Review – Tales of Berseria

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Hard to explain the story of Tales of Berseria without spoiling it like the western trailer did. So let’s skip the details and just say that the heroine Velvet travels seeking vengeance against a man called Artorius, who happens to have been her stepbrother. Velevet and Artorius’s entwined fates take a great importance since she’s so determined to slaughter the man who’d come to be the older brother she’s never had.

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Tales of Berseria main topic is resentment and Velvet is the right incarnation of that. Transformed into a gôma (demon, former word to designate Tales of Zestiria’s hyôma), she manages to keep a human appearance, save her now ghostly black hand. That cursed arm allows her to eat onter gôma and humans, which she will do without faltering if it serves her purposes. Locked in a the highest security jail in the world, she’ll eventually escape thanks to the help of a Seirei (former name of Tales of Zestiria’s Tenzoku) called Shirizu.

It’s a personal thought, but the major problem I see in this latest Tales is that it struggles to go beyond the theme of vengeance : the main story has too few plot twists and doesn’t show moral values as strong as in past episodes. There’s no transcending the basic setting to go towards a more complex truth. The narrative is kinda even and didn’t always keep my interest on 70 hours of play.

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While the main story can disappoint in a whole, it is well structured despite the lack of major events in the first stages of the adventure. Tales of Berseria sets a few interesting secondary themes like child/parent relationship, focused on Eleanor. The young Templar has a major role in the story and will be at the center of the most emotional moments. She is the character representing principles and values, herself driven to cause irreparable harm while being tormented by her past.

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The other interesting aspect of the narrative is that it explains who Tales of Zestiria’s world (it takes place hundreds of years before the latter) was formed. It does it extremely well because it makes you experience the genesis of key-elements of the former in remarkable fashion. In particular, the birth of the Kamui was a powerful scene, maybe the climax of the game. You also come to witness the rise of the dôshi (the hero of the people, Sorey’s role in Tales of Zestiria) who is… Artorius himself! The “bad guy” of Tales of Berseria is actually the savior of the world because he’s nearly eradicated the gôma that threatened humans. Hero or not, Velvet’s hate will never falter against this man who took everything from her, and she doesn’t care if the whole world turns against her. This is the greatness of Tales of Berseria’s narrative : you actually fight against what you were in Tales of Zestiria. Good is evil, and evil is good. This clever point of view of the story is most interesting to experience.

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Cutscenes and the general direction support the narrative in a quite efficient way, but here again it’s towards the end that you’ll be really blown away. Some real time cutscenes are among the greatest in the series, like the duel between Rokurô and Shigure, or the final confrontation. The extreme precision with which battles are drawn is something you rarely find in JRPGs, at least not at this level of quality. Tales of Berseria also has I think more convincing villains than the previous game. The tokutô taimashi, the elite templars at the head of the seiryô (totalitarian Church founded by Artorius) are formidable opponents and have close ties with some of your characters. Those characters have a sort of powerful aura in them, a charisma not especially coming from their “wickedness” but more more in their strong beliefs and the honor they put in them.

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Your party won’t disappoint either, because as always BandaiNamco’s character design team makes an amazing work to describe and give an unforgettable personality to the heroes. It kinda came as a surprise, but the most fascinating characters has actually been Aizen : the lieutenant of the valorous pirates you’re journeying with is victim of a curse that makes him the most unlucky person in the world. Every time he casts his coin representing the goddess on one side and the reaper on the other side, he gets the reaper side! The famous skits of the series are of course back and they’re full of hilarious joke often related to his bad luck. Besides, the way he corresponds with Edna through letters is extremely fun too, but also touching when you know what fate awaits the brother and sister.

The battle system is a variant of the one seen in Tales of Zestiria : we’re still in real time and the action is still based on dodging. L1 is used to enter defensive state and trigger sidestepping and such, so as to replace yourself when attacking. By default, the character moves freely on the battle zone, so he can escape danger more easily. This time, X, Δ, O and all have one unique combo or magic. For example, Velvet performs a kick combo of fire element on O while while X makes her draws her hidden blade. Eleanor has a more hybrid attack style, composed with efficient spear combos and high-end magic. Note that you can modify all those combos anytime by inserting the skills you prefers to any of the buttons. You’re not even forced to stay on the same buttons : you can mix them to create further combo combinations.

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The general architecture of battle too is close to Zestiria’s. There’s something called Soul gauge divided between small blue spots that sets the number of hits you can chain. Above this number, the gauge turns red and you may get countered. You therefore have to keep a minimum «stock» of blows at all times. The maximum level of Soul can go up and down, which might be trouble for the player. You can get Soul points in the following cases : by stunning an enemy, destroying an enemy or picking a small blue square on the battle area (in this later case, they pop if an ally is KO or when you dodge). Precise and reactive players who will manage to keep a high level of Soul at all times and fully enjoy the fight. But if you have less good reflexes, the system is highly punitive.

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I’ve put some thinking into this all long my 72 hours of play, and I keep thinking that the system is not ideal, even more so if you compare to Zestiria or Xillia1&2. It’s certainly exhilarating when you have the upper hand in battle because chaining combos and Breaksoul feels dynamic and awesome, but at the same time it’s really unfair to the player if he makes mistakes because he finds himself lacking Soul. In such case, getting back in the fight is difficult and you often have to wait because you can perform long enough combos. The other downside is the boss battles : while you always have some chance to get back Soul against countless small enemies, it’s however quite rare against a solo boss, who by the way is resistant to stun. As a consequence, the boss fights, which are the pinnacle of any JRPG, here in Tales of Berseria actually are the less exciting ones. BGs are back and are still used to unleash the powerful Mystic Artes, but you need to perform Breaksoul to earn them. So no Soul → no Breaksoul → no Mystic Artes. Worse, you lose BGs when you are KO… a sad vicious circle that makes boss fights almost a chore.

