5871 Reviews liked by MobileSpider


I'm probably going to repeat a lot of similar points that Larry Davis brought up in his review, so... what he said.

14 years after The Forgotten Sands, Prince of Persia is finally back, and the folks over at Ubisoft Monpellier understood the assignment: crap up good movement and puzzle solving with dreadful combat and an over-reliance on mobs of spongy enemies.

Parrying and punishing is the bread and butter of Sargon's kit, a rhythm you want to maintain to build meter for more devastating abilities, but when you're just trying to get to your next objective or explore some crypt, constantly getting beaned from all sides by low-level goons that have a bafflingly high HP pool gets really annoying. You might think bosses better leverage this system being that they're one-on-one encounters, but most fall into the same rote strategy of playing defensively until they open themselves up for a cinematic counter.

At least one of these bosses actively punishes dynamic play by spamming teleports and parries when the player behaves aggressively, resulting in a fight that requires you sit Sargon in a corner so the boss will fall into a pattern of throwing out the same three attacks, permitting you to plink away at his health at the end of each sequence. I'm pretty sure this isn't an intentional lesson so much as the AI doesn't know how to deal with you remaining still, but I would describe combat as being bizarrely passive despite how much you're given to work with.

The pendulum does eventually swing in the other direction when you gather up enough ingots to upgrade Sargon's weapons, but enemies never quite keep pace with the player's growth, resulting in a game that's entirely too frustrating in the early half and almost comically easy in the second.

And sure, you might argue that a search-action game is all about making the player feel progressively more empowered as they plumb the depths of whatever hostile labyrinth they're trapped in, but almost all the gains Sargon actually makes are bought and paid for with time crystals. In Super Metroid, Samus slowly gains abilities and expands her inventory through exploration. In Symphony of the Night, Alucard can find a variety of capes, armors, and weapons that allows the player to directly build their character. While The Lost Crown's most secluded areas occasionally house a heart container or equipable charm (most of which are borderline useless), they'll more often dead end with 40 crystals and a piece of paper with a full length Backloggd essay written on it -- I ain't reading that, I don't have time! Growth feels far more tied to the economics of the world and what you can afford than it does exploration. Hell, sometimes you'll even go out of your way to reach a secret alcove and find there's nothing at all.

Before I punch out from my shift at the hot take factory, where I work as a foreman to support my factory wife and my 2.5 factory kids, I will say that Lost Crown is a much more enjoyable experience when you decouple yourself from the typical search-action loop of exploring every nook and cranny and instead focus on the main path. There's some genuinely great platforming sequences and puzzles that make good use of Sargon's traversal abilities, and the layout of Mount Qaf is easy to read and navigate your way through thanks to the game setting objective markers and allowing you to photograph areas of interest for quick reference on the map.

The story has its share of contrivances, especially early on, but I did find myself surprisingly invested by the end of the game, and although most characters can be described as "well-meaning but criminally and suicidally stupid," the concept of Mount Qaf existing within a bubble of fractured space and time is enough to carry the narrative whenever the character writing falls short. I really like the idea that every character and NPC is perceiving time differently, some being displaced by decades whereas others are made to exist within a singular moment for eternity.

Lost Crown doesn't stick the landing for me. It gets a lot about the search-action formula wrong, particularly with character growth and incentivizing exploration off the beaten path. The combat is rough and excessive, and sometimes you'll spend ten minutes throwing yourself to a meat grinder trial-and-erroring your way through pattern memorization all for a pair of pants, but there's still something here. Traversal feels good, the visual design is great, and the core loop is satisfying enough to elevate Lost Crown from being a bad game to being perfectly mediocre, maybe even serviceable. In other words, it's a Prince of Persia game.

Gonna buy a shirt that says "I'd rather be playing Touhou Luna Nights."

There was a brief period where I was ready to jump on the 'Dark Souls 2 is underrated' train but then it just continued to hit me with underwhelming boss after underwhelming boss. I understand some fans prefer when the series leans harder into the RPG side of 'Action-RPG' but I'm really just here for the action and while some fights/areas delivered on this fairly well, a majority of them can be brute forced far too easily simply by having enough levels under your belt.

On a more positive note, the atmosphere here is unique and interesting, there's a pretty diverse range of locations (especially when including the DLC), and the NPCs are some of the most memorable in the series. I also actually enjoyed a majority of the additional enemies that were thrown into SotFS to make things a little more difficult; I don't want to imagine how bland some of these areas would've been without them.

