankenstein, Impey Barbicane, and Van Helsing himself. 

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And this is where the game’s real success lies. Each of its characters comes into the main scenario with their own backstory, drawn from the historical literature they were born in, and them remixed with anime boy trappings. Victor Frankenstein is still a mad scientist, but he has motivations, spirit, and most of all, sympathy. Arsene Lupin is still a gentleman thief, but we get a look at the man behind the legend.

The main character Cardia is also a standout for this sort of game. Afflicted with a mysterious poison that melts through anything that touches her, the primary conundrum of the game is that Cardia can’t get close to people without literally killing them. If she removes the poison though, she might die. This creates a complex situation wherein she can’t really be close to other people without feeling like she’ll destroy them.

Add in political intrigue, steampunk mystery elements, and a group of assassins trying to track down Cardia for mysterious motives, and you have a visual novel that banks heavily on romance, but transcends pure dating sim. Its subject matter is heavy, its philosophy is deep, and it metes out as much science/fantasy plot as it does romance.

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It doesn’t hurt that the game’s art style makes it easy to get into from the jump. The character designs are all pleasing, while perfectly complementing characters that the lay reader will likely already be somewhat familiar with. A glossary helps keep you rooted in the story any time it drops steampunk terminology on you, and the world manifests itself very clearly in the writing, without any obtuse sci-fi world building getting in the way of the game’s primary romance plot. 

Mechanically, the game’s routes are easy to understand and its skip features are varied enough and simple to use that getting all the endings is a breeze, leaving you to enjoy the writing rather than fumbling with a guide. While its occasionally dark storytelling elements may not be suitable for all ages, it gets a lot more mileage than other games I’ve played in the genre, and even if you’re not into the idea of dating cute boys, there are enough intriguing story beats here to rope you in anyway.

All things considered, it’s one of the finest otome games I’ve ever played, right up there with Sweet Fuse, my personal favorite. It takes the risk of dancing away from the romance at times to set up its story, characters, and world, but it makes the moments when the characters finally fall in love all the more rewarding. It packs content on top of content, making each playthrough more engrossing than the last, and its writing and execution live up to its inventive premise. It doesn’t co-opt the names Lupin, Frankenstein, and Van Helsing as a gimmick. It pays beautiful homage and tribute to each of its storied characters, adding another chapter to their already storied lineages.

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DANGANRONPA ANOTHER EPISODE: ULTRA DESPAIR GIRLS

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Danganronpa Another Episode: Ultra Despair Girls is a third person survival horror game for the Playstation Vita, developed by Spike Chunsoft, and published by NIS America. The game serves as a midquel for Danganronpa 1 and 2. As those are two of my favorite games on the Vita, and Danganronpa 2 maybe one of my favorite games of all time, I was eager to see what this game was all about.

It’s easy to hear “third person shooter” and assume that Ultra Despair Girls will be a poorly made cash-in on Danganronpa’s name. Since the story bridges the gap between games one and two, it’s also easy to assume this’ll be a “Chain of Memories” situation. Luckily, none of this holds true.

The game puts you in control of two characters, Komaru Naegi, sister of Danganronpa protagonist Makoto Naegi, and Toko Fukawa, a bookish novelist who turns into a serial killing maniac at the drop of a hat. Komaru uses a gun to dispatch enemies, and you spend most of your time playing as her. The shooting is competent, and varied enough in its execution to stay interesting. When you take control of Toko, the game plays more hack and slash, with you tearing through enemies for a short burst of time. It’s an interesting dynamic, and one that makes the shift from Visual Novel to Game With Actual Gameplay a pretty smooth one. 

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On the story front, we have a mixed bag. While the story by necessity can’t be as mind-bending as anything we saw in Danganronpa 2, it does incorporate actual cutscenes and storytelling mechanics that the old games left purely to text. While its story might not be as profound, Ultra Despair Girls does manage to bring the tone of the world to life in a way the previous games could not. There’s more breath here, and more of that sense of Despair that everybody’s constantly talking about. While the game maintains its trademark humorous tone, things do seem a good bit more genuinely terrifying this time around.

Its choice of two main characters couldn’t be more perfect as well. It’s very interesting to see Komaru and Toko play off each other as you explore the world. A lot of side dialogue is tied into collectibles and things you can find in the world, and that feels like an extra step that other games like this might not take. The introduction of new characters, and cameos from old faces, build an experience that will really please fans.

If you’re a newcomer, the plot in this game is streamlined well beyond the plots of the other two games, so it shouldn’t be too hard to ever understand what’s going on. The gameplay hook ensures that people who can’t sit down for a visual novel can jump into the series here, and longtime fans will most likely tear this game up.

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I did have a few problems with the occasional puzzle, but I was so taken by the immersion factor of a world I’m used to experiencing as text and pictures that my complaints are greatly outweighed by the depth of the experience I had.

It isn’t necessarily breaking new ground for the series, but it is fleshing things out in a way that they never have been before, and that is enough for me to strongly recommend Ultra Despair Girls to seasoned vets and newcomers alike. Just get ready to consult a guide for some of those damn puzzles!

