Review – Summon Night 6 Lost Borders

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Starting with Summon Night 5 released in 2015 in Europe and the Americas, BandaiNamco’s series debuted only recently in the West on… PSP! Sony’s unwavering first handheld thus was the first home of this series of strategy RPGs, which had previously been on home consoles too. Therefore, it lead the way to Summon Night 6, now coming to PS4 and PSVita.

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PSVita

Summon Night 6’s story opens on Rage’s (yes, that’s his official name) bucolic life. He lives in an closed and barren world called Filuja… of which he’s the only inhabitant! Filuja’s particularity is that stuff continuously rains from the sky, so Rage can make a living with food cans and other resources fallen from nowhere. This monotonous life will end when he finds actual people coming down. Amu, young and quiet girl bearing a large hunting rifle, experiences the same life and events. Before them, a huge white wall, like the surface of a cocoon. With the help of their new partners, they’ll look for a way to find out the truth about the wall, and solve the mysteries of Filuja.

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PSVita

Amu, Rage and the strange “manager” Yst turn out to be the only new characters of Summon Night 6, because their comrades fallen from the skies all belong to previous episodes of the series. The cast is fairly large tough since the entire Summon Night series turns up for this sixth game. For example, you’ll find Alka from Summon Night 5, Rachel from Summon Night 4 or Natsumi from the very first one among the 30 characters or so. That re-use is hardly an issue for us, because westerners will likely discover all those characters for the first time. The choice offered is more than satisfying and like Fire Emblem, the designs and personalities are varied. Note that in Japan, free DLCs added several secondary characters as playable ones.

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PS4

Ragu/Amu will be able to deepen their relationship with other characters via night talk. This has on impact on the end of the story because very character has its own ending provided the friend level with the main character is maxed. This gives Summon Night 6 lots of different endings.

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PSVita

On the other hand, Summon Night 6 has countless references to the scenario of past episodes, which implies a good knowledge of the series in a whole. Otherwise, conversations are pretty hard to follow. From the point of view of Summon Night 6, all the previous characters come from worlds that are parallel to Filuja, which can even welcome the same person twice, but of different look and destiny. Misunderstandings are frequent and will lead to many comical situations in the dialogs between the characters.

Summon Night 6 features kilometers of chat, most of the time disconnected from the story and, frankly, not stellar even with the best tolerance you can have. The biggest issue is that very little talk is actually dubbed : most of the (never-ending) dialogs are text only and it can be tiring fairly quickly. So Summon Night 6 kinda looks like a Summon Night All Stars, not very immersive because to main story gets drowned in a flood of idle gossip.

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PS4

The progression is divided into chapters, each one including a battle, very much like Fire Emblem. That’s not the only resemblance with the king of the genre because the battle screen looks exactly the same as the legendary Path of Radiance of the no less great GameCube : characters are represented in 3D on a squared map also involving the height factor. Distance is also a key-element as weapons have various reach (sword, spears, bows, etc.) and magic can be used too. For example, katanas allow you to attack diagonally and prevent the enemy’s counterattack. The game is full of small parameters like this, creating a wide range of possibilities. As in Super Heroine Chronicle for example, the height difference is to be taken into account because it impacts accuracy.

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PSVita

But the long list of gameplay elements in Summon Night 6 doesn’t end here. In Summon Night, there is Summon and that’s not coincidence. Each character can summon certain creatures to assist him/her. Only way to use elements and cure, those little friends will be increasingly important as difficulty goes up : tough monsters must be attacked with magic and with the right element which supposes analysis and knowledge. Because like weapons, summon stones can be upgraded at the shop for more power.

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PSVita

In battle, the summoner can ask nearby characters to assist him and improve the effects of the blow : that’s called Summon Assist. Even better yet, two characters can unite their summons to call a massive and powerful beast : this Summon Burst strikes on a wide zone, which makes it the strongest move in Summon Night 6. Be careful not to hit your other characters though, because friendly fire is activated.