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By pushing R2 longer, you can perform the Breaksoul I’ve been talking about. This is a special ability unique to each character and that adds some strategy to this Tales of. For example, Rokurô can launch a powerful counter after a successful guard on an enemy’s physical attack. Magilou is a nightmare for magical creatures because she can cancel and absorb magic from casting enemies, herself launching a magical counterattack too. Eleanor launches the enemy upwards to follow with an aerial combo. Breaksoul being able to break enemy guard, it is key to victory because opponents are highly liable to defend. Breaksoul also makes you recover HP and BG, but costs a Soul point. The tactical intend of this system is very clear and the swift character changing makes it quite relevant. Note that there sometimes is a second Breaksoul (like Eleanor’s), which heals you even more and allows for longer combos, then ultimately to the amazing 2nd Mystic Artes.

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Velvet will call the demon in her arm to steal a enemy skill. Similarly to Final Fantasy’s Blue Magic, the attack that Velvet will launch depends on the type of enemy encountered. The boss in the video gives a sort of cross-shaped blue flame whereas by «stealing» Ents, Velvet will scratch the ground violently, causing a mini-earthquake. Those powerful skills have cost : Velvet’s HP will gradually diminish when her black hand is deployed.

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The equipment menu is also much like in Tales of Zestiria, but the whole system has totally changed. Now the characters can learn passive skills from the pieces of equipment, provided they keep those on them long enough. Pretty much what you had in Final Fantasy IX for example. Upgrading equipment is a major part of Tales of Berseria’s gameplay : you can dismantle old gear to get raw materials and reinforce new weapons and armor. Each time you upgrade, the piece of equipment receive bonus stats, additional passive skills and greater Soul & BG upper limit.

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In terms of side content, Tales of Berseria has quite a lot in store. First thing, you can send your ship explore far waters. It can come back with new recipes, ingredients or even the much desired swimsuits for your characters. Those may not be extremely pretty compared to the DLC outfits, but at least they’re free. You can also earn “treasures” which are easter eggs to former Tales of games. That said, it’s less compelling than Tales of Zestiria’s “discoveries”.

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Tales of Berseria has a couple of poor mini-games, except for one : it’s a card game very much like the Japanese game koi-koi, made with cards representing former Tales of characters. You draw a card each turn, and you try to regroup them by game or by role. A quite interesting mini-game that reminds us of Tales of Vesperia and Tales of Xillia 2. Another optional event, “dangerous” battles (when you encounter two enemy symbols at once) sometimes lead to even more dangerous fight featuring rare monsters. The game also contains hidden islands interesting in one particular aspect : that’s the only place where you will be able to use your PS4 share. BandaiNamco unfortunately keeps that retarded mentality of denying player the ability of sharing their experience of the main story.

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Finally each character has his/her own sidequest in which you’ll have to revisit every town and every dungeon. Rokurô continues his quest for power by chasing powerful beasts, Magilou will organize comic performances, Laphicet tries to make a legendary elixir, Aizen is looking for present for Edna… More amazing still, Millia and Jude from Tales of Xillia will infiltrate Velvet’s world in a rather surprising form!

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Exploration is a little disappointment in Tales of Berseria. Level design is nothing special, and dungeons are significantly less interesting than Tales of Zestiria’s. Only one had you solve a real puzzle to advance, the only one that made exploration a little exciting. Graphically too, there’s no revolution in sight : still developing on PS3 at the same time, BandaiNamco keeps a worn out 3D engine. Characters still get beautiful models, animations and moves are precise and lively, but the environment around you looks mediocre at best. Dungeons in particular are seriously bland, and are direct copies of what we’ve seen in Tales of Zestiria. Only advantage of this new Tales of, teleport bottles can get you into town in a flash.

To conclude, still a fascinating Tales of to experience despite the somewhat flattish main story. Scenario structure, direction, cutscenes, characters and sidequests enrich the game experience more than enough to spend long hours of play. I still consider it a little less good than Tales of Zestiria because the battle system is not perfect and exploring not as interesting.

Sony, the total supremacy

 

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It’s over. Nintendo bought as much time as it could. The entire gaming world had hold its breath for months, but now everybody has shown his hand. The situation is clear, there is no doubt on the current status of the gaming market : Sony has achieved crushing dominance over its rivals. Nintendo Switch is weak, its line-up even more so and its so-called partners are doing nothing but lip-service. How did we get to that, and where are we going?

To find some answers, let’s first have a look to Famitsu’s top 100 chart, published in a recent issue. How can Switch seem so feeble when top ten rankings show Nintendo owning Japan? It’s very trivial : developers and publishers, unlike journalists don’t simply look at top ten. So let’s borrow their point of view and observe the top 50 (49 actually because of the title line) of combined SKUs. As usual, the sources are GAF, Vgchartz’s digital sales thread and Dengeki’s weekly rankings.

The first thing to notice besides the (deserved) domination of the superb Pokemon Sun&Moon, is that Sony now has a majority of games here : 29 PSV/PS3/PS4 games against 20 on 3DS/WiiU. If you look in detail, you’ll also notice that 9 out of 20 games on Nintendo systems are from Nintendo itself, whereas there’s only one first party game (Uncharted 4) in the Playstation best-sellers. Third parties have therefore a lot more business opportunities on PSVita or PS4 (knowing that PS3 is almost phased out). Another parameter of growing importance : the digital purchase rate is quite higher on Playstation platforms, around 10% (22% for The Division!). Digital reduces variable costs and improves the margin. Publishers love that.