At the end of the day, a souls game is a souls game and I had a good enough time working my way through Dark Souls 2 but this is easily the least impressed I've been with any entry in the series. (Insert joke about how DS2 is just an Elden Ring prototype here)

I wasn’t intending on making a review for this game but I decided to change my mind and give this one a nice review. I’ve always been terrible at trying to just finish these DQ games despite XI being such a great game. I decided to play the fifth entry because I know how popular it was though had I done this later, I probably would have done II instead. Regardless, let me tell you why DQ V is such a great game.

While this game is old, I don’t really want to spoil much of the story as I think it’s something that should be experienced if you have an interest in the game. The story however did surprise me, I was expecting it to be pretty basic and would work for the most part of the time. There’s so many eye opening moments and even times that got a big reaction out of me. While I don’t find the characters as memorable as other RPGs, a lot of them are still good for the game and I’m happy to find the writing to be one of the highlights of the game. There’s even some nice humor at times. It’s just overall very good.

The gameplay is also pretty fun and rarely has dull moments. One neat mechanic of DQ V has to be recruiting specific monsters from the overworld or dungeons to put on your team. I used a few of them and I’d say my favorite one was the Curer just to have a convenient healall user if I needed it. Battles require some thought and you’ll have to make use of buffs, debuffs, and statuses to win some later fights. You don’t even need to grind all that much in the game, I only did it like a few times though it might vary for others. I love all the different types of spells to use too but it does make it stressful to sometimes not go overboard and run out. If there was one thing I regret was not buying more Elven magic from the casino. I did at least prepare for the last part of the game.

The world is vast in the game and there’s a lot of places to visit and discover. One thing I love about the overworld is just the many ways to travel in it. You can go on foot, travel by ship, magic carpet, a floating castle, and even a dragon. I did find myself getting lost a few times but I did get used to it for the most part. I wish the return spell would let you travel to any location you’ve been to, it seems to be picky about where it’ll save locations for you. While the game visually might be a little repetitive for some of the locations, there’s still a lot here and it was always a curiosity to check what’s new.

The dungeon design in this game is pretty good and not much of it is that annoying or bad. It’s fun to explore these and get items and fight tough enemies. I do wish more bosses were in them though, it feels like a lot of the time you don’t fight them. There’s some memorable places like the haunted location early in the game, a cave with minecarts to ride, and a volcano with lava floors that hurt. Wait, Final Fantasy 1 already did that last one, hmm. You also sometimes can’t bring your caravan in for these places so make sure you set out a good team for this before going in. I swear a lot of the 2nd half makes you do this.

Ok I know I said to let you experience the story for yourself but one thing that was on my mind a few times was the marriage thing. You’ll try to get an item related to your quest but are forced to marry a girl by the name of Flora. By the time you’re almost done, you meet up with Bianca as she’s aged up since you last met her in your childhood years. Now I for one thought it was very obvious where they were going with this and I was expecting them to truly fall in love. When you finally get the rings, you get this plot point where the Hero struggles between the two with even a restless night and I’m just thinking “What? Why would I not choose Bianca?” I almost felt like this was just gonna force her anyway but obviously I was going to pick her. It wasn’t till later I looked it up and found out you can marry her! With some of the parts in the story, that just feels wrong. Maybe I just don’t get it? Just feels like the wrong choice to me.

There are some small nitpicks I have with the game. I really don’t like the item management with this game and how picky it is with them wanting items in a character’s inventory to use. I also felt the encounter rate at times could be a little annoying at times. This point I’m gonna bring up isn’t a problem with the game but I felt by the 2nd half, my team basically stayed the same and I felt kind of discouraged to try other ideas because what I had was working fine. There’s also some characters you can use and I find confusing why you would want to unless I’m missing something. I think it’s partially why a lot of the characters don’t feel the most memorable in my heart if that makes sense. Still, again these are nitpicks and it says a lot about the game that these are really some of my only few negatives.

Visually the game looks pretty nice for a 1992 RPG. I think the battle screens are the highlight because they actually take place in locations just like the first DQ game on Famicom. Those designs by Akira Toriyama are also just splendid here. The music is also pretty good and almost feels like I can hear the orchestra even if it’s obviously still just the SFC sound chip. I especially love the two dungeon themes you hear in the game the most. I also really love the music when you’re sailing. Even the sound effects sound pretty nice for the hardware. It’s all worth a listen if you ever have the time.