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PS4

After the victory screen, there are still tactical choices to be made. Every time a character destroys an enemy unit (and even more for the last one), he/she earns some SP that allows him/her to learn new active or passive skills. There are lots of skills like that and they have extremely precise and varied roles/effects. By analyzing those effects, you can easily build your own playstyle. For example, Enishia can gradually replenish MP to adjacent allies (something you definitely want to have if you rely on powerful summons). “Connect” allows characters to assist each other for physical attacks, “item throw” allow you to heal distant characters, “counter” saves turns, etc. The choice is even larger because when characters change class, they can use a different weapon which multiply the potential skills he/she can use. With all this, Summon Night 6 is great for those who like micro management.

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PSVita

The game system being that rich, Summon Night 6 would have been among the best S-RPGs if only it hadn’t made some stupid blunders. Difficulty setting is one of them : the challenge is badly distributed in the game, more than half of the chapters being super easy. It’s not uncommon to see your best trained characters taking 1HP damage every turn… in hard mode! The last missions are tougher and thus more interesting, but in a whole it’s not very compelling. Besides, there’s no permadeath and you can swap characters from reserve anytime. The only hardcore element is this : a KO character cannot earn experience. A questionable choice because it affects party balance.

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PSVita

The Felistella/Media Vision-developed game suffers from other aspects. The first thing a player does in a S-RPG is to overview the map to assess the situation. That’s where it gets annoying : the camera “blocks” around 90° when you try to turn it. There’s just no way to see the map from the desired angle! That might be seen as a detail, but it’s really bothering in actual gameplay. Combat interface could be better, moving and choosing various actions not being very intuitive. Moving distance is also too low, creating bottlenecks within the group.

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PS4

Summon Night 6 features some mini-games and secondary activities. Fishing is available and fairly complete with various baits to use. Cooking can keep you busy also, provided you can get ingredients (since they’re pretty rare). Side missions will have you form groups of 3 characters thrown into some sort of survival mode in which they face waves of enemies. It’s a convenient way to get experience, except that here you don’t control the party members : the IA fights on its own, the important thing being to choose allies whose element will have the advantage.

Summon Night 6

PSVita

Of a design very much like old Fire Emblem, Summon Night 6 is visually stunning on PSVita : frame-rate and animation never waver, graphically it’s clean and detailed, characters look absolutely wonderful for a portable game. The game is strictly the same on PS4, so this version isn’t very interesting comparatively unless you want to record your gameplay. The sound environment is uneven : sound effects are way to discreet to liven up the atmosphere, but some musics are very cool, like the victory themes or the 3 village melodies.

Benefiting from a rich battle system and a great casting, Summon Night 6 could have been a reference in its genre had the story and challenge been more compelling. Beautiful, but not always passionate, it can still be attractive for fans of the genre for its design and its unit management.

Review – Atelier Firis, the Alchemist and the Mysterious Journey

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Yearly series are not seen very well those days. The annual cycle is said to hinder innovation, making experiences generic. Still, many developers like Gust refuse to rethink their calendar. Then, is the Assassin’s Creed-like “pause” necessary ? With Atelier Firis, Nagano’s developer proves that wrong.

Firis is a young girl working at the mine. Nothing illegal, the girl simply has a gift to discover the best ore. Living in Etorna, underground town 100% focused on mining, Firis accomplishes zealous work. Still she comes to feel a growing need for adventure, and soon asks to go outside. Reluctant to see his best employee leaving, the elder throws an insane challenge : she has to become a certified alchemist within one year. But there Sophie suddenly barges in the town and teaches the basics to Firis. The latter now has knowledge to start her long journey. From this point, the player is as amazed as Firis herself at discovering the outside world, for Atelier Firis is now big large open world game.

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Atelier Firis is subtitled “The Mysterious Journey” and this is for a reason. Like I said, it’s a full-fledged open world in which you can wander as you wish, with very limited indications and a really rough world map in hand. Before she can apply for the national alchemy exam, Firis must receive 3 recommendation letters from other certified alchemists. Those ones have their atelier in towns, which are sometimes lost very deep in the game areas. Better still, there are more than 3 of them : depending on their choices when exploring, two different players are likely to do very different walkthroughs! Each time you meet one of those alchemists, they’ll ask you to create more or less complex alchemical objects from the material available in the nature around you.

