Review – Nights of Azure 2

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Nights of Azure 2 bears a strange relationship with the first one. It begins the exact same way : Aluche is granted the title of Templar and her first mission is to escort priestress Liliana to where she will be sacrificed. As you could guess, Aluche is not too hot about letting her childhood friend die like this, even if that’s for the sake of saving the whole world from the wicked Moon Queen. From there, Aluche decides to disobey the Church and will seek to eliminate the Moon Queen all by herself.

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Fans of the original Nights of Azure might be taken aback by the storytelling here. Because while Nights of Azure 2 tries to mimic its prequel, it’s surprisingly disconnected from it. The story of this second installement does a awful job at explaining the links between past and present : where the heck does the Moon Queen come from ? How did Arnice turn into a enemy ? Is there a reason why Camilla’s last name is Alucard ? Numerous questions raised by the story aren’t properly answered in the narrative, which is frustrating at best. You even have to look into the encyclopedia within the game to get essential details.

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Actually, the narrative in a whole is one giant mess with big holes and almost no plot (the real one). In the end, the story is nothing more than « search & destroy the Moon Queen ». Every other story element is blatantly underused : the Rurud Order, some big organisation supposed to compete with you, doesn’t do a thing. The Church has almost zero screentime whereas it was a the center of the intrigue before, and your allies’ indentity and personality lack details. If you liked the subtilities of Nights of Azure 1, I regret to inform you that it will be a distant memory here. That said, I did feel some good storylines like for example the relationship between Aluche and Myuvel, but here again everything happens so fast that it can’t be felt epic or emotional. It would have needed far more background/cutscenes to feel truly great. With approximately 20 hours to clear it, Nights of Azure 2 looks simply too short to tell a proper RPG story.

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Very limited in its main story, Nights of Azure 2 tries to make up for it with substories for each secondary character. Aside Liliana, you can date 6 other girls. I say « date » on purpose because while it’s a little exaggerated, the theme of the series still lies in the yuri, that is to say the attraction between women. That’s a bit new because the previous one was centered on Arnice with somewhat little relationship feature. You will thus be able to progress on any of your buddies’ own story by completing the quests they propose. Nothing fantastic, because it will always be matter of taking the girl with you to slay some demons or lead her to a certain location. Eventually meaningless in terms of gameplay or experience, as you’ll quickly be sighing over the abysmal dialogs. As said before, all this lacks a whole prologue dimension and much better writing to be efficient.

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In terms of gameplay, you’ll find again combos mixing square and triangle buttons, like in the first one. There are a tad more variations in this sequel, so a slightly richer action part. Buttons are customizable if you need to adapt the controls to your habits. The player can still use other weapons : the two-handed sword, the cristal sword, the great shield and the mirror shield. This part is fairly underwhelming, as both swords and both shields perform identical moves. Worse, the weapon-changing system is blatantly unconvenient, which prevents you from having fully access to those powerful great swords. Again, a significant step back from the first one. And the big problem remains : your blows still lack a sensation of impact or power, making battles very slack. Even boss fights were uninteresting, whereas they were absolutely great with Arnice.

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The big new thing of Nights of Azure 2 is tag battle, because you’ll always have one of the girls as ally when going into dungeons. Each of them has her own personal abilities, focused on attack or defense. Liliana for example can revive Aluche from KO, useful when you consider the cost of losing in this game. She can also boost attack status for a few seconds. More offensive, Veruschka can kill an enemy in one blow or cause damage on a wide area. There are also two gauges that allow super abilities known as Double Chase and Lily Burst, two types of combined attacks that deal maximum damage.

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The world of Nights of Azure 2 is composed of several dungeons themselves divided in very small sectors. Those ones are rather flat and empty, except for some various traps not so dangerous anyway. A pretty much uneventful progression and poor level design that doesn’t live up to the architecture of the first game. The time you can spend outside the hotel is still limited to 10-20 minutes depending how far you’ve developed Aluche’s status, but the huge revolution here is that you also have a limitation in terms of days, exactly like in an Atelier game! Every sortie costs you one day, symbolised by moon phases : if the moon gets fully dark, it’s game over. A little bit of organization is therefore essential on who you take with you and where you go, especially if you intend to complete character routes. You also need to fight well, because every KO brings you back to the hotel.

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Fortunately, each main boss you defeat rewinds the Moon phases, and in the worst case scenario you can always redo the whole chapter. The problem is that unlike Atelier, the schedule is kinda tight and getting to maximum friend level is difficult at first. Unless you know the conditions for good end in advance, the game sends you straight to bad end.

