Visually Treasures of Rudra is easily one of the most impressive games on the system. The animations and spritework done on this game are honestly incredible. One of the very last squaresoft games to release on the SFC, it’s no surprise how much of a step up in quality the game is compared to past releases. The story is centered around 3 characters you play as within a span of 15 days in hopes you can prevent the end of the world within that timeframe. Each character will cross paths with the each other and by experiencing each story you’ll get different perspectives on the world and the grand narrative as a whole. This game features an extremely unique and creative magic system in the form of typing words. Any word can be a spell and you power them up by finding suffix’s throughout your journey while also finding new ones via chests, NPCs, bars, or copying an enemy/boss’s. The soundtrack unsurprisingly is filled with a ton of rememberable bangers and aside from the unique magic system the game is filled with deep mechanics you can play around with.

Of course I’ve failed. Many more times than I can count. That’s how it always starts: your regrets drive you to do better.

In every storm you’ll find your sunrise ):

If you’re looking for pride, I have it.

“Surrounded by walls, all I knew was the sky above me and the mud beneath my feet.”

Chained echoes is an ambitious indie jrpg inspired by some of the stable classics of the snes and psx era. Stated by Matthias Lind(the only sole developer for the game for the most part) the main influences being Xenogears, Suikoden II, Terranigma, Chrono Trigger, and Final Fantasy VI. A setting that mixes fantasy with steampunk and sci-fi; envision; Mechs meet magic. All of this sounded fantastic to me leading up to release that I was almost worried it was too good to be true, despite everything I seen about the game disputing otherwise. Well after spending 60 hours to reach full completion of the game I can ecstatically confirm it is indeed as magical as it sounds.

The gameplay chained echoes has to offer is unique in a lot of ways; the game is simply brimming with all types of mechanics that tie into exploration, tactical depth, party formation, and even the way you purchase and sell. Focusing first on the character customization chained echoes ditches the traditional level system and replaces it with skill upgrading and class oriented investments. Each character is given a unique role in which they fill in an unnamed set class that determine the action skills and passive skills they can obtain throughout the game. Rather than gaining EXP from a battle you instead gain SP and for boss fights you additionally gain a grimore shard. Skills slowly gain SP from using them in battle but you eventually rack up stored points so you can speed up the process for some of the skills you don’t use as much. Grimoire shards are used to unlock more skills as well as leveling up your stats. Additionally to the skills only each character can learn, you can find class emblems which not only give a nice stat boost, but also allow anyone who has it equipped to eventually learn that skill when the moves are maxed. Due to this thought out well polished system there is really no grinding at all as you can explore semi freely at the start and as act 2 opens you can go wherever you want granted you have the ability and skill to do so. Battles are split between two types: on foot and sky armors. On foot you’re presented with a meter called the overdrive system. It is color coded between orange(regular reciprocated damage on both ends), green(taken less damage and deal more), and red (receives more damage and deal less). Every action by the player, and by the enemies, influences the bar. A skill type pop up when reaching green will show up that will allow you to lower the bar as well as expending your special move that charges after actions also lowers it. On foot you’re able to command a set of 4 characters while also having the ability to swap those in the back. This allows many different combinations since you can easily access 8 characters within a battle. Sky armor combat is a little different but I won’t be speaking on that and I’ll leave it as a surprise. HP and SP are automatically refreshed after every seamless overworld encounter which encourages the constant use of expending skills. The default difficulty for the game is honestly pretty perfect for the most part in my opinion. Throughout the entire game I found myself trying to strategize and use any tactical means necessary especially in boss fights. If you find the game too challenging or easy there is a custom difficulty option available from the start that can raise or lower certain things like the overdrive bar. The exploration between each area throughout the world map is fantastic since there’s a decent amount to do. Each area consistent of loose orbs that are categorized as loot. Pickups which are used only for selling which will net you some things such as materials for upgrading gear and gear itself. Additionally there’s buried treasure, and hidden areas as well. There’s a lot more to exploring and other mechanics than this such as unique monsters that appear under conditions but I’ll leave the rest as something the player themselves can experience.

The backtracking tunes attached to this adventure are really something special. You can clearly hear the direction they were envisioning from the description prior to the games release and they really nailed it. Marianukroh was able to capture that magical nostalgia those legendary osts that the golden era of jrpgs had we all hold dear. While the game itself doesn’t have a huge variation of battle tracks there’s tons of area themes and event tracks. Quality over quantity was definitely the goal and man is it quality. It’s hard to pick my favorite since I genuinely enjoyed every single track this game presented. To list some; the Flower Fields of Perpetua is definitely one up there, as well as one of the more serious toned boss themes “Death Approaches”, and I cannot leave out the extremely suspensive “Down the Corridor of Rustling Swords” that is played between some transitions. I highly recommend if you’re unsure about the game you at least check out some of the music, it’s glorious.