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AMNESIA: MEMORIES

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Amnesia: Memories is a visual novel otome game published by Idea Factory and developed by Otomate, available on Playstation Vita and Steam. In the game, you play as an amnesiac girl who meets a mysterious spirit named Orion in the space between worlds. He tasks you with picking a world to go back to and recover your memories.

But that’s not all. While you do want to recover your identity, the main focus of the game is obviously: dating a cute boy. The game interestingly eschews the typical decision-flag based gameplay of most visual novels by having you pick a guy right from the beginning. Because I didn’t do my homework, I ended up picking a boy at random. I got tasked with a brazen playboy named Ikkyu, who prefers to be called Ikki. He has a strange condition where his eyes make any girl who looks into them fall in love with him (Must be hard, huh?)

The game does an interesting job of making each of its boyfriend options complex. While they all certainly look like typical anime boy fare, they each have personality flaws that make them hard to like at first. On top of the romantic tension, you have to deal with being in a relationship you can’t remember the details of, so the game slides into a very interesting emotional space very quickly, and stays there without descending too far into fan-service or relying on cheap melodrama. Its themes are at times very adult, and a few of the romantic options are keen on dropping some pretty forceful language, but if you’re looking for a fantasy dating experience, it does its job with real emotional intelligence and it definitely gives you space to feel for your male counterpart.

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While you pick a guy right from the start, you still have to make a smattering of decisions which will funnel you into a good, normal, or bad ending. Some of the guys’ routes are more complex than others, and Ikkyu in particular gave me so much trouble I had to translate a guide from Japanese to figure out what to do to get the good ending. It can be frustrating at times, with decisions ranging from painfully simplistic to esoterically obtuse in a way that doesn’t leave you much to work with, but the good endings and the way they unfold are all worth seeing, so the hard work isn’t all bad, especially if you’re a big fan of visual novels.

I found the art direction really interesting. Even though every guy looks sort of like he’s in a visual kei group, the character designs are intriguing and tell you a lot about each guy just from seeing him once. But in a way, the characters also have emotional lives you wouldn’t expect from how cool and effortless they’re drawn to look. The music also really suits the tone of the game, and the opening theme song really prepares you for what you’re about to play in the best way possible.

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If I have one real complaint with the game, it’s actually with the character of Orion. He accompanies you throughout the entire game as you try to regain your memories, filling in for what in any other visual novel would just be main character narration. Because of this, the playable character has almost no characterization outside of what other people tell you, which fits with the amnesia plotline, but I still felt myself wanting to know more about her and her opinion of the world around her. Orion is a neat character, but I felt that he too often shoehorned his opinion over mine, suggesting what I should do at any given juncture in a way that made the sometimes muddy decision making even harder to process.

All in all though, I really enjoyed my time with Amnesia: Memories. It’s a game I can imagine myself dipping back into a lot, having already spent about 15-20 hours with the title just for this review. With over 20 endings and side memories to add to the narrative, there’s plenty of good writing to sink your teeth into, and the translation really goes off without a hitch. It’s an interesting world, and a style of visual novel that we don’t see often in the West, so it’s really worth your time even if you can’t imagine yourself normally checking out this sort of thing.

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XBLAZE LOST: MEMORIES

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The original XBlaze, Code: Embryo is one of my favorite Vita games. Published by Aksys and developed by Arc System Works, the game is a visual novel that serves as a prequel/spin-off to the illustrious fighting game series BlazBlue. But does this new entry into the canon strengthen the narrative, or just end up leaving a smudge?

The game begins with a character who is simply called “Me.” Veteran BlazBlue fans with a particular predisposition toward sleuthing will be able to recognize this character as one who’s central to the BlazBlue universe. If this game gets anything right, it strengthens the ties between the two sister series a lot more than its predecessor did. Me is tasked with entering the Phantom Field in search of her little sister (another series familiar face), with the help of a mysterious presence simply called “Nobody.”

If all of this sounds a little convoluted, it is. The game’s opening hour or two present a lot of rapid fire ideas, while also reiterating a lot of the ground the first game already covered. You spend about ¼th of the narrative watching an altered version of the original game’s plot wholesale. I found this offputting at first, but it really grew on me as I got further along.

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Aside from sharing the first game’s particular brand of visual novel delivery, this sequel also tacks on a tiered dungeon to explore in a cutesy 8-bit graphical rendering. There aren’t any enemies to fight, so you’re free to walk around at your leisure, but other than picking up memories (which later serve as cut-scenes) and collecting the occasional backstory blurb in your TIP index, there’s nothing to do. The exploration element feels like it could be interesting, and I did find myself enjoying the feedback loop of finding all the loose TIPS, but it does occasionally beg the question of “Why?” Stopping the flow of the narrative to walk around an enemy-less dungeon looking for objects to interact with doesn’t feel particularly necessary.

My other big complaint with the game is the massive amount of loading screens. While this is somewhat understandable given that the XBlaze games have more stylized sequences than most visual novels, with semi-animated characters who move about the screen, the frequency of loading screens is truly mind-boggling. Occasionally they happen right in the middle of conversational beats, literally apropos of nothing.

Still, some occasionally wobbly narrative footing, unresolved loose ideas, and rapid fire loading screens aren’t enough to salt the experience. For fans of the original game, there are plenty of sweet moments between returning characters, and there’s a lot more backstory on display here than in previous games. (Notable DLC includes a side-story about Sechs, the original game’s primary villain.)