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Nights of Azure 2 brings back the Servants, those friendly monsters helping you in the fights. But here again Gust made radical but unappropriate changes. First, you now only have 2 Servants following you, whereas in a previous game you were allowed to bring as many as 4 groups of 4! The monster deck is of course no more, and the entire strategic side of the feature has vanished : no way to form tactical groups like before. Servants also have new roles : remove obstacles on your path or turn themselves into weapons for Aluche. Servants are hidden in some places on the maps, often in a blocked path. So in order to secure all the Servants, you need to permanently have with the Servants that can clear the path, which makes the others pretty much useless. It’s especially annoying in terms of weapons, because you’ll almost never bring the Servants that transform into the weapons I mentioned earlier. Hence you’ll rarely have the occasion to use them. Another consequence of all this is that Aluche can’t transform like Arnice did, another key feature of Nights of Azure that has been sadly ditched here.

Nights of Azure 2 Camilla

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In a trailer published early July, Gust underlined that they had made considerable effort to improve PSVita version (although they probably knew it would never reach the West). Indeed, there is a huge leap in graphics and modeling, it’s even pretty neat. But you still have to expect far less good frame-rate and hiccups. Lightning effects are reduced among other drawbacks, but it runs well enough to ensure confortable sessions outside. Ironically, Nights of Azure 2 represents the improved PSVita version of a game itself in sharp decline.

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On PS4, you’d expect something a lot more beautiful, but it’s not always obvious. This home console version is quite close to the portable one on certain cutscenes, to the point you’d come to wonder if it’s the PSVita doing a record best or the PS4 being low quality. I would tend to think on the latter, because despite much more good-looking fighting (numerous effects during attacks, etc.), aesthetics go from correct to subpar. This is when you realize that in promotion videos, Gust had been using mostly pre-rendered cutscenes! Not very fair… In real time, modeling is average and facial expressions non existent. In terms of graphics or animation, Nights of Azure 2 on PS4 is not even remotely close to Blue Reflection, a game released six months before by the exact same developer.

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But that’s not the end of it because the game crashed on both systems, and includes numerous annoying sound bugs : voices and sounds effect are time to time inaudible in battle. The sound environment wasn’t very good to begin with, because of the blatant lack of lavish sound effects in battle. The soundtrack will partially make up for this, with orchestration is still great in every possible tone. Then a question needs to be raised : was it relevant to develop 3 versions of Nights of Azure 2 at once, especially when you know that PS4 version alone accounts for more than 60% of total sales in Japan? This latest Gust title has all the symptoms a of rushed product lacking a compelling story and decent polish. We’re glad to get swimsuits for every character, but having a complete experience along with them would be nice.

Nights of Azure 2 is a disastrophic sequel any way you look at it. The delay didn’t help the slightest. Far from living up to the first one, Nights of Azure 2 is nothing more has ruined gameplay and a story in shambles. By releasing such a poor product Gust and KoeiTecmo deal a fatal blow to a promising franchise. Both publisher and developer should rethink the way they’re doing this, because it would be unacceptable to see Atelier Lidy & Soeur suffering from such pathetic development circumstances.

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Review – Blue Reflection

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What would happen if you gave more power to illustrators than to game’s directors? Blue Reflection gives a glimpse of the answer to that ludicrous interrogation, because the keyman of Gust’s JRPG is no other than Mel Kishida, the brilliant designer of the Arland part of Atelier games. Can the man lead Gust to success once more?

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Hinako is discouraged : her dream of becoming a professional ballet dancer gets shattered when she suffers an incurable ankle injury. Wandering like a ghost in her new school, she’s bewildered when she realizes she has the power to enter her classmates’ mind to relieve their anguish. She’s a magical girl : she transforms and wears a frou-frou dress, gaining some magical abilities in the process.

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Brought along by her magical girls comrades Yuzu and Raimu, Hinako will pursue this “career” for a reason : her dearest wish will come true when she achieves final victory against the genshu, demonic creatures at war with humanity since ancient times. Her dialy activities will always be to walk around within the school and help anxious pupils. Each time, the three heroines will be sent in the Comon, spiritual world built by the collective unconscious, a bit like the Mementhos in Persona 5. There, the game will simply ask you to defeat 1, 2, 3 or 4 enemies of the same type, or collect fragments here and there in super tiny maps. Sadly, it never gets more elaborated than that.

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Blue Reflection is a turn-based JRPG, with a timeline on which the order of action of all characters and enemies is displayed in real time, like in Child of Light. Combat has 3 parameters : HP, MP and Ether. While the first two are well-known, Ether is the big particularity of Blue Reflection and does a lot of things. For example, Overdrive allows one of the girls to use several skills during the same turn, dream-like capacity because you can attack and heal in the same time.