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When you first come to a new area, the map is blank and you have to discover the local geography as you go. You don’t know where the villages are, where the exits are and you do find sidequests at every corner! Most of the playable characters don’t even join your party automatically : you have to find them by exploring the whole world and meet certain conditions to have them join you. Caves have no map at all and you need to remember the path you’ve taken when going back. It is pure, intended and great exploring that drives the player to search, think and… choose. Should I head towards that big city to the East, go South to explore the forest and find more quests, or turn back a bit to avoid missing things? It’s a permanent dilemma you feel in how you should proceed and how you should organize your time.

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Time. This is the big thing that will shape your experience in Atelier Firis : adventure in limited time is back. You’ve got 360 days to get the letters and show up at the exam center. Hours go by as you walk or every time you perform an action such as collecting resources, destroying a rock, fishing or create stuff in your atelier. Now try to answer the question of the previous paragraph : clock is ticking, the pressure is already there… After 2 years trying to open the series to newcomers, Atelier is back to its fundamentals, to the hardcore item/time management that brings that unique pleasure.

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An additional parameter to take into account is your LP, the moving points. LP diminish as you walk (and dive if you run away from fights). Watching this indicator is important in order to rest when needed, for low a LP figure make you collect less resources. LP at zero means Firis faints and you lose an important amount of time until she recovers. In the same way, if your party loses in combat, most of the collected material is lost. Then you regularly need to improve your gear, which will have you spend entire days in the atelier since those recipes are quite demanding. Stock management changes dramatically in this episode since some ingredients are found only in certain parts of certain areas.

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That makes it even more crucial to think and rationalize every trip because useless moves are a danger in limited time. You must bear in mind (or note down) where you can find the key items because the encyclopedia (fairly well-made for that matters) won’t tell you the specifics. To ease the player’s burden, the devs did implement checkpoints where you can teleport yourself instantly : this way, you can go through the areas quickly when visiting a 2nd time and beyond. The day/night cycle, as well as changing weather, is implemented and will impact the sidequests : some NPCs will only be present between 10 am and 6 pm for example. Similarly, some quests only happen during snowstorms, etc.

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There you’ll ask me : where is the bloody atelier? Pretty much everywhere, in fact. Firis owns a portable atelier that she sets up like a tent next to campfires. In alchemy itself, once again numerous parameters are to be taken into account, which should please brainstorming fans. In the Atelier series, the value and power of an alchemy object is determined by its quality (figure and letter on the top) and the traits on it. There are two types of traits : inner traits and inherited traits. Inner traits becomes better as you choose ingredients with the right color code and the best coefficient for that color (which is called 成分 in Japanese).

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Inherited properties comes from the base items you use, with a maximum of 3. But there’s a snag here in Atelier Firis : you can’t get the three at the beginning. Every alchemical object has some sort of charge level you must gradually improve to get 3 free slots to put traits. That means you have to remake every weapon, every armor, every bomb, every potion countless times to get the best of them. A very questionable choice that slows the player down considerably.

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Luckily enough, catalysts will ease the pain. Catalysts are substances that add positives effects when mixing your ingredients : save a few hours, improve the coefficient of a certain color, make an extra item, and free 1, 3 or 3 slots for traits. When mixing, ingredients take Tetris-like forms and all you have to do is to cover the lines on the grid. You can run out of good catalysts pretty quickly so there’s still a lot of tedious work remaining (good luck to make a good bow, for example).

The recipe system is kinda annoying too. Despite the (partial) return of alchemy books, Firis will still have to seek enlightenment in order to get the know-how. Like in the previous one, they unlock once you’ve completed a set of actions like using an particular object, producing another, beating some type of monster, etc. The issue here is that the learning come be really long in some cases, with few hints to guide you. As a consequence, you can lack necessary items at some point of the adventure. Armors are incredibly difficult to develop, not to mention the reviving Chalice which you virtually can’t get in the first 30 hours!