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If you loved the first XBlaze or are a big fan of BlazBlue, you’ll no doubt get a lot out of this entry in the series. If you’re a neophyte to either game, you’ll still be able to get involved in the thick and delicious storytelling, but it’ll probably require some supplemental in-game reading. The game’s true victory is in having an index of quick blurbs about every concept in the game, allowing those of us with cobwebs since the last game to brush up on what’s going on. The animation is gorgeous, the fanservice isn’t entirely overbearing, and it’s an opportunity to revisit characters I love and meet a few new ones, so all in all, I’d recommend XBlaze Lost: Memories to any visual novel fan.

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AKIBA’S TRIP: UNDEAD & UNDRESSED

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Yes, it’s time for me to finally review this game.

Akiba’s Trip is an action adventure game where you freely roam the streets of Akihabara… Tearing people’s clothes off. Bear with me, because the game is actually really, really good. I had ignored it when it originally came out on Vita and PS3/PS4, figuring it was a dull-minded fan-service fest without anything else going for it. But when the game hit Steam and a couple of user reviews compared it to the Yakuza franchise (some of my favorite games) I decided it was time to take the plunge.

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First off: Yes, the game actually tasks you with tearing people’s clothes off. This is your over the top, goofy finishing move, and you’ll be seeing a lot of it throughout the course of the game. The justification? In the beginning of the game, your character gets turned into a sort of digital-age vampire, who can walk in broad daylight, unless he somehow ends up naked. You’re not the only one who’s infected, and in a rather obvious turn of events, you become the hero of Akihabara, who has to go around defeating pretty much every other vampire, along with the more than occasional street thug.

The game somehow manages to handle this more than a little inappropriate mechanic with gusto. The combat system is surprisingly deep, and allows you to make use of tons of improvised weaponry: laptops, PC monitors, metal bats, squirt guns, even the occasional figure of a 2D girl.  You tear the clothes off both men and women, and it’s far more goofy than it ever is sexual. The game does allow you to pursue a romance with pretty much all of its female protagonists, but other than that, it’s a pretty even playing field as far as who’s getting pantsed. The combat is visceral, and despite at first seeming so goofy it’s almost offputting, it quickly grows to be completely addictive.

Even if you’re not remotely interested in going around undressing basically everybody (because really, why would you be?) the game offers a fully explorable map of Akihabara with real ads for real things that actually exist in Japan. If you’re a certain kind of geek, this game is an atmospheric heaven. Paired with a story that certainly gets the job done, and a smattering of side quests and plenty of otaku humor, Akiba’s Trip manages to rope together a complete package of anime goodness that has me constantly dipping back into it. 

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At a first glance the game might seem wildly inappropriate, but it has such a lighthearted dedication to doing exactly what it wants to do that in the end I can’t fault it for a second. My favorite experience thus far has been a side quest where you meet Lolio and Yuriette, and have to join a gang war between the Montokyus and the Capurettos. There’s nothing quite like wading into a war between twenty different members of opposing color gangs and stripping them all down to their underwear.

While it’s certainly not the kind of game you should play on the train, Akiba’s Trip is certainly a worthwhile venture to sink pretty much all of your time into. (It does somehow keep distracting me from Witcher 3, which is, I think, really saying something!)

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FLOWY - A GAME FOR ANXIETY

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Flowy is a mobile game for Android and iPhone where you guide a captain across the high seas using guided breathing exercises. Designed to combat anxiety, the game is simplistic, but certainly effective, even in its beta phase.

Playlab London, the company who’s working on Flowy, reached out to me on Twitter after seeing me talk about the phone app Pacifica, which I’ve been using for some months to help with my own anxiety. Without getting too personal, I started having panic attacks in November of 2014. I would have about one every week or two at first, but eventually, by January of 2015, they became so frequent that I was having them every day, and I can remember at least one week where I felt the sensation of having a continuous panic attack all day every day. My battle with anxiety is one of the reasons I didn’t keep up with writing for this site over the past few months, so it seems appropriate that I’m writing about Flowy now.

I really want to praise Playlab London for their efforts to provide a free and effective tool for anxiety sufferers to manage symptoms. It’s a valiant attempt to provide people who desperately need help with simple exercises in an enticing package. The game has cute graphics, and I can easily see it being a good tool for people who need it. It’s far from perfect in its beta phase, but it features an in app feedback system that I think is quite effective, allowing you to describe your experience in a quick and easy way, and even send along specific notes to the team. 

In a market that monetizes almost any throwaway game, it’s important to see a useful, beneficial game pioneering voyaging ahead of its own accord. I can’t say whether or not the game will be free when it exits beta, but I think it will definitely be an effective tool for curbing your anxiety!

(As always, your best bet is to see a licensed professional. There are many different approaches to dealing with anxiety, and the path to recovery is a difficult one to find your footing on. If you need any nonprofessional advice about anxiety, I can be reached at satorikagaming@gmail.com, or you can talk to any number of anonymous listeners for free at: http://blahtherapy.com, or get in touch with a licensed healthcare professional. Stay safe.)