Chained echoes is at glance a product made by a lad who just loves jrpgs with no shame wearing their influence on their sleeve. There’s countless Easter eggs, references, and callbacks throughout this 30-40 hour jrpg. Some might say the more classics listed above you’ve played, the greater your experience it’ll be, and I’d have to agree. Your journey takes place on the continent of Valandis, a land that has suffered from war spanning over around a century. Peace finally seems like a realistic outcome when something happens to completely shatter even the hope of the idea. Magic is pretty much a product of the past, with only a select few being able to use such sorcery. The main focus is on three kingdoms engaging in a gruesome conflict that holds no punches and sparing no respect for your emotions. The story is split between 4 arcs, the first being the longest narrative wise but things open up at the second where there’s loads of content that’ll have you busy. The writing for the game itself has a really nice contrast of being humorous and unexpectedly dark. Between enemy designs, witty dialogue & puns, as well as just some random event within a sidequest or title there will be some chuckles and feel good laughs. On the other side of the coin you have some pretty gruesome scenes that took a turn further than I thought they would. The game is rated M for a reason and I really wasn’t expecting it to push it to the point where the rating itself was definitely warranted.

There is really so much to offer, especially if the snes and psx era is something you hold special to you. Despite being a major throwback to those times, the game still feels widely ahead of it with its modern integration while still sticking to close that classic formula that blends together into what I’d consider a new classic. Even with obvious blood of its predecessors being out in the open exposed for the player to see, chained echoes manages to set its self apart from the rest and thrive as its own product. Expectations are always high when you see a piece of media that feels like it was really made for you. But the true magic is when the experience you were hoping for not only smashes those expectations, but you find yourself desperately trying to savor every moment you have because you know eventually you’ll have to say goodbye. I was dreading the moment the credits rolled and I’d have to look at the title screen in awe, but when I did I can’t say I wasn’t satisfied. Thank you Matthias Lind and Eddie Marianukroh you’ve truly created something special. One life is more than enough, as long as you live it to the fullest…

**This review will cover DLC 1 and 2 as well as base game since 2.5 isn’t translated yet(but I’ll edit this when it is since that seems like a pretty major update).

Stumbled on this game when I first got my Steam Deck, not sure why it came across my feed, but it was deck verified, had really pretty pixel art, and I had to double take at that price. At glance Mystia Izakaya is a cute extremely affordable Touhou fan game. I wouldn’t say I took a gamble, after skimming thru the steam reviews of all extremely positive reviews I could tell there was something special about that game, and naturally I had to see what that was.

The gameplay is one of the centerpieces to the puzzle that clicks together effortlessly building towards this comfort utopia of a game Mystia’s Izakaya has to offer. Mystia Izakaya released last year at the time of writing this(October 2021) and is still being actively supported between brand new DLC, updates that improve base game, and any and all bug fixes the community finds. During the day you have to decide between actions that will drain time from 30min+ to collect ingredients, interact & build friendships with Touhou characters, traveling between areas, cook prep before the night opening, and a couple other options. Between the time management you also have to be weary with the games currency you earn from your Izakaya earnings; if you don’t pay up you’ll probably get your kneecaps busted! During the night you’ll be setting up shop with the recipes you’ve learned from your NPC friends(rare customers)and serving em up to the locals and the friends of each areas. Depending on the level of your Izakaya you have to build up by giving Chen(loan shark who threatens to bust your kneecaps if you don’t pay up as mentioned above) dishes she requests and a building fee you have to choose between cookware you think will best benefit you. Cooking is pretty simple, each time you make something you have a chance for one of three buffs, once you get all three you enter hyper mode. There is a satisfaction meter for regular customers, special guests, and rare customers. Filling the satisfaction meter for regular customers will net you a higher tip, where the special guests and rare customers will getcha a spell card. Spells cards, taken from the mainline Touhou games give you a bonus that can do a number of things depending on the character you get it from. Some will give you rare ingredients, drinks, a buff, or even a rush of customers. When you cook before entering hyper mode you play a rhythm mini game where you have to time the notes synced with the music. When I started the game the mini game was actually a little different from what it is now, it updated when DLC 2.5 released and I’m not sure if it’s better but it’s definitely not bad. Honestly the only “issue” I really have with this game is how easy the mini game is. I do wish the rhythm mechanics were a lil more challenging but DLC 2.5 might fix that so I’m kinda holding back on critiquing that since that’s a whole rhythm game in itself.

