Worlds With Wings
Worlds With Wings is an anime-styled JRPG developed by Level-5 for the Nintendo Sapphire. It shares some thematic and artistic elements with OTL's Ni No Kuni, though without the Studio Ghibli involvement that game had. It takes place in a big, whismical world, and features turn-based battles that take place on a wide, circular plane that the player can move around freely on to dodge enemy attacks and reposition themselves to place attacks of their own. Characters can attack noAArmally or use special abilities such as magic or sword techniques, giving the game a semi-action style (players can't attack at will, but combat positioning matters and there are some timed attacks similar to Super Mario RPG). The game features a traditional overworld, towns, and dungeons, and a musical score by Joe Hisaishi, along with an English voice dub performed by British actors, another element it shares with OTL's Ni No Kuni. The plot revolves around a young boy named Gerry who discovers a beautiful angel-like girl named Seraphina. He must protect her from soldiers sent by the Dark Emperor to take her away and use her mysterious power. Along the way, he teams up with a wily merchant girl named Lora and a grizzled soldier named Haggar, and eventually, an anthropomorphic rat man named Scuttles and a defecting dark mage named Abner also join along. While the game does seem to imply that Gerry and Seraphina have some romantic feelings toward each other, because of their age the game portrays their feelings more as precocious puppy love than anything truly serious, while Lora and Abner have some romantic tension between them as well. Worlds With Wings features a wide variety of environments, ranging from peaceful grasslands to sea-like kingdoms, and features not just human creatures, but anthropomorphic animal characters, robots, slime people, and even sentient ghosts. It's as epic and diverse of a game as OTL's Ni No Kuni, and despite the lack of Ghibli involvement, the game's beautiful art style and excellent production values win it accolades nonetheless. The plot, while mostly light-hearted, also has plenty of poignant moments in which major NPCs are tragically killed, seemingly villainous characters are revealed to have good sides, and even the Dark Emperor has some justification behind his actions. Like in OTL's Ni No Kuni, the Dark Emperor isn't the true final boss, but instead, Seraphina's mother Angelina is the game's final protagonist, who, after the Dark Emperor is defeated, seeks to purge the world with an army of angels after believing it is too impure to be allowed to survive. After being defeated, Angelina realizes the error of her ways, but slips into a deep coma, having spent too much of her power to sustain her life force. Seraphina realizes that she must return to the heavens to guide her mother's angelic subjects, and bids Gerry a tearful farewell. Gerry becomes the youngest knight ever while Seraphina watches him from above, awaiting the day her mother awakens and that she might be able to return to the world below. Worlds With Wings is considered one of the best Sapphire RPGs to date. It's a major hit in Japan, and thanks to a promotional push by Nintendo of America, sells marginally well in the States also.
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Shin Megami Tensei: Goddess Orbital
A JRPG developed for the Sapphire by Atlus, Shin Megami Tensei is a spinoff of the popular RPG series, and takes place in space, on a space colony populated by a crew of scientists who are gifted in dealing with demons and goddesses. In the future, Earth is under constant threat by waves of powerful demons from space. While humans are able to make deals with some of these demons to aid them, most demons are hostile to humanity, and Earth's only defense is these space colonies populated by both scientists and powerful goddesses that humans must keep happy. These goddesses (there are a total of 71 in all, giving the game a sort of "collect 'em all" element to it) are able to move into colonies that humans are able to purge of demons, and once living there, they can be kept happy by granting them various amenities, making them more powerful (and also allowing the player to see some cheesecake scenes of the goddesses in various sexy outfits). The goddesses are generally more powerful than demons in battle (and entities such as Lakshmi who appear as demons in other SMT games appear as goddesses here and are one of a kind), but they're harder to keep happy, and the player must invest a good deal of Macca to keep them satisfied. Eventually, once enough colonies are purged and populated, the human scientists can travel to the Demon Moon, an exact copy of Earth's Moon from which these demons are spawning. The Demon Moon is surrounded with its own colonies, and these colonies are populated by evil goddesses (or at least goddesses aligned with the demons) that the scientists must defeat and/or recruit. These colony purges, which take the form of traditional dungeon crawls, are interspersed with tactical RPG battles somewhat like the battles in Shin Megami Tensei: Devil Survivor, where humans must defeat an army of demons. Failure to win the battle might result in the loss of a colony, forcing it to be explored and purged all over again. Goddess Orbital is seen as one of the stranger SMT spinoff titles, but is popular amongst a small niche of players. North American sales are low, but just high enough to have justified porting the game over. Persona 4, which will see North American release on the Sapphire in early 2011, is expected to perform much better.