Japanese publishers came to be wary of the 3DS/WiiU audience, hungry for kiddy games which is rarely what 3rd party developers want to do. A major part of the 3DS/WiiU best-sellers is aimed at children (but also at adults in the case of Pokemon) so Japanese 3rd parties naturally prefer addressing and older and more core audience, and that audience plays on Playstation. Best proof of that is Level-5 : hugely successful on 3DS with Yôkai Watch, the company didn’t go as far as announcing Ni no Kuni Revenant Kingdom for Nintendo Switch. As a side-note, observe that both Dragon Quest Heroes II and Dragon Quest Builders sold more than Dragon Quest Monster Joker 3 : Nintendo consoles are no longer the home of SquareEnix’s famous series.

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So what happened on 1/13? Everyone was hoping/expecting Nintendo to turn the tides with a flurry of powerful exclusives. That failed to happen, and it’s the direct consequence of what we’ve seen above. Big games are still pretty far away : Xenoblade 2 (splendid character design this time around) gets a vague 2017 and Fire Emblem Warriors looks like development has barely started (EDIT : it’s confirmed for fall, so things are looking up slightly). The launch line-up is downright ridiculous : besides Zelda Breath of the Wild and 1 2 Switch, some party game looking like the despicable Wii Sports, all games are ports from PS4. Nintendo has lost the initiative, they’re completely out of the race.

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The third party part of the conference is ice cold. Atlus quickly mentions a new Shin Megami Tensei project for Switch, but also confirms a 3DS one, just in case… As a consequence, the exciting Project ReFantasy must be for PS4. Many wondered what Nippon Ichi Software (whose clients have been Playstation players for years of not decades) could do on Switch, and the publisher answered by saying they were providing «serious» support. It so happens that the only thing NIS has in store for Switch is a Disgaea 5 port, that is to say their biggest commercial failure. Switch is not getting NIS’s brand new games The Witch and the 100 Knights 2 (PS4) or Exile Election(‘PS4/PSVita). Far from being serious in its support, NIS actually seriously makes a fool of Nintendo.

SquareEnix has more in the works. Dragon Quest XI for Switch is briefly talked about, and Dragon Quest Heroes I&II are confirmed as launch games. Then comes Octopath Traveler, a 2D JRPG very much like Grand Kingdom and made by the developer of Bravely Default (which confirms the latter as deceased). However, nowhere in the Famitsu article it is mentioned to be exclusive. A PS4 or PSVita port could come quickly. No other JRPG is scheduled for Switch, and that won’t come as a surprise if you look at the chart. In the top 50, major 3DS JRPGs (Shin Megami Tensei IV Final, Etrian Odyssey) are flattened by numerous competitors on Playstation platforms, including the disappointing Star Ocean 5 and the discreet World of Final Fantasy. The big names of JRPGs sell better on Playstation and 2016 showed that again : Persona 5 beats the series’ record and Tales of Berseria is more or less flat compared to Tales of Zestiria.

But the most embarrassing moment is when Toshihiro Nagoshi comes on stage. The director of Yakuza games faces the public, speaks a couple of gentle words on Switch and, probably too busy counting the hefty profits made from Yakuza 6 in Asia, goes back without any confirmation he’s working on Switch at all. Suda 51, columnist extraordinaire at Dengeki, doesn’t really ease the worries : Let it Die’s creator shows a random artwork of No More Heroes while speaking some strange monologue. All this sets the eerie impression that nothing is ready, that maybe nothing is really decided for Switch. Capcom, Nintendo’s most faithful ally, is a no-show. What happens to Monster Hunter 5 and Great Ace Attorney 2? Will Switch even get them? KoeiTecmo, besides working closely with Nintendo on Fire Emblem Warriors, has Nobunaga’s Ambition Power up kit and Romance of the 3 Kingdoms Power up kit (it weakest software) for Switch. Games like Ni-Ô, Dynasty Warriors 9, Blue Reflection, Musô Stars and Nights of Azure 2 stay as Playstation exclusives. Skittish Japanese publishers are actually avoiding Nintendo as much as possible, and it’s a complete disaster for Switch : as it is now, it wouldn’t even take one customer from Vita.

The West is the biggest question mark and a huge stake for Switch. Bethesda confirms Skyrim Switch, but the game is far from ready despite being out for PS4 and XboxOne. Comes Electronic Arts, whose representative looked like at a burial : FIFA Switch is announced, but we won’t see anything of it. Despite its continuous praise for Switch, Ubisoft is not at the event Still, it has some oldies to port on Switch : Rayman Legends (remember, that WiiU exclusive), Just Dance and Steep. Pathetic is the word, Nintendo’s new system is going to be smashed into pieces on Western markets.

Nintendo mentions more than 80 titles in development for Switch, BandaiNamco promised a Tales of at some point… Sure. Crysis 3, Ghost Recon Online and Alien Colonial Marines were to be released on WiiU too. Such titles had seen their development stopped the second their publishers realized the audience didn’t fit. At least this time, Ubisoft doesn’t go as far as announcing Ghost Recon Wildlands for Switch : history shows that it would have little success on that platform, provided it could run on it. You also have to consider the issue of a new console that is coming right in the middle of a generation, which had never happened before. How should developers react? They’re already working on install bases of dozens of millions systems where the business is flourishing. Why would they make extra effort, let alone exclusives for an underpowered system that has zero install base? From a third party point of view, it’s just money thrown by the window.

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Switch’s other problem is itself. The open world (although we’re not sure of that yet) in Super Mario Odyssey is ugly and full of aliasing. It looks terrible compared to Watchdogs, a nearly three-year old PS4 game, and it so happens that precise tech specs have not been made public. Surely are they as bad as the leak published by Digital Foundry. We can now be certain that the most ambitious PS4 games cannot be be ported on Switch : forget Battlefield, Read Dead Redemption or Mass Effect Andromeda. The share button exists, but the official site already tells us that some games will block the feature. Anyone who’s tried to save a screenshot in Pokemon Sun&Moon knows how much you can trust Nintendo on that subject. The manufacturer also indicates that game «generally» won’t be region-locked. I translate that by « some games will be region-locked and you won’t be able to play them on your EU system ». So in fact region free doesn’t really exist and all this looks like a mere PR stunt. The most striking point is the total lack of trophies : why would today’s gamers even want to play their games without a centralized achievement system?