OMEGA QUINTET

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Omega Quintet is an RPG and Idol Simulator developed by Compile Heart and published by Idea Factory, exclusively on PS4. It shares a similar spiritual space with the Neptunia games (a few of which I’ve reviewed on this website) but I actually found myself falling in love with this game a lot more.

Omega Quintet’s chief strong suit is its accessibility. It has three different difficulty settings, a snappy combat system which allows you to skip combat animations altogether by holding a button, and a bevy of systems that skilled RPG vets can dive into, but unseasoned neophytes can skip right over if they so choose.

This design philosophy, which I haven’t often seen in JRPGs of late, makes it easy for you to put as much into the game as you want to. If you want a hardcore experience, you can ask for one, but if you want to kick back, relax, and breeze through the story, you can do that too.

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And here is where the game will likely draw most of its ire. The story is definitely a strange one. The opening hour of the game establishes a world in peril from horrible monsters which can only be slain by… Pop idols. Yes, it’s goofy. Ridiculously so. But it’s not without innate charm.

What makes the story in Omega Quintet work so well is the presentation. Each chapter of the game is presented like an episode in an anime. You have a few intro scenes that establish the problem of the chapter, then you have gameplay missions, followed by scenes that pull through to a resolution. It’s an interesting, episodic look at JRPG narrative, and it’s populated by some very anime staple characters. It also occasionally goes out of its way to deconstruct its own subject matter, which I found sort of heroic given the kind of crowd the game generally plays to. In particular, supporting character Momoka has a very interesting plotline where she ages out of being a pop idol, and the growing pains as she goes from fan favorite to stable coach is something I didn’t expect to see the game tackle.

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It certainly won’t please everyone, but for a certain kind of gamer, it will definitely scratch an itch, especially on a console that is as of right now completely bereft of anything else like it. I do have a few personal problems with the clothes ripping combat, which seems totally out of step with the games core interests, but considering some of the games I’ve reviewed for this website, I’m in no position to make a huge issue out of it.

All in all, Omega Quintet is a big anime gift to a certain kind of fan. If that’s you, you’ll probably love this game. If it’s not, it’s still got a relaxed learning curve that makes it easy to dive in and enjoy. And regardless of your feelings about anime, the soundtrack makes it pretty hard to resist. 

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BROKEN AGE: ACT 2

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The long-awaited second act of one of my favorite adventure games finally brings things around to their inevitable conclusion. But does Broken Age’s final chapter finish things as strongly as it started them?

Well, the answer’s complicated. This second installment is perhaps even better looking than the first, and the bright and vibrant voice acting still soars through the speakers. But somehow, and it pains me to say this, a little bit of the verve is missing.

My first red flag comes in the form of the game’s exploration decisions. You’re retreading all of the same ground you did in part one. Granted, it all looks a lot different thanks to the events in the first chapter, but still… Even though the re-use of the environment is inventive enough to get a pass, I was still hoping for a few more new environs.

The second big complaint I have is the change in the overall narrative tone. While the first part of the game eschewed dense plotting in service of a simpler, more teenager-y tale, this new second half dives more into the game’s sci-fi/fantasy trappings. It can’t seem to decide what the origin of its own world is, and it has more than a few narrative loop-holes and tripping points that make me think the story would’ve worked better if it’d stayed simple and naive. I’d much rather learn more about the characters than ever figure out why they’re in the kooky situation they’re in, because Shay and Vella are the reason I was drawn to the game in the first place. The inexplicable setting was just icing on the cupcake, and once you add in an hour or two of under-developed explanation, it’s like you licked the icing right off.

My final and most painful disappointment with the game is the complexity of the puzzles. While the first half was manageable and fun in its puzzle logic, the second half cranks things up until it becomes difficult at times to even suss things out with a guide. The first chapter was a relaxing and breezy jaunt, whereas the second one has you retreading the same territory over and over trying to figure out what you’re supposed to be doing, and the game’s final section is almost unforgivably annoying.

Still, while I feel overly-critical of this new chapter in ways I definitely wasn’t of the last one, I’m glad the game got the finish it deserved. The world is too unique, the artistic vision too supreme, that even though the game falters in ways I wish it didn’t, it’s still a game-changer in the genre. It’s one of the most beautiful adventure games that will likely ever exist, and it’s got a cast of characters that’s flawlessly brought to life by a cast of talented people. Even when the game’s puzzles are at their most frustrating, you’re still walking through a breathtaking painting unlike anything you’ll see in another game.

And that alone makes me glad that I survived the journey.

Tough Choices In Life Is Strange

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It’s been a month since Life Is Strange dropped its second episode, and I’m still rolling the game around in my head. A lot has been made of the subject matter in the new episode, and I personally can’t stop thinking about it.

I should say right off the top, that this writeup is going to contain some spoilers. I’d normally like to avoid spoiling any part of this game, because I think all of its narrative decisions are so interesting that anyone who plays it deserves to go in blind, but this new chapter has caught so much attention that I think knowledge of what happens in the second episode must be pretty widespread by now.

