Writing pure and unapologetic opinion pieces like this blog post is dead easy: I can always retreat behind the safety of my "BUT IT'S JUST WHAT I THINK" opinion-shield at the faintest whiff of legitimate criticism, I usually have me around if I need to ask myself something, and I never have to worry about … Continue reading I think, therefore I think. I think.
[A quick refresher on this series' rather confusing menagerie of names before we start: The original Mega Drive ARPG is known as: "Story of Thor: Hikari wo Tsugu Mono" (Jp), "The Story of Thor: A Successor of the Light" (EU), and "Beyond Oasis" (US), while this Saturn prequel goes by "Thor: Seirei Ou Kiden" (Jp), … Continue reading What’s a sequel supposed to be, anyway?
The multitude of adventures that make up Akitoshi Kawazu's SaGa series tend to be titles I enjoy from a safe conceptual distance but struggle to actually play; including the focus of this blog post, Romancing SaGa. My hope was that coming back to it post-Baldur's Gate with a slightly better understanding of the best way … Continue reading A funny kind of freedom
I've gone from one Lagoon to another! Before we get started on this astonishingly slick looking game I need to issue a little warning to potential players: The title splashed across this page isn't a racing game. Racing Lagoon calls itself a "high speed driving RPG" and it's really important to take that to heart … Continue reading Fast and furious: Yokohama drifting
What makes a Square game a Square game? It's not an easy a question to answer: This productive pre-Square-Enix period - something that now feels like an eternity ago - reaches as far back as 1984 and runs all the way through to 2003, with games on systems as diverse as the PC-88, Game Boy, … Continue reading The world is Square
Micro Cabin's 1989 hit Xak: The Art of Visual Stage is perhaps most politely described as being "heavily inspired by" those early genre-defining Ys-es, with their own brand of blue-haired wandering hero Latok serving as a very capable stand-in for Adol's bright red bonce. Back in those days more than a few games would borrow … Continue reading She’s bouncy! She’s cute! She’ll kill anything that stands in her way!
I was utterly terrified of this game when it first hit home computers back in 1987: At the time this is what "realistic" looked like, a 3D space where monsters freely roamed the endless stone corridors, where violent aggressors could catch your party unawares and then swiftly turn them into a pile of bones, where … Continue reading Dungeon Master (not that sort of dungeon master, the other one)