I’m happy to have finally finished this game and see it rank so high. Sure it may not be my favorite 16 bit RPG as of writing this but still being such a great game is no slouch either. You probably know already just how popular this game is and it’s very easy to see why now that I’ve played it all the way through. There are various ways to play the game now. It was first remade in 3D on the PS2 and then a more enhanced 2D version was made for the DS. The DS version was the first time it was localized too so you’ll need a fan translation to play the original or the 3D remake. It also has a version for mobile phones. Oddly it’s never been ported since which feels very odd considering the Switch’s success. A movie based on this game also exists called Dragon Quest: Your Story. Never watched it though, maybe I should. The series would only get one more sequel on the system which is kind of shocking considering how well this one did. When I watched the credits of the game, I really felt moved at reminiscing about the journey I had. It’s kind of crazy to think I played this in memory of Toriyama as he has now passed away and seeing his name makes me miss him again. Bless him and all of the talent who worked on this game. Dragon Quest V is a great game and it’s a game I’ll probably play again someday.

Zero support for Sonic Shuffle. Garbage. Parsec wins again.

The art in this game is beautiful, and the concept is very sweet, though as much as I would want to love a Touhou rpgmaker game the translation is kind of patchy and they made me do complex math. The puzzles alternate between being easy to frustrating, either way they're all very simple in concept and it isnt anything that excites me, or really relates to Touhou at all for that matter. I dont think any game ever should make you pay 8 dollars just to humiliate yourself doing division.

The first few minutes of Panzer Dragoon when your blue dragon majestically soars above the rippling water to the tune of Flight define a classic video game introduction that I doubt I will ever forget. A part of me expected the experience to be steadily downhill from there given the common complaints that I’ve heard, but to the game’s credit, it quickly established its defining hook and never let go. Panzer Dragoon was one of the first games to take total advantage of its 3D space, and it does so through its ability to rotate the player’s aim in 360 degrees. The catch is that while you can’t aim sideways/behind the dragon when looking forward, there’s a trade-off in that you can’t steer the dragon and change its mid-air position while in first-person aiming around the sides of/behind its body. As a result, there’s a precise science to swapping between these two camera modes. The macro never gets complex (shoot everything in sight while dodging and shooting down enemy attacks), but the micro is just involved enough to where there’s little downtime as you constantly peruse your surroundings and systematically pick off your foes. This is a game that wants the player to be aware of everything around them, and Team Andromeda was more than happy to let them soak in the sights given that the minimalist UI (simply consisting of a radar for spotting enemies and a player health bar) never really gets in the way. Even today, I find Panzer Dragoon to be an absolutely gorgeous game, and I can only imagine how people in 1995 felt playing this for the first time.

I’ve been warned that Panzer Dragoon’s difficulty can be a significant roadblock, but after a few playthroughs, I think it’s definitely conquerable. Besides mastering control of the player reticle/camera, players need to recognize when to utilize the homing laser lock-on (holding down the fire button) versus mashing to quickly fire the player’s handgun. The homing laser is great for getting rid of enemy swarms and easily targeting moving foes, while the handgun is a godsend for melting beefy mobs and bosses while sniping faraway targets that can’t be locked onto. In particular, Episode 3’s jumping ship boss is a notable chump check if you refuse to lock-on, while Episode 5’s airships will overwhelm you if you don’t mash. Additionally, I’ve also heard that Panzer Dragoon can feel very unforgiving since the player is allowed only one game-over before they have to restart a run, and the game only regenerates half of the player's health upon completing a level. However, given that the player can earn an extra credit per stage if they manage to shoot down more than 85% of the enemies in a single episode, I'd say there’s enough leeway given if the player takes the time to master its controls and meticulously defeat enough enemies instead of simply playing entirely defensive.