The soundtrack oh my the glorious soundtrack! It’s really hard to pick my favorite track considering this game is filled with so many, and all of them are bangers. Each area theme pops and really fits the atmosphere on wherever the setting is, and the Izakaya theme’s that play are all vibrant tone setters that’ll get your head bobbing while you match with the mini game and chef it up. The boss themes are all fierce, bubbly, and intense to the core! If the gameplay is the foundation that forms its walls upon the tower of glory this game sets itself up to be, the soundtrack is the powerful base at the bottom that holds it all together.

The story is pretty lighthearted but still very interesting and wholesome. At first you’re preventing Chen from busting your kneecaps after our birdbrain protagonist Mystia keeps signing loan contracts ignorantly over and over. And then she realizes she has a dream; to preform at a concert with her best pal Kyouko. The main meat of this story is the characters you meet within the Touhou world and the impressions they make on Mystia throughout her journey in Gensokyo. I don’t have much knowledge on Touhou in general but I really enjoyed what each character had to offer and found them all really well written. There really wasn’t a single one I felt like I didn’t care about. Everyone has something to offer and really build up the lore this world has to offer. Each rare guest has an entry in your journal you can read that gets more descriptive as you build up their friendship that summarizes what Mystia has felt about the impression they gave her.

DLC 1 and 2 are also priced pretty cheap for what you get. Each pack provides 2 new areas, a bunch of new tracks, a new boss fight, some new recipes, rare customers, and new shops. DLC 1 is pretty much the same formula as the base game but it adds some pretty cool characters that I enjoyed. The boss at the end was actually a crazy wakeup call and proved pretty challenging. Both boss fights for the dlc are nothing like base game which I really appreciated because they’re a really cool part about the game. DLC2 is close to the same formula but it adds some new things. For one you unlock hot springs which going in spends time but also grants you and whatever partner(s) you select a movement buff. You’re also trying to earn letters of recommendation to participate in a cooking competition that is also a very unique boss fight compared to the others. Basically the price it’s asking for(and often goes on sale) you’re getting at least 10-20 hours of extra content so I’d say it’s more than worth it.


I feel like even with all the praise I’ve done I cannot stress enough how much of a bang for your buck this game is, I mean really! $6 and you get 60-70+ hours of content and for 5 more dollars you can get all of the dlc(including the ones untranslated at the moment) which will add another 20-40 hours AT LEAST(not sure how much 2.5 and 3 are but it’s probably more than 40 hours honestly). If you want something wholesome, lighthearted, fun, and unique be sure to give this game a shot. If any of this sounded like something you’d enjoy, I can’t see how you’d be disappointed.

In the silver blossom of a cherry tree
Dwells a brave and loyal soul
Rooting itself firmly in Earth
It dreams no longer of the sky.

This review contains spoilers

I had a dream. A dream of innocent people, brought up in a world that never knew the meaning of peace. I had a dream. A dream of people who risked their lives for the sake of those they wished to protect. But the only thing that separates dream from reality, is whether it feels real to you upon waking up.
(Drill Milky Punch op)

Kinda.. disappointed in this since I played replicant prior. The highest points in the game were pretty much the world building the first did and 9S honestly. The sidequests were not nearly as rewarding with dialogue as the prior entry, none of the npcs (and really the main cast aside from 9S and Pascal) were written enough for me to really care about them, and aside from like 4 tracks the ost felt like a downgrade. Idk hopefully a replay in the future will make this game better for me but rn it’s just a let down. At least it was fun to play and the whole aesthetic is epic…

Would be 5 stars if you could pet Koromaru(a couple more tracks could’ve helped too but the answer makes up for it).

Short and sweet Christmas stealth game with a cave story twist. Does a great job of retaining the cave story identity with little references while still being it’s own thing. Good music, cunning visuals, and fun level design. If you enjoyed cave story or perhaps just want to get into the Christmas spirit this game is definitely worth checking out!

Atlus has published and developed a long range of games. Some I’m sure you’ve heard of, others most likely not. 13 Sentinels Aegis Rim is probably in the latter category for a lot of people. Believe it or not this games development started all the way back in 2013, hence why there’s thirteen playable protagonists. Originally planned as 8 instead, with more of an emphasis on female focused leads, the game was delayed quite a decent amount of times. Despite that after releasing first in Japan on November 2019; the game almost failed due to having an awful first week of sales. Following that rough week a lot of overwhelmingly positive reception came out through reviewers and players thus leading the game to a successful selling point for months to come.