The second entry into Life Is Strange’s episodic narrative pushes players further into the game’s emotional minefield. If the first episode’s choices seemed juvenile, sometimes even pointless, the second episode’s climax levels players with the revelation that even the smallest choices eventually add up. The series careens forward at a dizzying pace, and I’m eager to see where things go next.

But the game’s choice to cover tough ground hasn’t been universally praised. A lot of people find themselves struggling with the game’s decision to give the player agency over another character’s suicide at the end of the chapter. This is a fair criticism. Up until now, it’s been rare for video games as a medium to enter the realm of actual humanity in the way this game does. In a medium which is still largely reigned by Triple A titles where the body count enters the thousands by the time the player ever sees the credits roll, it’s rare that a single character’s death can shake you up as much as the possible death in this game does.

And I’ll admit, the suicide plotline is not a perfect one. Like everything else in Life Is Strange, this storyline stumbles a bit. If we pull back a bit, it’s easy see that the game itself has the same teenage awkwardity that it’s central characters struggle with. This is because the game occupies the rare space between the video games of our childhood, and the video games we yearn for as adults. It tries, quite nobly, to tell a story that is not simply “brawny action hero battles a million guys and saves the day.”

Its developers, writers, and more than likely its entire team, definitely have their hands full constructing a flesh and blood world with a beating heart, rather than a soulless arena for players to thoughtlessly shed blood in. And while it occasionally does fumble through its own Juno-esque dialogue and teenage social hierarchies, I think it succeeds at almost every juncture. Every time I dip into this game, I’m in a world. Even if limits me to two or three linear locales at a time, and even if I can rewind through most of my choices and bend most of the game to my will, it gives me a sense of place, and a sense of person.

Max, more than any other protagonist in recent history, is one I care about. Sure, she’s beholden to whatever I decide to make her do, but the game’s narrative is held together so tautly that every new decision makes me really think, not just about what I’d like to do, but which decision is likely to best serve Max Caulfield.

And this suicide angle is no exception. The game balances the spinning plates of the supernatural, the whirlwind youthful rebellion of Chloe Price, and the precarious social environment at Max’s art school. When you add in that Kate Marsh seems to be fundamentally at risk from the onset of Episode 2, the game forces you to make hard decisions about how best to navigate Max’s situation.

And so, you actually care. Regardless of how many problems one might have with its failings (which I personally think, are few), I think you can hardly play through the opening moments of the game without feeling connected to Max in a way that other video games simply can’t offer right now. You feel connected to Chloe, and connected to Kate. You feel inextricably linked to all of Max’s friends and enemies.

So when one of them contemplates suicide, you get a level of emotional carthasis other games can’t provide. And while I’ll readily admit that the game doesn’t handle the subject matter perfectly, I’d have to also contend that there’s no perfect way to handle such subject matter. Suicide is dark, and messy, and everyone’s experience with thoughts and actions of self-harm is different. Does the game slip up in allowing you to prevent the suicide from happening? Maybe.

But would the suicide matter as much, from a purely narrative and mechanical standpoint, if it happened in the background, giving the player no control over it? No. Then it would be a moment in a television show, and not a video game.

I don’t think there’s any solution to the emotional and spiritual problem that this episode of the game will present for some people. I can sympathize with anyone who this experience might be too harrowing for. And I can understand the criticism that issues of self-harm should not be gamified.

But, in a medium that struggles so much to make changes in the way it presents its plotlines, its character, and its core mechanics, I think a step in this direction, even one that falls flat on its face, is necessary. DONTNOD has made a bold move in trying to tackle this subject matter in the form of a video game, and even if you think they’ve failed (I don’t, personally), you have to respect them for moving the medium forward even a little bit.

The game’s narrative is far from perfect. But its creators’ willingness to move forward into completely unsure territory should be more important to us than the rough edges they might struggle with as a consequence.

THE CHARNEL HOUSE TRILOGY

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The Charnel House Trilogy is a point and click adventure game divided into three parts, developed by OWL CAVE, and written by Ashton Raze.

I was super excited for this game to drop, because OWL CAVE’s other adventure game Richard & Alice instantly became a personal favorite of mine in the genre.

I loved that game for its bleak and depressing atmosphere, and its ruminations on mankind at the brink of extinction. It also brings its two titular characters into such stark relief that you can’t help but be gripped by its masterful use of video game as narrative. It was certainly a big achievement to follow up on, and interestingly enough, The Charnel House Trilogy is actually a much different beast.

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The game is cut up into three parts. The game’s prologue entitled “Inhale” stars Alex, a bemused goth girl in her 20s. This segment of the game sees you mostly walking around Alex’s apartment, examining things and hearing her wry comments. This chapter sets up some of the backstory for the two later episodes, and gives us hints at the nature of the game’s world. It’s certainly an interesting one. Alex is interested in video games and literature, and from this scant view of her apartment you could almost be convinced that her world is entirely normal. But just at the edges of everything, you can see a hellish, Lovecraftian nightmare slowly working its way in.

The center chapter, “Sepulchre” stars Harold Lang, a bookish older gentleman who’s taking the night train to Augur Peak. This episode is more markedly horrific in its trappings, and we see less of a character-driven study, and more of a marked descent into madness. Walking around the train for the first time is very satisfying, and the way the game’s puzzles slowly draw you into the darkness is an experience I haven’t seen before in a good old point and click.