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On the more positive side, Atelier Firis introduces super-alchemy : complex recipes that take a lot of time and not 4 or 5 ingredients, but a hundred of them! The thing also has a target quality so you have to proceed while calculating an average quality. Collecting the right amount of resources here takes quite some time and organization.

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Once you’ve come to the last city with the 3 letters in your pocket, you can head to the exam center. That was a fairly amazing sequence, very unique and surprisingly detailed. There are three types of tests and a surprise challenge that will remind people of Arland. In short, you must show your knowledge of alchemy, of the world around you and your understanding of quality and power mechanics. That was not easy at all and definitely makes a good innovating that should please old-timers.

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After the degree, the game is cleared but not over. It enters a new phase in which time isn’t limited any more. Gust finally finds the right balance between old and new : no need to choose between limited and unlimited time, let’s have both! Without a time limit, the player can freely focus on doing its best to complete current side stories, dig new quests, fine tune his gear and deepen the bonds with other characters. There are a few challenges that leads to various characters endings, a dozen of them to be precise.

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Here again, Atelier Firis is impressive by the volume it features. There’s as many things left to to after the story as before, maybe actually more. Dozens of hours after dozens of hours, the game looks infinite as new challenges keep popping one after another. Final proof that Gust has perfectly grasped what an open world should provide to the player. The number of quests nears a whopping 400! True, most quests are divided into tiny sub-quests (which inflates the number), but what you should keep in mind is that you’ll be real busy in Atelier Firis for at least 80 hours. Many of those quests feature advanced alchemy challenges and drive the player to explore even more, to the edge of world. Distant and sometimes very well hidden areas have a few bosses of formidable strength, and seriously more impressive than in Atelier Sophie. Of progressive difficulty, the challenge here is way more compelling than in the last game, the fights far more awesome, and even reminded me of the Arland trilogy. One of the bosses is called The One form the Deep Waters, obvious reference to the dragon in Atelier Meruru.

Yet fighting isn’t the focus in Atelier Firis since there is no boss in the main story. All the bosses previously mentioned are optional and left there as a trial for completionists. Gust therefore chose to lay a base of gameplay centered on management and exploring. But battles of course occur time to time, and the system used is back to very simple actions : attack, skills and objects. The Chain gauge actually borrows Atelier Shallie’s system, as assists are triggered when it reaches a certain percentage. At 130%, you get a first special blow from the last character that has played, and at 150% the character you choose unleashes its ultimate attack. Worryingly, the drawbacks of Atelier Shallie are imported as well, that is to say that the percentage will decrease every time you receive damage, which often leads to missed opportunities and less exciting combat.

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The best is yet again to rely on high statistics and high end gear, and Atelier Firis brings good stuff for alchemy fans here. Let’s remember that the principle in Atelier games is that the player creates himself everything he needs to attack and defend (bombs, potions, weapons & armors, etc.), while optimizing the quality of the equipment to extremes. Like in Atelier Sophie, you can find powerful passive skills on material early enough in the game, like “saving skill” which increase the skill power while reducing its cost. But in Atelier Firis, extra rare properties of bombastic naming are within reach too. For example, 溢れる力 (HP+35), not to mention 生命の力 (HP+50), are collectable in the last areas right at the start. The increased chances to get overpowered traits re-balances the game, as well as the fact that each character can now equip 2 weapons at the same time, and gives the player room for improvement in order to tackle the last opponents.

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Alas, Gust didn’t go as far as revolutionizing the graphics : the game looks barely better than Atelier Sophie, worse in some aspects. We’re still quite not at Atelier Escha&Logy level for example, which was looking fairly good on the PS3. The outside nature is somewhat prettier, journeying being the whole point, but some characters are still poorly made. It’s even worse for NPCs, who look like the same over and over. Animations aren’t as great as before either and for some reason, frame-rate has a real hard time in forests (!?). In pure technical aspects, it’s definitely under average and expectations. We’ll have to wait for Nights of Azure 2 and Blue Reflection to see Gust embracing modern engines. There’s one big red cart to draw : in 1.07, the Japanese version still suffers from critical bugs, like Firis not moving and disappearing quests… Let’s hope that KoeiTecmo Europe has that covered. Music makes a great come-back : the OST is great, lots of field tracks make exploring even more enjoyable with low tempo and then orchestral elan like we’ve always had and loved in the series.