Shortly after beating this I found out that this was Vanillawares first game in this genre. At first I really couldn’t believe it as this game is a sci-fi lovers paradise with over 20+ elements taken from various influences. The influences range from manga, novels, animation, and western film. It really shows they did their research carefully and took it pretty seriously. There’s not much you can really say without giving away what makes the game special as there’s twists and turns in every corner and section. As mentioned you play as thirteen teenagers with the main setting of the 1980s. Each eventually pilot a sentinel which is essentially a giant mech used to fight kaiju. While learning the roles, background, and relationships each character has to offer to the story you see everything slowly connecting and the pieces getting put into place. By the end of the game you will see how well it was setup from the start. There’s a lot of information given to you, the game may not be super long, but it’s jam packed with plenty of dialogue that makes the world it builds something you can really immerse yourself in. I found myself completely lost at the edge of my seat anticipating what’s going to happen next.

While 13 Sentinels is a visual novel above anything else, there is sections where you will engage in mecha, 6 playable character limited, lite RTS/tower defense battles. This is the first I’ve played in the genre and I’ve been told it’s not exactly the same thing but regardless I found it really engaging and fun. You’re placed in front of a terminal you have to defend while numerous types of enemies sprawl out throughout the map. Before you select an enemy you want to engage with you’re given previews for every single move in this small screen next to the actions. These display what the mecha will do in a short clip animation. I found it to be rather charming and nicely detailed. After winning battles you gain meta chips(you also get them from progressing through each protagonists story) while also gaining experience. Meta chips are used to upgrade anything from new defensive and offensive arsenal, limited special abilities, and later stats. The experience you gain to level up is rewarded with abilities that are sometimes unique to each character that add nice references to each of their stories. I can see the battle system not being for everyone but honestly I thought it really suited what was actually happening story wise. The upgrades and builds you can make for each character really can make them viable for situations where it’s almost mandatory to have them. You can’t always use specific sentinels on maps due to enemies having some sort of defensive advantage and also a weakness(ground enemies being strong against missiles and other aerial projectiles, aerial enemies being immune to physical attacks, etc). I played on the hardest difficulty throughout the game and for the most part, while I didn’t find it as a nail biting experience, the later maps do get pretty intense and require you to really pay attention and make ur moves count.

The tracks I’ve heard from the trailer had me impressed but wow after playing through and hearing them.. I’m beyond satisfied with the variety. Similar to the game as a whole aegis rim features a multi genre crossbreed between more electronic based and an orchestra based ost. Featuring an array of intense, melodic, dramatic, hopeful, dreadful, and even sleep inducing vibes.. I found every track where it was placed throughout the game to fit the atmosphere perfectly. There’s a nice range of battle tracks as well as the tracks you here through the story and whenever something new was played I couldn’t help but chill for a couple minutes and vibe to it.

For me personally if a story is going to work, it has to have at least a handful of characters that can resonate with you and stay rememberable. Honestly, when you’re making a story focused on so many characters it’s hard not to have a couple weak links. Aegis rim does no such thing in this area. Everyone has their own unique identity and a role to fill to put each of the pieces together, it’s quite astonishing really. In order for you to be able to progress each of the characters there will come a point where it’s locked until you complete the objective it says. Weather that’s through playing someone else’s story to a specific point, unlocking mystery archives that give detailed info on everything the world has to offer, or even playing through the combat section of the game. And honestly whenever a character got locked I would be upset in terms of being left on a cliffhanger that I really cannot wait to see, but I also was content due to how jumping into literally anyone else’s story still felt as engaging as the last. Everyone has something to offer here, and I think one of the biggest issues you’ll be faced with after finishing this game is choosing who you liked the most. The way they give the characters you play as protagonist personality is actually beyond impressive. From the, in my opinion, perfectly chosen VA’s for each one, designs that captivate their origins, the animated reactions and actions they take when information or a situation arises, it’s even down to the way each of them walk; brimming with what fits each individuals emotions and identity. What I find even more impressive is the side characters that you don’t play as but see throughout the story being as well written as the protagonists. I played the entire game dubbed and was honestly blown away by how well each character was so flawlessly portrayed. I was even more surprised to learn that the dub was rushed due to covid. Everyone had to work remote and the recordings were done in separate studios mostly home. That in itself proves how much talent each individual that worked on this had to craft together what I’d say is an absolute gem.

All and all it’s really hard to tell someone the things that really make this game as impressive as it is without spoiling. There was moments when certain things were revealed that really had my jaw dropping. The twists and turns the story gives you, the characters interactions with each other, and even the mood fitting ost that’s always there in the background to support everything.. it all felt like a huge daydream to me. Something that makes ur mind wander and gets filled with imagination you can’t seem to box in. Aegis rim is definitely an astonishing game and I highly recommend it to any sci-fi fan out there!