The finale, “Exhale” blows things wide open. Resuming control of Alex, this time on the train, there’s a lot of shock value in this chapter, and some subject matter that’s more than a little disconcerting. Blending the story beats from the prologue with the unhinged madness of “Sepulchre,” this exit piece really throws everything against the walls in a fit that is dizzying in its psychological tension. 

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It’s hard to critique The Charnel House Trilogy’s narrative decisions. While often times they don’t line up with my own personal tastes, the whole piece moves forward so boldly of its own accord that it’s difficult to hold any of its myriad of unsettling moments up to the harsh light of day. This is a game that exists in darkness, and its psychological bluntness has to be taken exactly as is.

As an adventure game, it seems to function with ease of access in mind. None of the puzzles are overly challenging in the typical adventure game style of almost entirely defying logic. Everything the game asks you to do makes sense, at least on a tactile level, even if the narrative flies completely off the rails at any given moment. It moves along at a brisk clip, and is bolstered by an amazing soundtrack and some eccentric voice casting decisions. Whereas every other game I’ve played this year has been populated primarily by actors being actors, this game features voice work delivered by a cast of normal sounding people, which makes its fraught subject matter even harder to swallow. 

With its showcase of brow-raising moments, a fair dose of existential dread, and a level of polish that makes it a breeze to play and enjoy, The Charnel House Trilogy is a worthwhile adventure gaming experience, particularly if you’re into its offbeat take on the kind of story it’s actively trying to tell. I can definitely say that the game’s few hints at a continuation of the plot left me very eager to see where everything goes.

LIFE IS STRANGE: EPISODE 1 - IN SEARCH OF LOST TIME…

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Life Is Strange is a choice-based, episodic adventure game available on a multitude of platforms, developed by DONTNOD Entertainment. The first episode dropped today, and if you aren’t already playing it, you should be.

I didn’t know much about Life Is Strange. I heard about it a week ago, seeing an advertisement on Steam. The game’s trailer and press materials name dropped Twin Peaks, Gone Home, Heavy Rain and a bevy of other influences that frankly made it sound too good to be true. It’s indie-sheen advertising made it seem like the Ellen Page indie movie that BEYOND: TWO SOULS desperately wanted to be. 

But how does the actual game hold up to these bold stylistic claims?

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First off, let’s get one thing out of the way. Detractors will tell you that Life Is Strange quote: “Isn’t actually a game.” For the most part, the opening episode has you walking around campus at Max’s school, talking to people, examining things, and taking the occasional photograph. From a gameplay perspective, the game sports only one real mechanic aside from all this. Rewinding time. 

Peppered conservatively throughout the game’s opening act, Max is saddled with the ability to reverse time. This greatly expands upon the choice-based gameplay of games like The Walking Dead or The Wolf Among Us, because it allows you to view an immediate response to your choice, and then retroactively change it. 

I like this gameplay loop a lot, because it actually makes decision-making even harder. You can actively know what effect your choice will have on the moment at hand, but you still can’t see what will happen in the near future. Each time you play and replay a decision, Max also chimes in with her feelings about it. I like this, because it makes it seem more like you are making decisions with an existing character, rather than shaping a character solely by the choices you make as the player.

And this is what I find really exciting about Life Is Strange. Max is a riveting character. She seems to be a normal, stultifyingly awkward leading lady right out of a John Green novel. But her plight in the game’s story (which I don’t want to ruin a single beat of, because honestly, it’s just THAT good) and the way you feel like you’re moving through things with her, rather than as her, is a new concept for a video game, as far as I’m concerned.

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This is something DONTNOD was working towards in their last game, Remember Me. A game with an interesting story, an interesting world, but unfortunately, sort of lackluster gameplay. The lead in that game, Nilin, feels like a character you can watch as much as one you can control, and the line that connects the two games is clear. They’re thematically similar, and deal heavily in the same sort of narrative experimentation. Luckily, whereas a few moments in Remember Me fell flat, every moment of Life Is Strange’s opening chapter is as satisfying an experience as I’ve had in a while.

Even when just tasked with walking to the bathroom between classes, headphones plugged in, trying to block out the world, I really get a sense of the strange grandeur DONTNOD is creating with this game. As its soft indie acoustic soundtracks plods along hopelessly in the background, it’s impossible not to be sucked into this 18 year old world. 

Sure. It’s one we’ve been subjected to time and time again in books, movies, and television shows, and even a few times here recently in video games, but the way Life Is Strange seamlessly blends its adolescent fugues with its insane Twin Peaks-y sci-fi trappings (and such a description actually couldn’t be more accurate in the end) is really something to behold. Every aesthetic element, character, and plot point could easily be seen as a trope when viewed on its own, but when you whimsically grind them all together in a blender the way this game does, you end up with a completely new adventure that is as sincere as it is cynical. Whereas Remember Me was all about dropping philosophical cyber-punk platitudes, Life Is Strange is about dissecting the sort of universal, oceanic feelings that we all grip with basically all the time. In the end, I even love the characters the game kind of wants me to hate, because even when they dance boldly on the line of stereotype, they always end up saying something that seems real and alive and full of breath. 