The only real gripe that I’d have is that enemy attacks sometimes blend into the background (ex: black cannonballs on top of dark environments) and can be tough to spot, especially when obscured by smoke effects from already defeated airships. I can still dodge most of these attacks with enough experience, having learning the enemy spawn positions, though it takes time to master given that players need to adapt to the game’s weightiness and natural response time. After all, you’re controlling a rider controlling a dragon rather than controlling the dragon itself, so it takes a bit more time to shift the model away from incoming barrages. As is, I’d still prefer if all enemy attacks were distinctly colored to stand out from both my own projectiles and the surroundings. Regardless, Panzer Dragoon was a breath of fresh air and I don’t mind its relative simplicity or brevity when it manages to succinctly capture an enthralling rail-shooting experience that I’ll gladly replay just to see myself visibly improve with every new run. All I can say is that this was certainly no flight of fancy; if the base model was this good, then I can’t wait to see what Team Andromeda/Smilebit have to offer with Zwei and Orta.

the discomfort zone got too comfortable so we made the comfort zone discomfortable. samus: meet samus

where super dove uncritically into the power fantasy that metroid II (the game with a literal Genocide Counter in the UI) unmasked and deflated, this feels like it's turning it inward against you personally. Your body, Your likeness, and Your autonomy hijacked; Your celebratory past tense role as (repeated) casual annihilationist to reckon with and cower from

it operates as something of a Super Negative Image Metroid: an inversion right down to the uncomfortable, choking grip of the direction. all that clammy ADAMsplaining, those sequestered zones, the redline urgency; everything's dialed perfectly into the exact same channel with uniform intent. even the woozy alien psychedelia's been spirited away in favour of clinical, detached interiors and astroturfed xerox biomes with some of the most appropriately sterile Oops No Backlight lighting on the GBA

and no, it obviously doesn't accomplish the same things as its predecessors, but it's not attempting to. this is a game about lack of control, and altering the format would be akin to breaking the spinal column that holds it upright. fusion's big successes (the pacing, brevity, tonal and thematic consonance, and delicate curation of tension and challenge) are the result of its structural changes. being shunted around a tiny sarcophagus isn't a flaw, it's the entire premise. duh

even without all that though it's impossible for me not to love a game with nightmare, the Profaned Baja Blast Suit, AQA's sunken banger, shots like this, and those absolutely psychotic ridley screams

quite possibly the best SA-X heavy fusion since the sultry sounds of steely dan

Kind of a weird beast. I really like the roster (Kizuna Encounter?! Buriki One?!) but the game feels very high-execution even for KOF. There's that Playmore-era look where everything's a bit off and drab. But I would love a re-release, I need more Shen Woo in my life.

Inessential.

Despite the many quality-of-life changes meant to bring this more in line with the rest of the series, like updating the Zero-G sections and letting you use your kinesis more offensively, the broad strokes of the game are surprisingly close to the original. A change I was really looking forward to was the “Intensity Director” which is meant to dynamically alter the mood of areas and what enemies will spawn, but in practice, this mostly seems to determine whether or not you’ll get ambushed while backtracking instead of radically altering the major combat encounter. It’s a nice thrill to occasionally get surrounded by enemies, but as with so many of the new features of the remake, it doesn’t wholly commit to this idea, more a proof-of-concept that could be really transformative if it was expanded on somewhere else. Basic Necromorphs are also substantially less threatening due to the fact that it’s surprisingly easy to stunlock them by stomping on them once their legs have been shot out, and for the sheer effectiveness of these newly revamped kinesis powers (encounters and the ammo economy needed to be dramatically changed to make threats meaningful the player).

Given that this production seems to owe so much to the success of the recent Resident Evil remakes, I wish it would’ve taken a cue from them and include some bolder pieces of design and pacing- throw in an extra Regenerator fight, change the order of levels, or go all the way and pull the best enemies from the entire series to give these fights an extra edge. There are earnest discussions to be had about what function the RE remakes serve (if they’re replacements or reimaginings) but at least they’re distinct- I’m compelled to go back to them from time to time!

Really, I think the hesitance to change to radically alter the structure and encounter design speaks to the real intent of this remake, which seems far more interested in making the narrative flow more seamlessly between this and Dead Space 2. Isaac Clarke more or less had to be invented as a character in the sequel, and that made the amount of screentime that was devoted to his guilt over Nicole all the more weightless- retconned baggage that hardly landed. The attempt to expand their relationship mostly works, the revelations here about how their relationship ended are much better about setting the groundwork for their arc in the sequel. For as strong as this dynamic, it seems to have come at the cost of much of the supporting cast; compared to their original versions, everyone on the Ishimura comes as the lifeless versions of themselves. Dr. Kyne and Dr. Mercer were amazing presences thanks to great performances by Keith Szarabajka and Navid Negahban respectively, but without that prior context, I’m not sure these new iterations of the characters will stay in the minds of those who’ve only played the remake.