Blue Reflection mission

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By clearing secondary quests, you’ll be able to obtain fragments. The magical girls can equip those fragments and affect them to one particular skill in order to maximize their effect : better healing, absorb HP/MP or boosting attack power when Ether reaches a certain level (50, 40 or 30%). Those fragments work like passive abilities in Atelier, and thus allow you to build a general strategy, although less precise.

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But the biggest innovation in Blue Reflection is undoubtly the Active Command. Between turns, you’ll have 1 or 2 seconds to hit one of the direction buttons, each of the 4 having a different effect. By keeping it pushed, you’ll boost defence, speed or heal the girls, but your Ether gauge will be depleted fast! Ether management is thus the cornerstone of the game, and you need to keep some characters in defence so that your Ether never dries up. Given how fast-paced it is, it’s dynamic enough to liven up boss fights.

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Like Persona, Blue Reflection includes many secondary characters who can be invited by Hinako for a chat or a stroll in town. The game laso features a friend level for each girl which greatly depends on the answers you give, so there is a little yuri sim aspect in it. The problem is that unlike Persona, the girls in Hinako’s high school aren’t very charismatic in general, nor do they have a solid background or a strong personality.

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The only exception to that was Yuri : gifted with off-chart IQ but suffering from a rare syndrome, she was by far the funniest characters and had the most touching story. I barely remember the others (maybe Shio and her bizarre humor) since their personality traits were thin. Voice acting was almost non-existent, which is a big mistake in this type of game. Reading all that leads to boredom and fatigue. Blue Reflection really would have needed that investment so that school life feel more lively and the characters more convincing.

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On the plus side compared to Persona, the allies are with you during the boss fights. You can call them quite often and they show up in a funny little animation, granting immensely useful effect to your party. Those girls can attack, heal, resurrect, boost your stats and refill your Ether gauge! They also react to the evolution of the fight : they run away when they’re afraid that the boss might win, and they come back when you take the upper hand. It’s pretty enjoyable to have a real integration of secondary characters in gameplay.

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Boss fights are the strongest aspect of Blue Reflection because they’re super well directed. At each key moment of the story, gigantic genshu will advance on the school to wipe it out, like Evangelion’s shito. The giant creature actually progress during the fight, and if it reaches our line of defense, it’s game over. As it gets closer, music changes, the facial expression of the characters also.That is extraodinary direction, in particular in the cutscenes that come just after, in which Hinako deals the final blow in pure magical girl style, living up to the best animes in the field. Very cool moments visually speaking but unfortunately the story fails to renew itself and find a new stage.

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Those fights are rather long and complex because bosses have numerous parts that regenerate all the time : you need to manage your offensive to keep to parts in check, because they attack you too! Despite all that, battles are a bit simple, as the game is in a whole. Even difficult mode won’t resist very long to veteran JRPG players who’ll master the use of fragments and Active Command. Blue Reflection is in fact a light experience in terms of gameplay : no game over (except in boss fights), experience comes from completed quests and not from battles, and fighting in the Comon becomes soon tedious.

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Blue Reflection is thus better felt by your eyes than by your hands, the 3D engine having been tailor-made for that. It’s astonishingly beautiful, so much that Blue Reflection feels like being that game passing the baton between PS3 and PS4. Not only for Gust who clearly here went to the next step, but also for the all the developers of similar scale who now have to keep up. The world in it may not be very large, but 3D modeling totally lives up to Mel Kishida’s wonderful designs, and battles are just breathtaking. Lightning, shading, reflects, textures… Blue Reflection sets a new technical record in everything. And that’s not all, because interface, monsters and bosses are classy. The illustrator certainly did a great job in supervising all this.

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The PSVita has been somehow correct and I played via cross-save to the very end. Graphics were perfectly good in handhelds terms, except some really ugly decors here and there. The only issue was frame-rate during fights because there were significant drops when using flashy skills. It doesn’t replace the PS4 version of course since the interest lies in graphics, but it was cool in order to progress a bit on the go. Nothing at stake here however, since KoeiTecmo Europe abandonned the Vita overnight after years of boasting their support to the system. Sad but business is business…

Blue Reflection is a fetish-centric game. This had been suggested during the initial teasing so that shouldn’t come as a surprise. The extra care given to the graphics serve a purpose, which is staring at gorgeous bodies and sexy costumes from every angle. Funny enough, choosing the option “streching exercises” leads to a pool event with 100% probability! There are plenty in the same fashion, including showers, dressing room, drenched clothes, etc. The swimsuit (additional costume to wander in the school) was even offered as preorder bonus for every character! Clearly Blue Reflection sells its fan service and does it well.