How do they keep doing it bros

Tenchi Sōzō(meaning ‘The Creation of Heaven & Earth’); released in 1995 Japan(later to become Terranigma in Europe) captivates a world everyone should experience. The best way I could describe this game is an rpg hidden within a lesson.
Terranigma presents to you a rich storyline, an ever changing alluring world, and a small handful of characters that are bound to be on your mind. I found out about this game through an article which had an overwhelming amount of positive things to say about it overall. I then began to look more into this game to see if this was an unpopular opinion, and to my surprise anywhere I searched this game I found some type of praise pertaining to it. Out of mostly curiosity and just pure interest about what made people love this game so much I decided to dive into Quintet’s work. This review is going to be very vague because I have to choose my worlds carefully, but I do hope this paints the picture for what to expect.

Ark, a mischievous young man living in Crysta, is awoken from nightmares as his childhood best friend Elle peers over his shoulder. After talking to the locals of your hometown and making amends for causing so much trouble the previous day.. you’re pressured into bursting open a door you were strictly prohibited from touching. A serious of events unfold regarding it and you’re given a straightforward but also vague goal: Resurrect the world.
Unfortunately due to most of the magic this game has to offer I don’t want to go too much into the storyline this game has, that’s something the player should experience themselves as it will make a difference. The narrative direction this game goes with is rather ambitious and definitely impactful. By the end of the game I couldn’t help but reflect on how the world is currently and how so many people could learn something precious from this. “People’s happiness cannot be measured by material possessions.” One of my favorite lines from an NPC within the game. An obvious statement that I’m sure many of us know, but sometimes we forget.

“I worry about how much light from electricity has changed our lives. It may have stolen the warmth like a candle's flame from human souls."

The characters of Terranigma are scattered. What I found very interesting in the approach of this rpg is the way Quintent handled the “main cast” that’s throughout the game. You’re not really particularly focusing on a group of characters, it’s the NPC’s in general scattered around the world that bring this game to life. That being said there is some that reoccur that you do see time to time. Even with the cast being scarce I couldn’t help but care for the world in general this game built. Going to various places on the map discovering areas and learning different things. This game is seriously filled with a diverse amount of culture that I couldn’t help but appreciate.

The gameplay is split between two segments; dungeons that present puzzles to solve while also slaying enemies in the process and discovering/exploring areas around the map while also integrating what feels like a series of side quests. You have 5 attack options when your spear is permitted for use; A standard jab, a series of multiple jabs, a jump attack, a dash attack, and a jump dash attack. Very straightforward and easy in terms of controls but I did find it pretty fun especially when fighting the bosses. You also collect magirocks which you can then trade in with gems(games currency) for magic rings and pins that can damage enemies or give beneficial effects for the player. Unfortunately I didn’t find these all too useful and barely bothered with them aside from using it on the one infamous boss of this game. I did still think it was an interesting system, but imo it just didn’t feel worth bothering with. Puzzles in the dungeon were all surprisingly overall solid & engaging. I used to be a big Zelda fan and the puzzles within the game gave me nostalgia considering how entertaining they can become. The side quest/exploring segments are what you’ll be doing most of the game and thankfully I enjoyed them more than the dungeons! You’re going to be backtracking a decent amount in this game sometimes even going to the same area more than twice. I’m not a big fan of backtracking myself, but the way terranigma does it is incredibly rewarding. When you do have to backtrack most of the time the areas are usually not the same and you’ve given a straightforward purpose for doing so.

Terranigma’s ost is filled with versatility that ranges from dark toned ominous melodies to angelic soothing rhythms that fit the tones perfectly to match the areas they’re played in. My personal favorite is “Elle’s theme” to me it’s the most emotional piece heard throughout the game. It feels gentle but also gives me the vibe of heartbreak.

“The sky is crying, and the water is filthy.”

Overall I can’t say this game was anything less than impactful for me. The only issues I’d really nitpick with is the magic system and the way equipment is handled. They’re both really not a big enough deal to make harm to my overall view of the game but it just felt weak compared to everything else the game had going for it. Some armor and spears have special attributes to them that can either give you some type of bonus or some extra damage/effect to enemies. It sounds cool and a standard jrpg exploit weakness deal but really equipment, no matter what the benefits are, becomes pretty obsolete after you either find something better via exploring or just buying from the next area. Please give terranigma a try, I’m sure it’s something you’ll find interesting and worth your time!