The biggest sin is that the remake ends up being dreadfully boring to play through in practice, the threats so similar to the original that the horror doesn’t land and the action so easy to break that it actively feels like a regression from the constraints of the earlier version of combat design. There’s obvious passion for the project here, especially in some of the granular details, but seemingly not the broader vision needed to successfully combine the old and new ideas together.

“Let’s go on...”

Well this was something I kind of just felt like doing. I remember playing this game emulated last year but ended up not finishing it, for some reason I don’t like emulating PS1 RPGs, but it won’t stop me from one day playing Wild Arms, I swear one day that’ll come. Now I’m playing the release on Switch which is basically the same version. I feel like I have a lot of things to say about this game so I’m gonna jump into this.

This RPG stars a girl named Cornet with her fairy puppet friend Kururu. You’ll be traveling throughout Marl’s Kingdom to do whatever the game asks you. There is no overworld here as leaving an area takes you to a map. The game starts out with a cute little song opening if you don’t press anything on the title screen and gives a good first impression. The game is pretty chill and relaxing and it nicely eases you in for the gameplay you’re gonna be doing. While the first two sessions were all fun and games with a well made story that’ll get into. There’s just something about the game I have to let out.

I don’t like the gameplay

Let’s start with the battles. They kind of feel like a mix between standard turn based and strategy gameplay. It’s isometric as you have to hit any enemy with your range available. Cornet controls puppets and even enemies to fight for her though she can fight as well with her horn. Just be careful as her dying means the game is over though that never happened because this battle system is a joke. I should note the playthrough was played on normal difficulty. Good god the combat is so easy. Just use your specials that have range and be powerful and almost nothing can hurt you. It ends up making the battles incredibly boring as I can barely come up with fun strategies when the optimal strategy is just way better and safer. You think with the MP cost for it being expensive would fix that but not only is MP refilled via level ups which you get very fast btw but you’re forced to get an item that halves MP cost for moves. It’s like the devs want you to break it. I can’t say how much hard difficulty fixes it but you better choose that just to be safe.

This also just hurts stuff like getting other puppets because you’re not going to experiment when you have an easy solution for any battle. I’m not even sure why the game has so many elements when it feels like it never matters. Where’s the strategy? Where’s the planning? Nothing is here. I also almost never used items so shops feel rather pointless. It’s not even worth getting gear as ones you’ll find in dungeons help way more. That’s another thing, there’s no gear that isn’t just small buffs, so no buying weapons or armor. Give me a reason to buy stuff! The only item I felt worth buying was the teleporter so I can leave dungeons early. Also why does the game very early on let you recruit enemies then never happened ever again after like the second one. Did I screw up?

Oh yeah, what about those dungeons? Some of the worst I’ve played in the genre. I mean are we being serious here? What happened with this aspect of the game? Do you like caves and temples? That’s all you’re getting. Most of them have the same color and the same 5-6 types of rooms made for both categories. It not only looks so dull and uninteresting but you’ll tire of these immediately once you’re on the quest for the stones. But it’s ok guys because on the very rare occasion, they’ll change the color! IT BROKE NEW GROUND!!! Seriously they all feel the same and are never enjoyable and they all play the same music too and the random encounter system is so inconsistent and half of the time it just feels like you’re walking into the same room over and over and over and OVER! The only reasons I can think of why the game is like this is because of budget or time or maybe just wanting to appeal to a younger audience. What’s even worse is usually the first screen for these areas is actually pretty nice and fitting so why can’t the actual inside be like this? I’m not gonna call the devs lazy or anything but this is easily the game’s low point and that’s saying a lot.

Does Rhapsody have anything that makes me smile? Well yeah, it’s gotta be the story. It’s surprisingly the best part of the game with a lot of great moments and even has some surprising moments too considering the writing made me think it was just silly and simple. I should address that the localization is rather odd. I’m not sure how accurate it is to the original JP version but it feels a lot like a Working Designs script except it’s only the very rare moment of ??? if you get what I mean. While it is the best part of the game, it has some issues too. I felt the pacing was too fast at times but that’s probably due to the game’s short length. The whole romance thing with Cornet and the Prince feels so cliche and lazy that it’s hard to really appreciate it when it has so little development. I’m also not a fan of many NPCs not replacing their dialogue at times. While it goes away once the quest to get the five stones, it’s a notable problem I noticed for the beginning quarter of the adventure. It’s probably not as bad as I’m making it sound, it just personally hurt some immersion for me.