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But Nintendo might actually be targeting another audience with Switch. The conference, for most part, was focusing on Switch’s biggest innovation : playing without screen. Switch players will be invited to face each other in party games in which the screen is accessory. Table tennis, Rock/Paper/Scissors game, boxing… Switch aims at local communities rather than at solo players. In the same way, Splatoon players will be able to gather anytime, anywhere to face each other in multiplayer. In other words, Nintendo is asking casual gamers to open their wallets again to avoid facing Sony directly. Future will tell if this audience embraces the concept and if it’s large enough to make a difference. Nintendo still believes in the miraculous game/idea that sells loads of system, but nothing proves that can still happen. Rare exceptions aside, whole librairies of games sell systems, and nothing else.

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What about Microsoft then? The American recently made the brilliant decision to cancel its most hyped exclusive. From that, it’s clear that Redmond’s firm lost its will to fight : they timidly recommend Sea of Thieves and Halo Wars 2 in replacement. At best Microsoft can cling to the second place and do business in Sony’s shadow.

Miracles exist, but Nintendo Switch will need a really big one to avoid critical failure after that poor reveal conference. Sony has now more than 50 exclusives and welcomes all the commercially huge multiplatform games that Switch won’t have. Sony succeeded in taking market shares while building a win-win situation with 3rd parties, something that Nintendo is unable to do. The Kyoto-based company hence ends up totally isolated and powerless to compete. The concept of an hybrid system is really attractive, Xenoblade 2 looks awesome but Switch won’t achieve much without a strong library of games. And as a matter of fact, Nintendo has no real ally at the moment. As it is, it can just satisfy Nintendo loyalists and casual gamers not yet addicted to Super Mario Run. What is at stake for the Big N now is whether it can keep its “big” for long or if it become a regular publisher, light years behind a leader even more hegemonic than in the PS2 era.

Review – Fate Extella

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Extremely large media mix IP, Fate has gone into anime, visual novels & mangas. But it of course doesn’t fail to visit the gaming business to meet the demand for more interactivity. So after Fate Extra and Fate Extra CCC on PSP, it’s the turn of Fate Extella on PSVita.

Fate GO, Fate Zero, Fate Extra, Fate Stay Night, Fate Apocrypha, Fate Kaleid Liner Prisma Ilya… Not always easy to get facts right in the sprawling Fate universe. The aim of Fate Extella is thus very simple : to offer an action game picking charismatic characters in all those sub-IPs so that fans can play as their favorite characters. Altella and Elizabeth come from the smartphone game Fate Grand Order, No Name Archer is well-known for being Rin Tôsaka’s servant in Ufotable’s anime adaptation of Fate Stay Night, and Nero & Tamamo come from the previous PSP games. In Fate’s lore, some humans called magi or masters can summon the spirits of past heroes, reincarnated into powerful servants. You are to expect the evil Roman emperor Nero as a extrovert Blond girl, Attila as a tsundere girl and, more in line with history, Alexander the Great as an old and bold king. That’s a total of 16 playable characters in Fate Extella, with both handsome men and sexy girls. So no one gets left behind here.

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Fate Extella’s story happens after Fate Extra and Fate Extra CCC : the Holy Grail War is over and your main character is already crowned king of SE.RA.PH, virtual domain set by the Moon Cell, itself a central system measuring and controlling activity on Earth. The main character first appears with his/her servant Nero Claudius, who de facto become regent of SE.RA.PH. Their reign however won’t be peaceful as Tamamo No Mae, another servant from the Holy Grail War, starts invading their territory.

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Altella, another spirit, will barge in this struggle to power not to conquer, but to destroy all. This particular event foretells greater trials for the servants, which go beyond the Holy Grail War. Each of the three has a team involving other heroes, so Fate Extella shares out good and evil a bit like Dissidia does for Final Fantasy. The player is invited to experience the story from the three different points of view, three alternate futures that shall lead to an ideal fate in the lovable true end.

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Likable on its principles, the story of Fate Extella is a little less exciting in the way it’s told : its structure is basically repetitive and vary only in the very last chapter, which is more interesting to follow. But before it, you can’t help thinking you’re doing the same game 3 times with 3 different characters. Note that purely narrative part are quite long (you often spend more time between chapters than playing) with lots of raw text in the middle of dialogs. In doing so, Fate Extella gets back to its roots of visual novel, even at risk of annoying players eager to enter the fray. It remains that those sequences have a strong poetic tone and excellent writing. A good read, but here again they could have made it more concise.

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Besides that, dialogs still a have a strong sense of humor : driven by their unstoppable love for the main character and their own rivalry, Nero and Tamamo will keep making a fool of each other or come up with hilarious strange words. Their behavior is clearly over-the-top and lives up to the craziest JRPGs. Strangely, this wacky talk balanced by very sophisticated language, with complex use of Japanese kanjis and rare vocabulary. Once more, the redundancy of situations can be boring.

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The combat area in Fate Extella is divided in several little sectors. The rules are pretty simple : you have to take a set number of sectors to make the boss appear. Once you’ve defeated him, the level is cleared. To make a sector your own, you first have to sweep dozens of basic (but sometimes threatening) enemies to make “aggressors” come down. Those much tougher entities are the guardians of the sector : you have to destroy three or more to secure the sector.