Frankly, Blue Reflection is average as an RPG. This is what happens when the designer grows more important than the producer : the game is a great visual experience, but isn’t great in its writing or in its gameplay in a whole. You can feel that KoeitTecmo didn’t fully invest in it and that doesn’t help. It’s like a art gallery, some parts are good, some aren’t. Personally I was rather satisfied with it despite the drawbacks, given the art/graphic qualities, and Yuri’s part which was definitely memorable.

Review – Accel World vs Sword Art Online Millenium Twilight

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After the considerable disappointment experienced with Sword Art Online Hollow Realization, I had stopped believing in BandaiNamco’s capacity to make something good with Dengeki’s famous IP. The choice of Sword Art Online Lost Song as base was more reason to skip Accel World vs Sword Art Online. However, Japanese articles ended up showing some attractiveness in it, which proved to be true.

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Forget your desire for an epic story : this one is again quite badly structured or written. It starts as a masked witch calling herself Persona Vabel gatecrashes Alfheim Online. Nothing big, you might think, but the damsel actually comes from 1000 years in the future and makes eras collide in the process. Vabel doesn’t stop here and kidnaps Yui, whose removal, she thinks, will lead to a brighter future.

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As you’d expect, Kirito and Asuna fly to rescue their daughter. Problem is that the game is a complete mess as it merged with the Accel World universe, whose characters starts coming one after another. Kuroyukihime and her pals will soon cooperate with Kirito’s group : like in Professor Layton vs Ace Attorney, the VS” is just for show. The real snag is that the distortion also invited Accel World’s villains, who will block your path in every possible way.

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But that leads to a very long secquence in which nothing really happens : 30 hours of eventless exploring and fighting on 40 in total. Besides, numerous events feel unclear without a certain knowledge of Accel World’s scenario, and it’s not re-explained as you progress. You do have to wait the very end and the ultimate truth about Vabel’s identity to experience a SAO-like narrative. The ending is pretty much inventive and somewhat moving, but that’s little in the whole adventure.

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While the main story is uneven, the side events in Accel World vs Sword Art Online are a lot better than before. First and adding to Persona Vabel’s identity, it leaves quite interesting hints for future developments, particularly in Yûki’s case because her destiny might change considerably in this gaming non-canon part. The second point is that character events are a lot funnier and feel newer because Accel World brings characters with personalities as eccentric as their outfits : Kuroyukihime has a bust size complex, superior beingMetatron keeps looking down and shouting at you, and Ashe Roller’s true self is a memorable laugh. SAO characters participate to the fun no less, with more wacky humor and less of the childishness Hollow Realization kept imposing us.

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Jokes also becomes quite lewder again, fan service aspect which had progressively disappeared and that we have been missing since Hollow Fragment. Renewed fan service and better sides events lead to more enjoyable artworks : nearly all of them are great (kinky or not). The side content of Accel World vs Sword Art Online hence was made a lot spicier for the core fans to throughfully enjoy the game between gameplay phases. This episode contains a few real time cutscenes, but no more anime-style ones. The 3D looking cheap on PS4, this is actually a lesser experience. As we’re talking about side content, let’s stress that there are only 2 sidequests, which weren’t very great because they rehash the same bosses/fields on uninspired writing. You do have the usual hunt/fetch quests : nothing fantastic but it’s always nice to complete them while leveling up, and there’s a nice trophy as reward.

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The publisher doesn’t hesitate to brag about the record number of playable characters in this episode. DLC taken into account, that makes 44 characters available in the game in a whole, that is to say… 44 times more than last year’s game ! Undoubtly an excellent decision… And that’s not meaningless PR talk because each Accel World character has a unique fighting style, while SAO characters still see their actions determined by the weapon they use (plenty of them by the way, including the bow this time). Blood Leopard for example transforms into a crimson beast to tear up enemies, Aqua Current has a variety of water abilities, etc. Those moves are thus extremely varied. Customisation is different too : you have to collect BP & materials to improve their attack stat, and acquire external modules to add various status effects. Accel World characters cannot fly unlike the others but are a lot quicker and agressive on the ground. The complementarity of gameplay of this cross-over is an outstanding success.