It’s a game that transcends being talked about in the normal way we talk about video games. And at least for me, it’s the game we were talking about when we talked about the progress that Heavy Rain and countless others games were leading towards. In a gaming landscape that is as messed up as ours is right now, this is the exact game we need to be playing.

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CHAOS;HEAD - DON’T BE DELUSIONAL…

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CHAOS;HEAD is a mostly linear PC visual novel. It was released some time ago in Japan, and you can only play it with an English fan translation patch. Western players might know it as the first game in a series that also includes Steins;Gate and Robotics;Notes, all three of which have been adapted into anime and released here in the West.  

I want to start by saying that this review will be completely biased. Chaos;Head is one of my favorite games in recent memory, even though by all accounts, most people wouldn’t even call it much of a game to begin with.

Chaos;Head plays like your standard visual novel, but rather than feature a branching narrative with plot-based choices, the game offers its own unique system of delusions. At various points in the game, the main character will feel a wave of delusion coming on, and you can choose for the delusion to either be good, bad, or you can choose not to make a choice.

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I actually didn’t even realize that this was a feature in the game until about 10 or 20 hours into it’s roughly 30 hour story. Even when I did realize I could do it, I didn’t feel remotely compelled to. In actuality, I thought the base story of Chaos;Head was so good that I didn’t feel the need to make any choices, or alter it in any way. From what I can tell, the “good” delusions are all mostly fan-service, and the “bad” delusions are all mostly violent. 

For those who like their visual novels with branching paths and multiple endings, Chaos;Head could seem like a major letdown. It only really has two distinct endings, and the second one requires you to play through the entire game again, and the text skipping features are kind of a hassle. As for choices, the game has only three that I can remember, and two of them don’t have any effect on the outcome of the game. The important decision comes right at the end of the game, and it only changes a few things about the final cut scene.

I’m selling the game short here, and I’m doing it on purpose. I want you to know that the design decisions are totally obtuse, even more so than in other visual novels, and the “game” element is practically non-existent. It’s also going to be a slog for anybody who isn’t used to such a lengthy VN experience.

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But I’m outlining all these negatives for a reason. I want you to know what they are outside of the game, because if you actually play it, it’s likely you’ll forget all of them. The game wrestled my attention from start to finish, and it was all I could think about in the week and a half it took me to play all the way through it. 

In a way, the game’s story is like a good book or TV show, but at the same time, it’s also a completely different kind of narrative, one that relies heavily on the person playing it being something of “an otaku.” The game takes an insane number of tropes from video games, anime, and Japanese culture and turns them squarely on their heads. It also makes the experience of playing a video game feel kinesthetic, even though the game arguable features no actual gameplay. I felt myself get full body shivers from certain plot points, revelations, and big reveals, which is something I’ve never really felt while “playing a game" before. 

I would love to be able to say what the plot is about. I would love to be able to speak on the incredible characters, the backbone of the overarching narrative, and all the insane psychological and metaphysical elements that are jammed in this game from wall to wall. But to even give a log-line of what the story is "about” is to in some way devalue this game. I hand out high praises in my reviews pretty often, but I can never hand out a praise high enough for this game. It has plenty of flaws, which primarily lie in its being overly “anime influenced,” but with the density and sheer flow of its insane narrative, it proves to be a work of art through and through. And whether you’re an “otaku” or not, it might just be one that proves once and for all that video games can be works of art in their own right. 

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DETECTIVE GRIMOIRE - IT’S A MYSTERY…

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Detective Grimoire is a point and click detective game for PC and smart phones. In the game, you play as the titular Detective Grimoire, a wisecracking detective who’s saddled with solving a murder at a mysterious bayou swamp tourist attraction. Yes, a bayou swamp tourist attraction.

The game features some pretty slick cartoon visuals, full voice acting, and an interesting world to navigate and hunt for clues in.

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The story is thoroughly engaging for its one to two hour playtime. I liked talking to all the characters, putting together all the clues, and taking in the game’s offbeat world was a treat. The game moves along at a clip, and none of the concepts, characters, or ideas ever over stay their welcome. To say that the game plays like an interactive detective movie is actuallly a high compliment, because as movies go, it’d make a pretty good one.

I did find the villain to be pretty obvious, even from a mile away. I won’t spoil it, but I’ll say that I immediately knew who it was as soon as I met him for the first time. But this doesn’t discredit the game much, as it builds more in humor and delight than it does in actual mystery, though its kooky swamp monster plot line definitely adds in a layer of intrigue absent from most point and click games.

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It’s for these reasons I don’t feel like I actually need to write that much on Detective Grimoire. It’s short, sweet, and doesn’t have a single dull moment. It introduces a fun titular character who I hope to see in more adventure games to come, and if you’re a fan of the genre it’s doubtful this game will let you down. It’s a fair bit easier than most games in the genre, but I find this is largely because all the logic inherent is actually pretty sound, rather than designed to pad out the play time like most other adventure games. Because of this, Detective Grimoire is a great entry point for those new to the genre, or even a casual player or a smart phone game enthusiast.

Whoever you are, Detective Grimoire is an intriguing cartoon gem, and I wish more modern adventure games would take its design cues.

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ARCANA HEART 3: LOVE MAX - FIGHT! FIGHT! FIGHT!