At least the presentation is quite nice. While the game can have some copy and paste with dungeons and stuff, the graphics and music are still very good. I love the style for the backgrounds and the sprite art is really good too. The portraits for dialogue are also really good but sadly there’s not too many. The music is also a bop from beginning to end. I especially love the vocal songs that play throughout the game, they’re even dubbed if you enjoy dubs. (The JP singers are available as an option if you want that). While I should say again it’s not perfect, it’s nice this aspect of the game is good as it makes traveling not feel as miserable as it could.

Sigh, I feel kind of sad the more I think of this game, the more I wish I could have loved it and not feel so negative. Rhapsody to me in many ways is a bad game but yet, is it weird the good bits kind of keep it out of it for me? It made the experience memorable and I appreciate the game for that. I just wish the gameplay itself was fun because it just gets extremely dull by the 2nd half and the presentation and story have to carry the rest of the game on the hike. When I view all of the art in this game, it makes me appreciate just how much work went into it. I could imagine this was a fun project to work on. For the record, if you like this game, I’m not going to judge so please don’t take this review the wrong way like I’m trying to be the only correct take. Rhapsody would get two more mainline sequels and this game is also available on the DS remade with a new battle system if you wanna play it there. I’ll probably play Rhapsody II in a couple of months and I’m hoping it’ll fix issues I have. Rhapsody on Switch also contains the PSP game La Pucelle Ragnarok so maybe expect me to play that too sometime this year. For now, guess I’ll just go chill and sing those catchy vocal tunes.

I thought the aftermarket for PlayStation 1 games was more cost prohibitive, but you can get a complete copy of The Unholy War for only twenty dollars. What a steal for a demo of The Legacy of Kain: Soul Reaver.

The truth is, I've had a cinematic platformer itch for a while now that only Lorne Lanning can scratch, so I was in the market for both Oddworld games when I came across a bundle that had Oddysee, Exoddus , and a copy of The Unholy War. Nice, a free game [Note: if you get something extra as part of a bundle, you still paid for it.] I'd never heard of The Unholy War until then, and my suspicion is that it holds very little relevancy outside of 90s kids who enjoyed playing it with friends and have developed nostalgia for it.

After spending the better part of my morning with it, I could see that being the case had I actually played The Unholy War back in '98. It's a perfectly serviceable early 3D arena brawler with a good spread of characters, but there's nothing really remarkable outside of "strategy" mode, which attempts to marry the arena fighting with SRPG board navigation. This is where counterpicks matter the most, as it's very easy to lose one of your units if you put yourself against an enemy they're weak against, and it's likewise important for you asserting control over the board.

But this mode still feels like it's lacking something. The strategic layer is very bare and actual board movement feels crummy. There's an idea there, but the execution leaves something to be desired and it ultimately just feels like more steps to get to the brawling.

Part of what makes collecting fun - and buying bundles/lots of games in particular - is getting at stuff like this which you've never heard of or played before. The Unholy War might be a perfectly average game in my eyes, but I think it's neat. Probably won't play it again but would definitely pick it up off the shelf, hold it in my hands and think "I can play the demo to The Legacy of Kain: Soul Reaver any time I want."

I've come here
From beyond the bounds of science
I didn't come with a leek
But I wouldn't mind having one


I love virtual singers. My favorite composers and songwriters all use them, and I'd like to say I'm very well versed when it comes to this kind of music. As artistic tools and instruments, it's kind of overwhelming how much potential these voicebanks have. The same song put in two different people's hands can wind up having insanely different reflections, if tuned right. I've heard vocals that sound near identical to a humans, I've also seen them sound so rough and robotic that words are barely legible. Which producers I like, the songs I enjoy, tracks that make me cry, I can talk about those all day if you let me. The history of Vocaloid in general is a very interesting and pervasive one. Does this game do a good job of upholding it?

Kind of. As a game, its incredibly fun. More of a rhythm game than Project Diva, which SEGA has long since chucked into a ditch. I know this style of mobile rhythm game has been done many times in other places, but it works perfectly well. Its all dependant on your ability to follow the beat of a song and tap the notes in tune, unlike in Project Diva where it was more of a battle against the controller (hit x + y + b? What the fuck are you talking about?) since of course, being originally develeoped for an arcade cabinet, it was never going to feel especially good on consoles. This however, being made for mobile, makes the experience leagues better. And the tracklist is insane. Such good picks, a huge range of styles and producers to chose from that doesnt just rely on the classics. Modern Vocaloid producers are insanely talented so I'm more than happy that Sekai keeps up with the current music.