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As for your usual SAO characters, you’ll find the same aerial gameplay you had in Lost Song. It’s still far from perfect especially in getting the right height and managing distances, but it does benefit from magic spells to make it more RPG-like. Accel World vs Sword Art Online also adds a certain number of ultimate moves, like, much to her fans’ delight, Shinon’s sniper rifle. Last innovation but not the least, Skill Connect allows the player to chain several abilities, which deals 10% more damage each time you do it (a bit like in Star Ocean series). Slowly but surely, BandaiNamco is delivering deeper combat in SAO games.

Alas, Accel World vs Sword Art Online inherits the terrible animations that were in Lost Song. Characters are stiff and battles end up a bit dull despite the effort put on more dynamic super moves, some of them meant to be impressive. Small consolation within a dated technical showing. On PSVita the frame-rate is so bad that I ended up dropping that version entirely. That’s too bad because character modeling was good on the handheld.

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On PS4, it can be considered okay at best : some characters are prettier than others, one field is significantly more detailed and good-looking, but we’re still talking about a slightly enhanced 2-year old PS3 engine. The most annoying aspect was difficulty balance. The main story is quite easy but postgame gets really hard all of a sudden, not to say unfair since the game forces you to use one or more characters. Let’s say it again : it is unacceptable to impose characters if you the game doesn’t have them level up at the same time as the others. Even though you can tweak that with BP (at considerable expense) or by changing the difficulty settings in last resort (often disheartening).

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DLCs are symptomatic of this. The road leading to Alice is tough and getting her to join you is even harder. You can always see the good side of things and reckon you’ve finally got challenging trials ahead, but I’m not so sure about struggling to desperation to obtain a charcater you’ve bought with real money.

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Nevertheless, this season pass has its merits, especially for Persona Vabel playable at once, Heathcliff included and an array of very nice outfits.

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Last improvement of Accel World vs Sword Art Online, the progression system is better. The fields might feel identical to the ones in Lost Song, they are far larger in height ! Maximum altitude has been doubled, there are new underground locations/floating islands, the landscape has been made chaotic, etc, so that it feels actually new. You can go higher and farer, and the game has been made far less linear, giving a few hints instead of marking everything on the minimap. You’ll come across a few clever puzzles, true searching phases, which gives the satisfaction of overcoming the trials by your own wits and skill.

While short from being the necessary evolution to make Sword Art Online games as great as the movie for example, Accel World vs Sword Art Online does fix a number of mistakes made those past 2 years. The cross-over aspect has definitely be well conducted, ensuring a variety of gameplay and an enjoyable universe. Still not immersive enough in graphics, animation or direction, it’s however this time a nice buy for SAO fans.

Enough of E3! Let’s talk about other games #2017

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Zanki Zero (PS4/PSVita)

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Survival-RPG produced by the DanganRonpa team, Zanki Zero has the most interesting concept this year. Zanki is an idiom known in shoot’em up which represents the number of starships remaining before game over. In the same logic, the 8 boys and girls of Spike Chunsoft’s devastated world will have to progress and survive until no one remains. Rather advanced in its management, Zanki Zero will ask the player to quell the stress of the characters and even take care of their natural needs.

Shin Yomawari (PS4/PSVita)

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Remarkable game of 2016 in the fear department, Yomawari obviously sold well enough to warrant a sequel because Nippon Ichi Software plans to release Shin Yomawari in very territory this year. You will this time control two girls on after another, the world will be larger, including indoor environments among new frightening spots.

Tokyo Clanpool (PSVita)

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Compile Heart is on the move on Vita with a brand-new DRPG, the heroine which is… a loli prime minister ! Along with her cabinet, Natsume tackles the exploration of a mysterious black tower that crashed on the Japanese Diet building. Openly political, Tokyo Clanpool features a support rating as central criteria.

Dragon Quest XI (PS4)

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After the moral collapse of Final Fantasy, Dragon Quest XI is one of the references JRPG fans must consider. Casino, horse racing, dragon mounting, smith… SquareEnix’s next hit underlines its rich content and classicism to better attract summer players.

The Great Ace Attorney 2 (3DS)

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Cool but significantly incomplete, Great Ace Attorney had sequel” written all over it. That’s now on rails and we’ll again have the pleasure to experience the Victorian and Meiji era with Ryunôsuke, but also from the eyes of his distant cousin Ryutarô.

Legend of Heroes Trails of Cold Steel III (PS4)

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Falcom likes to play with fans’ feelings with its first PS4 exclusive. Trails of Cold Steel III reshuffles the roles and calls back popular characters from older episodes. Unexpectedly, Aurelia becomes headmistress of Thors Academy, Tio makes a noticeable entrance and eccentric Dubally will once more stand on your way along with the threatening secret society she belongs to. Meanwhile, no word on your former comrades from Trails of Cold Steel II… Falcom or the master of suspense.