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But that is easier said than done, because the opposing side isn’t going to stay idle while you march on its soil. Foes counterattack at every occasion, harass your sectors relentlessly and can even invade them from afar by devices called “plants”. Those strange UFOs can indeed send enemy troops from and to any part of map. You therefore have to eliminate them in priority, even it that means going all the way to the other side of the map. Thanks to those powerful means, opponents progress very quickly and your sectors are in a constant state of hemorrhage. Besides, enemy heroes will regularly stand on your way, slowing you down. Fate Extella is an action game with permanent pressure, because you always play on the brink of defeat! The game won’t even hesitate to throw you on map controlled 90% by the enemy, where surrender is a question of minutes! Up to the player to rush towards key-sectors and unleash his fighting spirit. Sensation are guaranteed.

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Your arsenal of combos rely on variations of square and triangle buttons, a bit like Senran Kagura Estival Versus in fact. The good thing is that it ensure a good variety in gameplay while keeping the game very accessible. The same pattern being applied to every character, you can switch between stories without having to learn everything again. However, the three main heroines do have a fighting style of their own : Nero prefers shield/sword combos, Tamamo casts fire/ice/wind spells, while Altella boasts the most impressive combos with her polymorphic rainbow blade. To allow faster progression, each character has 3 trump cards.

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Extella maneuver is a series of blows targeting every foe in the vicinity : it’s useful to take out several aggressors at the same time. Moondrive is a transformation that makes you temporarily invincible and the hôgu, the most powerful capacity and the one that makes the most impressive cut-scenes, blows everything in a sector. Even if you master the use of those abilities, victory is far from certain but you do keep the experience gained after losing. This way, missions become gradually less difficult, so that no one gets stuck. The boss characters, of seriously dumb AI, are still extremely disappointing. On the minus side, changing characters in the story is very limited, since you can switch to the current lieutenant and no one else. A bit of variety would have been welcomed here.

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So we’re definitely happy to have side-stories for every character. «Story» might be a little exaggerated since the actual scenario is thin. Elizabeth’s stands out though, because her story is really fun and draws the best of her yandere personality : she will finally fulfill her evil ambitions and crush her rivals. This mode is a good occasion to fully enjoy the cast, not to mention that secondary characters’ movesets are as good as the main ones.

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Combos and skills are original and varied. Jeanne d’Arc for example fight with a spear with a large flag on the top of it, also drawing on her knight sword from time to time. The holy maiden however heavily relies on her hôgu, considerably more powerful than any other and which, reference to History, costs her one life. Seriously challenging, those side-stories are a clever way to enhance to general value of the game.

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If Marvelous’s technical mastery on PSVita needed further proof, Fate Extella is more evidence that the publisher take handheld fans seriously. Despite numerous elements and lot of movement on screen, the framerate knows no problem on PSVita. In fact, the game pixelates slightly to keep framerate stable at any time. A drawback for greater good, easily forgivable since character modeling is quite above average.

Fate Extella is a fun and intense action game making clever use of the series. With a rich array of characters and lots of storytelling, it adds a lot to the Fate universe and offers fans a thrilling way to experience the passion despite redundancies here and there.

Most anticipated games for 2017

Valkyria Azure Revolution (PSVita)

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I’ve been waiting for it a lot more politely” since the horrendous Autumn demo. The Action-RPG focus that has been reconfirmed doesn’t fit with Valkyria’s universe, and the battle system itself is fishy at best. Yet the prologue on PSVita was a little more satisfying, so maybe we can end up with a decent RPG of cool design.

Cyberdimension Neptune (PS4)

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The moment of truth for the Neptunia IP. Compile Heart took more than 1 year to think, work and offer us a game powered by Unreal Engine 4, which is a visual revolution. Still, little is known is this Action-RPG taking place in a MMORPG itself. We don’t know how the developers have calibrated fan-service and innovation, two key-elements to drive the series forward. The producers made very clear promises not to disappoint fans, so they better stick to it and avoid bland compromises this time.

NieR Automata (PS4)

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The demo was exactly what I expect from this game : precise and rich gameplay, Platinum touch in the camera work, an attractive main character, a intriguing world… March can’t come soon enough.

Nights of Azure 2 (PS4)

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Not especially a high priority until a few weeks ago, Gust’s next game suddenly made itself indispensable by its latest video. The least you could say is that there’s quite some “movement” here… Gameplay also looks like to benefit from dramatic improvements as the tag battle system seems quite lively with lots of charming allies. The developer was undoubtely right to postpone it.

Musô Stars (PSVita/PS4)

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How not to be excited when the spiritual successor to the excellent Orochi Warriors 3 Ultimate is almost within reach? For the first time, KoeiTecmo picks characters in all their IPs for a single action game. We’re therefore gonna be able to ease our stress on dozens of ennemies with unexpected dream teams involving Plachta, Oka, Kasumi or Marie-Rose to cite a few.

Senran Kagura Peach Beach Splash (PS4)

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Already called Splatoon PEGI18 by some, the sequel to Senran Kagura Estival Versus trades ninja weapons for water guns, in which you have fancy models like snipers. Takaki-san likes it wet (well, wet cute girls at least) and promise to deliver aquatic entertainment with a few surprises here and there.

Gun Gun Pixies (PSVita)

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While the general feeling of Cyberdimension Neptune remains shrouded in mystery, Compile Heart’s new PSVita exclusive is very clear from the start. Part of all the nice projects lately, Kochiwa producer presents a game close to action Netpunia U, with some novelty in the plot. You play as two very tiny alien girls whose mission is to infiltrate a girls’ domitory, which means a lot of private life scenes.

Blue Reflection (PS4)

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Boasting Gust’s most advanced 3D engine to date, Blue Reflection comes at us as a turn-based RPG featuring magical girls fighting dark demons. Like Persona 5, there will be lot of emphasis on spending time with classmates (including a clone of Hifumi, in a somewhat younger self).