My biggest complaint with this game is how they treat the overall legacy and dignity of the songs they chose, as well as Vocaloid in general. The plot of this game is that of these 5 (human) groups, each supposedly representing a style common in Vocaloid music. Their lives are a wreck but one day their phone flashes and theyre teleported to Miku World, where Miku herself helps these wayward teens through whatever it is they are going through on that particular day. I understand that this game is marketed to young adults, they have to keep Vocaloid relevant, and they also have to sell marketable characters for gacha. But man. I dont give a single shit about any of these people. Some of them are ok, even sweet!- like leo/need is cute. The writing for their stories isnt bad or anything, but the problem arises when they shoehorn these (fake) characters into songs made by real people, with real problems, making it seem like the song is about the characters. Some ditzy idol MitchieM song, ok whatever, but a lot of Vocaloid music tends to be very personal, philosophical even. I feel like its INSANELY disrespectful to overwrite the intentions of the artist to shoehorn in your gacha ocs. Especially with the "depressed" idol group, which they couldnt even be bothered to tackle social issues or anything important besides "my mom makes me do stuff" or "I'm an artist and my brother is annoying" or, confusingly, "my dad is in a Music Coma and its ALL MY FAULT" (relatable, to someone, surely). When a great deal of these songs are about real people's sadness and feelings, I cant help but feel gross seeing Purple Anime Girl #1 cover something like Hated by Life Itself. And they dont just make these people cover these historically important songs, they also create whole new music videos with the Sekai characters pasted over whatever was originally happening? What? How is that right? Even just historically, those original and Project Diva MVs are very important to the culture and rise of the artform. Why paste fucking Mizuki over the video for Hello Worker? She cant even fucking work shes a CHILD. HOW does she relate to the song at all? If you cant properly tackle why a teenager would want to jump off a bridge (as a few producers have wound up ending their lives or passing away otherwise) maybe dont make your bimbo gacha teehee heehaw teen sing a whole song about it. Even regular tracks, if you're already making music FOR the game anyways just keep them out of it.

It makes me a little sad seeing as how this is a lot of children's/young adult's first impression of virtual singers, since I've already heard tales of people playing this game and not knowing what Vocaloid is, somehow. The relevance of Vocaloid, CeViOs, UTAUs, you name it- has been going strong since it's inception two decades ago. All thanks to the very talented and beautiful people who continue to make music utilizing them, and disregarding Sekai, that is not going to change for a long while. If this stupid little app won't celebrate Miku like she DESERVES, well then... I guess its up to me. I fucking love you girl, keep on bein your twin-tailed self. No one can take your spotlight.


I understand that you still can't see what I look like
But I'm alive.
I talk with you.
So across the wall of virtual reality
Inside the flood of information,
I want to go on evolving,
you and I together.

Osman

1996

Creating afterimages to pummel giant Persian-influenced gods and mechanoloids is something truly special, though the inclusion of checkpoints at a few select stages puts this in a weird spot where you CAN credit-feed it but you'll be burning about 30-45 minutes routing out one specific boss rematch section, very bizarre

Dude why did I give this a 1.5 before

This game leaves a weird first impression, has kind of that Thunder Force effect where enemies don't attack much but when they do it has almost no pre-empt and an unforgiving hitbox. Then you get to the bosses and their bullet patterns seem impossible to avoid. But on replaying this I learned 2 crucial things:

1) You have a dodgeroll that reflects everything and can be used anytime
2) This game has DDP chaining and you get OBSCENE amounts of extends

Combining these two makes for a very unconventional shmup, because you're not so much dodging as you are managing the dodgeroll economy and trying to keep a constant stream of damage on-screen. It's an extremely modernist and indie conceit but handled very well because of the freckles of shmup fundamentals underneath and stellar cyberspace resonance.

Clearly, between this, Sin & Punishment, Star Fox 64 and that cancelled Viewpoint sequel, the N64 needed waaaaaay more shmuppin' in its veins.

pretty fun and sweet fighting game that (apparently) released on the same day as jet set radio and obviously draws a lot of inspiration from the same source as jsr does. some great character designs and a really amazing soundtrack