Nights of Azure 2 (PS4/PSVita/Switch)

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Obsequious to Nintendo’s orders in exchange for a juicy part of profits in the Fire Emblem Warriors project, KoeiTecmo had left Nights of Azure in the dark the time the were preparing the Switch version. Having recently reappeared in the press, Gust’s action-RPG showed its final casting of Ashule’s partners and detailed the swimsuits offered as an apology for the long delay.

Moero Castle Panzers (PS4)

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Compile Heart had a clear purpose when choosing PS4 as the only platform for Moero Castle Panzers. The company intends to offer the usual Moero experience (touching the girls’ body) in the best 3D they can deliver. In terms of battle, we’re now looking to tactical-RPG featuring various jobs depending on the equipped underwear (!).

Review – Senran Kagura Peach Beach Splash

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Those who follow Kenichirô Takaki on twitter know that Marvelous’s star producer is a big fan of western FPS. Despite being busy on its own projects, he still saves some time to play Call of Duty, Battlefield and the likes. From there, merging that interest with the Senran Kagura series was only a question of time, and here we are with Senran Kagura Peach Beach Splash.

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The beginning is worryingly similar to Senran Kagura Estival Versus : the girls from the four shinobi schools suddenly get warped on some island paradise, where they are asked to compete against each other. Yes, that’s the second time in a row that the scenario writer comes up with some old tournament coming from nowhere… The teachers Kiria and Suzune are in charge of the commentary (in a hilarious way) of that strange competition in which the heroines will face each other using… water guns! To be frank, the five storylines felt anecdotal and the story in whole is once again quite meaningless. Nothing like the first episodes of the series, but with such a wierd main topic, building a serious narrative seems contradictory. It’s very clear (and logic) that the devs whould keep a light-hearted tone while trying an unnatural genre.

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The story still has some merits as it announces major changes in the timeline : central characters seem about to leave their respective groups, with very interesting perspectives, and others like Ayame officially join as main characters. Certain side stories are still lot of fun, like the now famous Ryôbi/Ryôna duo who never run out of ideas in their SM relationship. The way the story is told is still modest (simple dialog and plain text) despite being once more nicely illustrated. The narrative is slim and maybe the producer was aware of that, because Senran Kagura 7 is cleverly teased at the end and we can now expect the story focus to be back.

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The solo mode is composed with several storylines corresponding to each faction. Those mini-stories are themselves divided into short missions where you have to beat larges group of robots, other characters or an entire opposing team. The player has 4 life bars so as to withstand entire matches in which water is coming from all directions. Yet the normal mode is piece of cake and you’ll prefer hard or ultra-hard to enjoy it more : IA becomes a lot more aggressive, asking you to be fast and precise. Ally IA is a lot less satisfying as it’s totally erratic. They can sometimes clear the mission on their own, but in other stages you’ll have revive them constantly.

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While standard missions can feel tedious, this episode introduces bosses at lot more interesting and innovate than ever in the series. Those objectives are hard and make an intense and rewarding end for each storyline. You’ll have to fight giant robots, some in limited time, but there’s also a cool Easter Egg to the anime as you’ll be facing a giant Ryôna bathing. Last but not least, the final boss is absolutely glorious : fun, with crazy music and behavior, it makes the best use of the wacky side of the game.

Basic gameplay is voluntarily close to your average western shooter : you aim, fire and jump with the same buttons. No problem for players used to FPS or for anyone for that matter, it’s thoroughly intuitive to play. Like in any competitive shooter, Senran Kagura Peach Beach Splash gives you the choice between a lot of weapons of various fire(water?)power, reach or firing rate. Again, it’s like any FPS out there so everybody can enjoy the game in its own playstyle, at close, mid or long range. The double jump being quite vigorous, you can achieve impressive aerials with the sniper rifle.

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The gameplay is based on aim assist, which can seem childish at first, but is justified by the very fast pace of the matches, where opponents’ moves are a lot more unpredictable than in Battlefield or Call of Duty. The jet pack for example allows you to go through the map at astonishing speed. Very clearly, players would spend their time missing with just manual aim. The focus is non stop action from the first second to the last, and it works pretty well : camping is useless, everybody has to move to get some points.

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But aim assist is no auto-aim and you’ll need to be careful to fire from a correct angle, otherwise you’ll just be throwing water into the air. Water storage is limited, so you have to refill liquid like you’d change ammo, making you vulnerable. You’ll therefore look for the scarce cover points to do so, or do it while jumping which accelerate the refill. In short and despite the new type of game, Senran Kagura keeps its dynamic gameplay.