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Arcana Heart 3: Love Max is an anime fighting game for PS3 and Playstation Vita. The game features an all female cast of whacky characters, colorful sprite-based graphics, and a visual novel-esque story mode.

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The game is difficult to review. I’ve never played any of the previous entries in the series, and because of this, the story is hard to follow. It offers up a pretty extensive story mode following each of its 23 characters on their particular journeys. The story is pretty standard fighting game fair, but the antics are often times even more insane than even the likes of BlazBlue. I did find it interesting and intriguing that the cast is entirely female, and while this commonly skews into the realm of fan service, it’s still an engaging choice. Still, if this is your first Arcana Heart game, expect to be lost in the story a good deal of the time.

But, I didn’t find that to really matter much. The fighting is solid on all fronts, giving you plenty of fighters to choose from, each with their own Arcana with unique powers. The game gives you the option of going with each girl’s standard Arcana, or mixing and matching as you see fit. This creates a pretty depthy meta-game with many different combinations of strengths and weaknesses. 

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And in essence, that’s the main draw of this game, and where it will either hook you or leave you cold. When you launch the game for the first time, all its modes and systems seem pretty daunting. You definitely have to wade into the thick of things and spend some real time with it to fully understand how everything works. While a lot of other fighting games have entry-level modes that’ll hold your hand if you’re a neophyte, Arcana Heart just isn’t interested in this.

This is likely a blessing if you’re a hardcore fighting game fan. The game doesn’t fool around or try to waste your time with any newby-catering frills. On the one hand, I want to commend the game for taking this attitude. It knows who it’s for, and what it wants to do, and it doesn’t compromise. On the other hand, if you’re a fighting game novice, you’re either going to have to clock some major arena time to get a grip on things, or just go home with your tail between your legs.

Overall though, Arcana Heart 3: Love Max is quirky and unique enough to feel necessary. It has a different aesthetic and slightly different values than most of the fighting games in the Western market right now. If you’re big into the genre, or willing to put the time in, its offbeat sensibility might just be the breath of fighting game fresh air you’ve been looking for. Just be warned, this brawler might be beautiful, but she isn’t for the faint of heart.

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SWEET FUSE: AT YOUR SIDE - YOU’RE OTOME-KING ME CRAZY

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Sweet Fuse: At Your Side is an Otome Visual Novel for the PSP, currently available on PSN and also playable on Vita. For those unfamiliar, an Otome game is one meant for girls. In Sweet Fuse’s case, this means that while the game has a zany main story, its big focus is on letting you fall in love with the cute boy (or man) of your choice.

The game stars Saki Inafune, the niece of famed game developer Keiji Inafune, who’s just opened a video game-themed theme park he invites you to on opening day. Unfortunately for us all, a terrorist attack at the grand opening leaves Saki and six handsome gentlemen trapped in the park, fighting for their lives, and the lives of several hostages, Keiji Inafune among them.

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The game’s central plot is very reminiscent of personal favorites Danganronpa and Zero Escape. Saki and the gang of guys have to work their way through seven days of messed up theme park attractions, filled with fatal traps and wrong moves. But, whereas those games both feature a liberal amount of puzzle solving and “actual gameplay,” Sweet Fuse mostly eschews this concept for a purely visual novel approach. There is one mini-game where you have to pick the right clue out of a selection of highlighted text, but you have an infinite number of retries, so there’s no real risk of failure.

This might sound like a grievance, but it actually lends itself very well to Sweet Fuse’s narrative decisions. There are a handful of possible endings, each involving one of the men at stake, and the writing was so good I found myself eager to go through all of them. The character designs and back stories are all so different and well-written that I found myself gripped to the story in each of the game’s branching paths, and I found myself getting very attached to a few of the characters.

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But, I actually found Sweet Fuse’s core strength to lie not in the variety of cute boys you can ostensibly date, but in the writing of Saki herself. In a market that is at times bereft of interesting female characters, Saki blazes a strong trail. She is at once a totally average teenage girl, who’s likely designed for maximum relatability among the game’s target audience, but she has a strong personality that never left me wanting for more. She lands right in the sweet spot of being typical enough to suit our needs vicariously, without the game ever hanging her, or us, out to dry because of it. She has strengths and weaknesses in equal measure, and even though she’s surrounded by a cast of interesting male characters, you never lose sight of her place in the narrative.

Overall, Sweet Fuse is a strangely profound achievement. On the one hand, it’s a zany and over-the-top visual novel where you play as a real life Japanese developer’s (assumably) fictional niece. On the other hand, it’s full of sincere and heartfelt writing. Even when it’s putting them in ridiculously messed up situations, the game is always in love with its characters, and the crazy little world it’s building. On top of that, Otome or not, the game is suitable for just about anybody. I certainly never felt out of place playing it, even though I’m not necessarily the game’s target demo.

If you’re a visual novel fan, it’s a must play. If you’re new to the genre, it’s a pretty lightweight and easy to understand entry point into the genre. Even if you’re just a fan of engaging and offbeat storytelling, there’s something here for you. Just be careful, because even if you’re some straight nerd in his 20s, it’s likely to leave you swooning over at least one of these anime boys.

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