Dungeon Travelers 2-2 (PSVita)

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Only game that ever had me shut down a handheld system in a hurry while I was commuting, Dungeon Travelers 2 had to reconfirm its direct sequel. It’s now official and the base scenario should keep providing juicy situations : the main character of the first game, Freid, has lot to the final boss and was turned into a insolent young boy. All the girls of the previous game have turned into demonic women. Let your imagination do the rest.

Wipeout Omega Collection (PS4)

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Quite nostalgic of the legendary futuristic racing game, the reveal of this ultimate collection at Playstation Experience was pure delight. I can’t wait to compete again on board those distinguished little ships for more speed, violent weapons and cool techno music.

Legend of Heroes Sen no Kiseki III (PS4)

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Falcom will need to be particularly clever if they want to justify Legend of Heroes Trails of Cold Steel III as a PS4 exclusive. Graphics are barely sharper so no one will believe that a Vita version wasn’t possible at this point. Despite Altina’s already confirmed return, believe me that I’ll be extra harsh on this.

Final Fantasy XV (PS4)

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Yes, I’m still waiting for Final Fantasy XV. The game released end of November isn’t FFXV, because it fails to comply with basic rules of FF. No choice but to wait until Hajime Tabata fixes his mess by eventually offering a more compelling experience, with an enhanced narrative and more playable characters.

Dragon Quest XI (PS4)

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While FFXV has seen rampant westernization, Dragon Quest XI is so faithful to its roots that I’d want to hug it. Here’s what I call a JRPG cast with varied styles of characters, and the first trailer clearly shows it will remain true to its genre.

I’m also eager for Ni no Kuni Revenant Kingdom (PS4), Gran Turismo Sport (PS4), Itadaki Street (PSVita), Tekken 7 (PS4), Gravity Daze 2 (PS4), Happy Manager (PS4), Final Fantasy VII Remake (PS4).

My games of the year 2016 (GOTY 2016)

Best Action game

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God Eater 2 Rage Burst (PSVita/PS4)

Without a natural leader like Bloodborne last year, hard to choose between the three great ones today. But God Eater 2 Rage Burst somewhat stands out, because of its memorables momenta and heated battles. Full of adorable characters and playable in coop, it goes well beyond the hunting genre to become a great saga.

Runner-up : Fate Extella (PSVita) & The Division (PS4)

Best Shooter

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Battlefield 1 (PS4)

In Spring, I would have bet anything on Overwatch for this title. But that was underestimating DICE’s efforts to make Battlefield not only innovating by its theme, World War I, but also a thrilling sniper experience thanks to the best TDM maps since I know the series. The remarkable atmosphere and the gorgeous graphics are just the cherry on the cake.

Runner-up : Overwatch (PS4)

Best Strategy game

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Kan Colle kai (PSVita)

Kan Colle kai is the new Advance Wars. The addictive management of units and the desperate defense of positions brought me tears of joy when the final trophy popped. Gifted with rich and unique design and having a game system as enjoyable as Pokemon plus outstanding challenge, Kadokawa’s game is one to remember.

Runner-up : Pokemon Sun&Moon (3DS)

Best RPG

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Persona 5 (PS4)

Persona 5 being my first «true» Persona game (after Persona 4 Dancing All Night last year), I hadn’t how massive this series was. And here it is, the hype is 170% deserved, because Persona 5 is an RPG like you seldom see. Great narrative & characters, fantastic combat, dream-like design, deep game system, overflowing content… the new King of JRPG is here!

Runner-up : Tokyo Xanadu (PSVita)

Best puzzle game

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Rose and the Old Castle of Twilight (PSVita)

After a superb Yomawari, Nippon Ichi Software is at it again with Rose and the Old Castle of Twilight. Not adventure this time but pure a 2D platformer featuring lots of puzzles for hours of intense brainstorming, with far better controls than The Firefly Diary.

Runner-up : Ace Attorney 6 (3DS)

Best Sountrack

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Hatsune Miku Project DIVA Future Tone (PS4)

The tracklist in Hatsune Miku Project Diva Future Tone speaks for itself : in the 228 tracks, you’ll surely find dozens of your liking. Every J-pop style is widely represented, with a lot of novelties compared to portable Project Diva games (Hôkai Utahime, Gothic and Loneliness). Yet this PS4 game also features classics like Remocon or Envy Cat Walk.

Runner-up : Hatsune Miku Project Diva X (PSVita/PS4)

Best graphics

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The Division (PS4)

Open world of impressive scale, The Division is visually the most striking game I’ve seen this year. Ubisoft re-created New York with great realism and the post apocalyptic touch makes it an immersive experience.

Runner-up : Battlefield 1 (PS4) & Hatsune Mike Project Diva X (PSVita)

Best innovation

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Overwatch (PS4)

When Blizzard does something, it rarely fails. Overwatch is a competitive FPS like you’ve never seen before. Close to an RPG by its characters and skill mechanics, it allows for a great variety of gameplay blowing everything else in the genre. You’ve got an innovative set of roles like defenders (D.Va) or support characters of which the recently added grandma Ana is a stunning example.

Runner-up : Mary Skelter Nightmares (PSVita)

Best narrative

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Persona 5 (PS4)

Persona 5 is the master of suspense and intrigue. The passion in those personal destinies, the will of the characters, the bond uniting them, all this conjugated with the onimous plot set by wicked elites is a delicious cocktail that you keep pouring during dozens of hours.

Runner-up : Tokyo Xanadu (PSVita)

Best atmosphere

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Rose and the Old Castle of Twilight (PSVita)

Nippon Ichi Software is at its best when creating dark and crooked universes. Rose and the Old Castle of Twilight is no expection and delivers gloomy art that chills the bone : blood, death and despair are the key elements here. The developments, the very logic of the game and the touching conclusion make it emotionally beautiful.