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Adding to weapons, the game will ask you to prepare a deck of cards. This TGC is in fact a transformed version of the smartphone game Senran Kagura New Wave, the rules of which being adapted to Marvelous’s TPS. After each mission, you’ll receive a booster pack including several cards with a chance to get super rare ones. Exactly like how you’d by a booster pack in reality, in fact. There are several types with various effects : protecting/healing yourself, attacking opponents, boost your stats or hinder enemies’ actions. The diversity of those effects adds a little strategy in matches like you’d find in Call of Duty.

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The cards can be reused after a short cooling time. You can therefore use your entire deck several times in one match. And for the first time, you’ll be happy to get duplicates since all extra cards will be transformed in experience points and allow you to boost your characters’ HP and the weapons’ power. With a total of 821 different cards, the collection is vast and can keep you busy for some time. The only drawback of this system is that sometimes the cards are more efficient than shooting, which is contradictory to the central idea of the game.

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Senran Kagura being what it is, the competition will deliver its deal of risqué scenes. The kune kune finish replaces the puru puru finish in Senran Kagura Peach Beach Splash : it’s about sprinkling water at maximum pressure on a KO girl to take off one part of her bikini. The game doesn’t falter on the fan-service it wants to deliver, and also the kinky angles of the defeat poses. Costume break is still on the menu, and now you have a selection of costumes that can get wet to see through them.

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Among the good surprises, you can now who you want to see as shop clerk in the in-game costume & accessory shop. The amount of fan-service clearly doesn’t disappoint, even though it’s less varied than in the previous game, and graphics & animation benefit from the PS4 exclusivity (richer animation and far more effects on the screen).

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The Georama allows you to make very fun, cute, but also very hot scenes thanks to the numerous poses and accessories. But the changing room mode is where we come to miss PSVita as the touching loses all the fun despite the fresh sprinkling.

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Like any shooter, Senran Kagura Peach Beach Splash include online multiplayer. There are two main parts : cooperation and competition. The survival mode can unite up to six players who’ll have to protect bases against 50 enemy waves. It gets real hard at wave 30, so you’d better build solid teamplay to repel increasingly resistant foes. That’s when you can take advantage of the nure power-up : when allies splash you, you can benefit from an aura that allows you to fire (water?) at will without the need of refilling.

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In competitive ranked matches, the multiplayer get a lot less fun. Battles are 5 vs 5 players and include domination, team deathmatch and now capture the flag. The problem is that everyone has lvl 10 characters and weapons, so you don’t stand a chance unless you’ve grinded quite some time in solo play. Maps are rather tiny and movement very fast, so it gets very confusing most of the time, making it difficult to achieve anything. Weapon and card balance is still wobbly, so it’s not as accessible as the producer promised. Matchmaking isn’t very effective, taking long minutes to find players. Finally, lag is still bothering on 1.07, thing that didn’t happen in Estival Versus. So the competitive side isn’t living up to today’s FPS standards.

Senran Kagura Peach Beach Splash was a risky project giving its unexpected genre, but Kenichirô Takaki manages to establish a wonderful compromise between TPS and the Senran Kagura spirit. Despite the poor story, the successful conciliation of lavish fan service, fast-paced gameplay, high-end visuals and traditional TPS features guarantees a lot of fun for series fans. A shame that the multiplayers remains a half-full glass, but solo play has everything you need for enjoyment.

Review – Tokyo Xanadu

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In the long list of Falcom’s action-RPGs since the 80’s, I find names like Ys, Brandish, and the more discreet Xanadu. Distant successor, Tokyo Xanadu drops the heroic-fantasy of its ancestor to deal with urban legends in more contemporaneous anime style.

Tokyo Xanadu story

Kô is your average high schooler, spending his time between school and part-time jobs. Not very passionate about anything, he lives with the memory of the giant earthquake that shook Tokyo 10 years before. This very day, he and his childhood friend Shiori saw large red mark in the sky. This trauma will soon haunt him again as one day Shiori vanishes in another dimension. From there, a mysterious girl called Asuka appears before him and reveals the existence of a menace from a parallel universe. The disaster 10 years ago was no quake, and Asuka urges Kô to help her prevent it from happening again.

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Tokyo Xanadu has a Persona-like progression system. The game is strictly divided into different phases coming on a regular basis : main story, main dungeon and free time for preparation and distraction. Falcom has put efforts in the narrative and it makes significant progress : every chapter introduces a character and goes in depth about his background and personality, exactly what you’d see in a good anime series. Thanks to this rigorous story-telling, all characters have equal importance and there’s no shallow or underrated character. Every one of them has a clear role, a real importance in the narrative as a whole and all get their time to shine.