With a massive amount of quests, surprises, bosses, hidden challenges in its brand new open world, Atelier Firis marks the biggest revolution in the series in years. In today’s gaming world overrun by linearity, the freedom and purity of the exploring in Atelier Firis are a real treasure. You can lament the old engine, the drawbacks of combat, the bugs, but Atelier’s golden age is back with Firis and nothing can be more delighting.

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.

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

初音ミク Project DIVA Future Tone

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.

Unfinalized Fantasy XV

 

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We’ve come used to day one patches. Developers fix the problems in their games after release, benefit of the internet age. Although it leaves the door open to some lack of polish, it’s clearly a progress compared to the time you were stuck with a freezing disc. But when Hajime Tabate patches Final Fantasy XV, it’s a whole different story.

Final Fantasy XV started strong in Japan with more than 700’000 copies sold first week (digital taken into account), and 5 millions shipped worldwide. The always tired-looking producer could have boasted about those figures, if he hadn’t said a little too much. In the short term, he wants to re-balance the gameplay in the 13th chapter, said to be something horrendous according to GAF. The mid term objective is to enrich the narrative with new cutscenes, in order to explain the destiny of some characters better. Last but not least, in the long term, key-characters of the narrative will become playable, and character creation is thought about. Yes, you read that right : SquareEnix is going to re-develop Final Fantasy XV in 2017. The game wasn’t finished at all when it hit shelves on November 28th 2016.

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All this is disastrous of course. Lots of outraged players consider having been mocked. They’re right on this : they could live only part of the experience planned by the developers. They might start it again when the changes are in place, but nothing will replace the delight of experiencing a game for the first time. Some said they would stop playing at once, others congratulated themselves for cancelling their preorder, and some simply said they would “wait”. The latter, and that’s my case, are the big winners in this whole FFXV mess : next year, they’ll have the full Final Fantasy XV experience for half price, whereas day one buyers paid full price for half the content. In other words, they paid 60€ to be beta testers. No wonder many are screaming in anger today. It’s a huge blow dealt to SquareEnix’s brand image, and to Japanese gaming in general. A true national shame. After that, people will still be surprised that the Japanese gaming market digs year after year. How can it be otherwise when it creates its own deflation? Indeed, because of apparatchiks like Mr. Tabata (or Mr. Futami for Sword Art Online) who rush unfinished games on the market, the best thing to do is always to “wait”.

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But all this is also, at the same time, absolutely wonderful. To be the true heir of the series, Final Fantasy XV lacked more playable characters, and gender equality. You’ve never heard of a main Final Fantasy that would have only one playable character. You’ve never heard of a main Final Fantasy where women would have a walk-on part. Can you imagine even one second Final Fantasy IX without Dagga or Final Fantasy X without Yuna? The setting of Final Fantasy XV is obviously freakin’ dumb as it is now, an abnormality usurping its name. The very good news is that now, we know that this was not the objective : Final Fantasy XV wasn’t doomed to be simply bromance stuff, SquareEnix just wanted to get the money earlier. I’d rather imagine that the key-characters include Cidney, Iris and Aranea. The developers were saying last October that they would “tackle the question of [playing as a female character]”. Character creation might also allow us to revive Stella or make Luna something else than a fleeting narrative object. That still leaves the problem of Gladio, Ignis and Prompto, only playable via paid DLC… … … hum, actually not a problem. How cares about those three? The deal is now fair and square, Final Fantasy will be Final Fantasy again, even though we’ll have to wait the “long term”. This pain in my chest, I feel it vanishing.

This day is the worst day, and yet the best day for Final Fantasy in recent memory. Tabata and SquareEnix have been deceiving people to get the bucks earlier. They discredited themselves in front of the world, public thunderstruck that they could sell them a game that wouldn’t be complete before months. Still, while the publisher didn’t lose its marketing tricks, it also hasn’t lost sight of what is a JRPG, and what makes a Final Fantasy. The looming clouds in the series’ horizon have cleared.