Runner-up : Battlefield 1 (PS4)

Best design

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Kan Colle kai (PSVita)

While Persona 5 sure blows things out in terms of design, I might stick to Kan Colle kai for this one. Really unique concept with risqué fan service included, Kantai Collection does a great job drawing friends and foes, and decorating your HQ is a lot of fun too.

Runner up : Persona 5 (PS4), Mary Skelter Nightmares (PSVita) & Pokemon Sun/Moon (3DS)

Best game you might never play

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Kan Colle kai (PSVita)

I’m actually pretty sure you won’t play Kan Colle kai, unfortunately. Kadokawa has already announced that the game would be pulled back from shelves, further evidence that relations with the IP owner DMM.com aren’t exactly easy. You still have a few weeks to order an import version and a fat kanji dictionary with it.

Runner-up : none

Most disappointing

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Sword Art Online Hollow Realization (PSVita/PS4)

You’d need to be really incompetent or seriously cynical to keep this unwanted «title». Mr. Futami Producer of Sword Art Online games, must be this kind of guy. Incapable of keeping the progresses made in Sword Art Online Lost Song, he’s badly rehashed Sword Art Online Hollow Fragment with Sword Art Online Hollow Realization : romoved playable characters, boring linearity, thin storyline, outdated engine… everything indicates he wanted to maximize profits by minimizing efforts. This logic seems actually be going on with Sword Art Online vs Accel World, the first screens of which are horrendous. This time, my money will go the more capable and ambitious developers.

Runner-up : Summon Night 6

mini Platinum-trophy Game of the Year

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Persona 5 (PS4)

mini gold trophy Kan Colle kai (PSVita)

mini Silver_Trophy Rose and the Old Castle of Twillight (PSVita)

mini-bronze_trophy Tokyo Xanadu (PSVita)

Review – Persona 5

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N.B : Pictures for this review were taken from the trailers and by taking photos of my screen (see last paragraph). Sorry for the lesser quality.

You have been betrayed. Here’s how Persona 5 starts : roughly ¾ of the game is a flashback telling how the main character, whose code-name is Joker, falls in the dire situation he’s in immediately when the game starts. The tension hence rises from the very start, foreseeing the mastery in which this fifth tale will be told.

The main character in Persona 5 is originally a quiet young man, but gets himself involved in a criminal assault case and gets the blame pinned on him. Released on bail, he must pursue its studies at Shujin high school without crossing the red line again to clear his record. He lives in resentment until being magically warped at night in the Velvet Room, supernatural place where a fishy character called Igor gives him superpowers. Joker can now jump in the unconscious of the most dangerous villains and force them to confess their crimes. Driven by the hatred of the man who had him wrongly accused, Joker establishes with his classmates Ann and Ryûji the kokoro no kaitôdan, a group of thieves who steal the unconscious to bring justice.

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In Persona 5, the time is limited : the story lasts for 1 year in the game or so, and every dungeon will have to be cleared within 2 or 3 weeks, one day passing each time your enter a dungeon. Your target’s unconscious takes the form of themed dungeons, such as a casino, a museum, a castle… the goal being to steal the treasure hidden at its center in order to make the criminal spill the beans. You’ll therefore have to progress in the dungeon little by little, one day after another, taking advantage of safe rooms which work as checkpoints where you can teleport once you’ve unlocked them. SP (skills points required to use magic or various capacities) are the limiting factor : when you run of it, you can’t attack efficiently nor can you heal yourself. That would be the time you go back to reality and aim for a fresh start another day. There are items to recover SP while in a dungeon, but they’re extremely rare and believe me, you’d prefer saving them for the last battles.

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The level design of those dungeons is quite good, especially the museum where in one sector you need to find your way from painting to painting, or also the casino which makes a clever use of the theme of gambling. Moreover, you’ll come across various puzzles, switches, slots machines… lots of original ways to keep high interest and enjoyable brainstorming in exploring the places. A small word on stealth : the game system will ask you to take ennemies by surprise. If you don’t, the alert level of the dungeon will rise and shadows (name of the monsters in Persona) will become stronger. Persona 5 being no Metal Gear Solid, this aspect is fairly minor as shadows can’t see very far. There are plenty of hiding spots so taking your foes by surprise is never difficult. In my walkthrough, alert level has never been a problem.

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Fights are turn-based in a classic way. The point is to make the best use of your skills and magic to strike the enemy’s weak point, and support magic is also key to victory. There are a dozen of different elements to choose from and when you strike with the right one, it’s stunned and your character can play again immediately : that’s called the one more”. With that system, you can end the fight more quickly and therefore save your precious SP. Better still, when all enemies are stunned, your enter the negotiationphase. One shadow will ask you a series of stupid questions (like my girlfriend is waiting, can I go now?”). If you find the series of answers that pleases it, it will either abandon the fight or join you as a new persona.

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While Joker’s companions have a set persona of their own, himself actually has access to a set of personas. He can welcome the shadows obtained by negotiation, and those can be merged to give birth to even more powerful personas in to keep Joker strong. Personas have their own weaknesses so your characters can be victim of a one more from an opponent. Then you must carefully choose the personas you will equip Joker with, because any KO of him means game over. Joker must have a range of varied personas in order to strike every possible weakness or withstand difficult encounters. You can also strengthen an existing persona, which makes it possible to keep your favorite ones (I did the whole game with Genbu, a shadow showing up in the very first dungeon), or even merging via internet to get personas that you might miss. There are dozens of different personas in the game, and their management is a tactical choice that makes Persona 5 rich in terms of battle strategy. It’s almost like Persona 5 was including a whole Pokemon game in itself.