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All the side narratives have some meaning in them, sometimes very strong and emotional : Rion’s past brought me to tears. On the other hand, Sora’s troubles for example felt a bit flat. But anyway, the title is packed with emotions and should captivate you increasingly more as you progress. Lots of side quests are also touching, many of them referring family as a general theme in a very mature way. The end the main narrative is truly tragic, unless you manage to get the true end. In short, Tokyo Xanadu is simply humane, beautifully.

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Leisure parts allow you to wander in an imaginary Tachikawa, deepen your relations with other characters or dive into annex dungeons in order to collect materials. You’ll even go at the butcher’s or the greengrocer’s to buy ingredients, because cooking exist in Tokyo Xanadu just like in Trails of Cold Steel II. Like the latter, each character has his/her favorite meals and you’ll have to choose your cook accordingly. The game also includes several mini-games like fishing or the card game here again from Legend of Heroes. Falcom adds a sort of dexterity game based on Alisa (from Trails of Cold Steel again) disguised as a magical girl.

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Battles look like a standard action-RPG like Kingdom Hearts or Final Fantasy Type-0. There’s a base combo on square, a charged blow on triangle and a long distance attack on circle. You can bring up to 3 characters in a dungeon, the basic principle being to swap between them in order to strike enemies on their weak element, or to let one recover HP. That’s for theory. Actually, the game is a little too easy : the greeds (that’s how you call monsters in this game) neither are very solid, very fast, nor are there a lot of them, so Tokyo Xanadu doesn’t provide that exhilarating feeling that action-RPGs should. The slowness of enemies is especially to blame : you can chain an entire combo between the moment they announce their attack and when they actually strike! Besides, Sora’s charged attack can OHKO most monsters. Is that because Trails of Cold Steel II was felt too hard? In any case, Falcom considerably diminished the challenge for this one.

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The 8 characters have their own fighting style and a personal Soul Device (how you call weapons in this game), which guarantees a nice variety of gameplay. Asuka si your classic JRPG swordswoman, nimble and forceful. Kô stands out with his whip sword of good reach. Sora excels in power and speed, while Shio moves more slowly but can cover a larger area. Those two should really have got a nerf because they can crush everything on their path without problem. The most technical character remains Mitsuki : the head of the student council can deploy a shield that can protect her and at the same time damage opponents. She can thus block hostiles but also deal a decisive blow when activated at the right time.

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Like often, boss battles are the most exciting. In difficult mode, dungeons are still piece of cake but bosses become more dangerous. Let’s stress that you can tweak difficulty any time form easy to difficult, another gesture from the developer to non-experts. A Nightmare mode exists but it cannot be modified afterwards. Your risk. Either way, in high difficulty later Elder Greeds are really unpredictable and require skillfulness, which makes extremely enjoyable fights, all the more intense that they weigh heavily in the story.

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Like in Trails of Cold Steel II, you’ll spend a lot of time strengthening your Soul Devices. Tokyo Xanadu borrows the quartz system from Falcom’s other franchise, so it’s definitely convenient for Falcom fans. Those little spheres are to be placed on the grid symbolizing the Soul Device in order to boost HP, strength, defense, etc, and S-Rare quartz grant special effects like absorbing HP or increasing damage when your HP are full (absolutely devastating when used on Sora).

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You can change the Master Quartz of any Soul Device in order to modify its natural element and its specialization (physical or magical). This is especially important since enemies and their characteristics are announced before starting a dungeon : you need to gather a team that can strike every weakness. Kô, as he’s locked in the team for most part, will have access to any element. Also, you’ll be able to improve the grid itself so as to unlock passive skills : resist KO, support an ally or chaining X-Strikes.

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Technically, the developer delivers quite a good work with Tokyo Xanadu. The 3D engine is very similar to Legend of Heroes on the same system, but we you look at it well, it has been improved because the modeling appears sharper. More than that, animation is impressive as it runs perfectly without any frame-rate drop, something difficult to achieve on a handheld. Falcom doesn’t forget to make it spectacular, with lavish X-Strikes and a diverse, immersive and stirring. Dungeons, however, did look very average.

Climax of Falcom’s efforts to make story-telling a great part of the experience, Tokyo Xanadu is a fine JRPG in all aspects. The flawless balance in its scenario and characters bring variety in entertainment, key part of a great JRPG. Its only mistake, in the end, is to fail to provide sufficient challenge. Big mistake or not? Everyone will have his opinion on that.