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As for secondary activities, Persona 5 here again is insanely rich. Base-ball, fishing, retro gaming, small jobs, fitness and even a series of crosswords (very hard in Japanese, trust me). That of course isn’t the full list, but every of those activities serves one purpose : increasing Joker’s human qualities : dexterousness, kindness, intelligence, charisma, guts. Those statistics will allow you to deepen the bonds with other characters, playable or not. Persona 5 indeed makes you meet numerous NPCs with their own substory. Elegantly represented by tarot cards, those partners will bestow you useful passive skills : pre-emptive gunfire, negotiation assist, cover, healing bad status, allowing a ally to play one more turn… Those cooperations are of critical importance to your adventure : I think the game would have been 3 times harder without Hifumi or Kawakami.

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Persona 5 regularly features school part, where Joker is unlucky enough to be tested by the teacher every single morning! Teachers who are absolutely remarkable characters with their exuberant design and their hilarious behavior. That’s where Persona 5 turns into a gold mine of general knowledge, because you’re asked cranky but yet very interesting questions. Which quantity of gold has been extracted since its discovery? Where in Japan can you see the sun first? Which is the density of stars in the universe? All those are of course trick questions but you’ll amazed at the number of astonishing truths they bring ! Geography, history, biology, technology, etymology… everything’s there and the game will test your memory in written test that deal with the same topics from a different angle. A game within the game, another one.

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Contrary to others JRPG far less polished (or not finished at all), Persona 5 takes geat care in managing its characters and the balance of the narrative. The formation of the party is very progressive, with one new character every 10-15 hours or so. Each of the 8 playable characters has thus ample time to be well introduced with a whole chapter to know their past and goals. You come to know them all, and reject none. The members of the kaitôdan show strong cohesion and draws the player’s sympathy like few RPGs do. All that is of course illustrated by numerous cut-scenes and dialogs that create a strong bond between the character, hence a growing emotion until the beautiful ending.

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NPCs also have a story of their own, with here again the same eagerness to know more and the tension when it unfolds. The only disappointment in terms of characters is Futaba being locked the traditional navigator” role, so not playable. I think this artificial role should be removed because it leads only to the misuse of a excellent character. By the way, her commentary is far less good than Morgana’s.

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But Persona 5’s true genius is its ability to handle humor and suspense at the same level of awesomeness. Atlus has cooked us a real treasure of humor with loads of hilarious exchanges between the characters, surprise effects like in Futaba’s chapter. Let’s also mention the negotiations with the shadows, because Joker’s scathing answers are truly delicious. Dubbing, while far from being extensive, is lively. Voice actors and actresses inspire an original personality to each character : Morgana’s tone is over-the-top, Futaba speaks real fast which gives away her otaku life bent on her computer, and Joker rarely speaks but his lines in combat mark his strength as leader. Atlus did a critically right choice in snatching those original voices.

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But Persona 5 is also the master of suspense thanks to an increasing tension in its main story. The kaitôdan‘s breakings happen as cases of dementia and suspect deaths become a major worry for the country. You come to understand fairly quickly that high-ranked individual are acting behind the scenes are plotting nasty stuff and the heroes will have to deal with increasingly formidable opponents. The game has a strong Death Note taste in itself with Akechi Gôrô, a young and brilliant detective that appears to have strong leads in its investigation against you. The story parts involving this character are almost as good as Takeshi Obata’s manga. Atlus won’t even hesitate to place bad endings, or scenes that are false endings the keep the pressure on the player, whose feelings become mixed between passion and fear of what can happen. Persona 5, it’s also equally tricky and epic fights, boss streaks that will drive either to madness or ecstasy, challenges as unexpected as exhilarating, and of final boss of a magnitude and complexity you’ve not seen since a while. Impossible to fully translate in words what came into my head while experiencing such memorable, such perfectly designed direction and challenge.

Persona 5’s main scenario has also a moral sense in the way it illustrates a generation gap : the one of the post-war economic boom and Japan’s Lost Generation, where greatly enriched adults, blinded by power and money, looks down and the young and refuse to pass the baton. The kaitôdan symbolizes the will of young people to break outdated rules and rebuild a fair society. There’s indeed between the lines a criticism on a disillusioned society, people unwilling to take a stand and hiding in the comfort of bestowing the power to unscrupulous elites. The heart of the problem raised by the story is about the capacity of mankind to fulfill its destiny… or not, and Persona 5 has some brilliant allegories.

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From a technical and artistic point of view, the game is still very good, but uneven. Let’s say it straight, Persona 5 on PS4 doesn’t seem to look any different from a PS3 game, the character modeling for example being mediocre at best. A close sight to the main characters clearly show 3D models far below what we could see in Tales of Berseria one month earlier. The dungeons fare better but aren’t ultimately impressive, despite some cool style, especially in the casino where cards are litterally raining around you. Animations on the other hand feel much richer and more detailed, like critical blows and other funny gestures.

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No objection still on the general design, which is the most groundbreaking in ages of JRPGs : high-end menus make it pleasure just to open them, personas are very cool too, character design almost always finds the right tone… Music is divided between somewhat bland melodies in the real world (the theme in Joker’s room is downright annoying), vigorous themes in dungeons and fantastic battle music. The tracks called Big Boss and Will Power are masterpiece and should be treasured for eternity. In the end, Persona 55 has only one true drawback : it’s hostile to freedom. No PS4share, no screenshot is allowed to come out of your adventure. Atlus denies the fundamental principle of the PS4, and the players’ freedom to share their experience. If the kaitôdan really existed, surely would they visit its totalitarian publisher.

Persona 5 lasted me 134 hours, it is the longest solo game in my carrier. Better still, those are 134 hours without any artificial filler, because many shortcuts prevents the waste of time. 134 hours of fully dense and intense JRPG, with always a whole range of possibilities. Persona 5 is a JRPG like you don’t see every year.