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RPG Showdown: The End Of The Beginning vs. Heroes Of Valor
Supernova RPG fans struck gold these past few months with not just one, but two epic RPGs released exclusively for Nintendo's handheld. The End Of The Beginning, released in April, saw plenty of love on this site for being one of the best handheld RPGs in recent memory. Published and developed by Game Arts, it's a game that will be familiar to fans of some of the other excellent titles by this company, particularly the Lunar series. It's a bit of a throwback, with a mix of 2-D and 3-D graphics, but its battle system, which features a traditional turn-based system combined with dynamic movement and field mechanics, is one of the more unique in its genre, and its anime-inspired visuals and characters make this game one to remember long after players are through with its 40-60 hour main story. The game is largely divided into two main segments: its first half, in which a band of intrepid adventurers attempt to prevent an encroaching apocalypse, plays mostly like a fairly standard RPG quest, including a journey around the world and a dastardly villain, a black-clad man named Shock Tal, whose deadly serious demeanor and mysterious powers stand in sharp contrast to the party. Unlike most RPG villains, Shock Tal works alone, refusing to employ henchmen and frequently killing other evil characters as often as the heroes do. Shock Tal helps to bring about the fabled apocalypse, leading to a second half in which the heroes must rebuild the world that was destroyed. Final Fantasy VI, which came out 15 years ago, had a similar plot about a world-destroying apocalypse, but The End Of The Beginning shows a world even more dramatically transformed, and introduces a brand new villain that himself is a contrast with Shock Tal, who resurfaces in the most surprising way possible. The game features outstanding music and a passable English dub, and is an essential Supernova RPG that's already won plenty of fans on both sides of the Pacific. Then we have Heroes Of Valor, another traditional style RPG with its own interesting twist on combat, with moves that level up literally every time they're used, but that weaken a specific part of a character's body, forcing them to rest or use expensive healing salves to recover more quickly. The game has a more modern art style than The End Of The Beginning, utilizing more realistically proportioned characters that wouldn't seem out of place in a modern Final Fantasy game. It also features a unique musical score with fast-paced rock/metal music that drives the action and gives the game a feel of a modern action movie. Heroes Of Valor has the technical cachet to stand up to The End Of The Beginning, but it's also somewhat shorter, with most players only needing about 15-25 hours to get through it (not counting the 5-10 hours of sidequests, which are more numerous than those in The End Of The Beginning). When Heroes Of Valor came out last month, we liked it, but didn't give it as high of a score as Game Arts' epic title, mostly criticizing the game for its length and its characters, who we felt weren't quite as compelling. Heroes of Valor also has a less talented voice cast, which might have contributed to how we felt about the game's characters. Its plot largely revolves around its heroes attempting to prevent the creation of a weapon system that draws energy from the mythical Phoenix, lest mankind's meddling awaken the rage of a fallen god. The plot does have some interesting twists, but can't quite match up to The End Of The Beginning, which almost felt like two games in one.
In the end, we felt that both were good games, but The End Of The Beginning is more likely to stand the test of time, thanks to its epic length and memorable characters. You can't go wrong with either, and we recommend both for serious handheld RPG aficionados.
-from an article on RPGamer.net, posted on July 10, 2010
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Valkyria Chronicles II
The sequel to 2007's original iTwin exclusive title, which was highly acclaimed and was a major hit in Japan (and a cult hit in North America), Valkyria Chronicles II also comes exclusively to the iTwin, and in addition to improved graphics and a better combat system, features a plot that's much more epic in scale and features dozens of memorable characters, both friend and foe. The Shadar Force mechanic from the original game, in which the player could recruit highly talented mercenaries (who could join up with the enemy if the player failed to recruit them) is gone, replaced by a more subtle system of alliances and mercenaries in which the player's actions are more influential in deciding who ultimately becomes an ally. The game's plot sees the hero character, named Festus, placed in charge of a squad of young recruits who serve as an advance squadron to monitor the activities of a neighboring militaristic kingdom known as Gadanza. Gadanza is ruled by the powerful Queen Myrenia, who is set up as the game's primary villain, in command of a massive army seeking to conquer neighboring territory in order to chase out or kill the inhabitants. Festus' squad is eventually given the task of assassinating Myrenia, but struggle just to get near her, while Gadanza continues its advances. Finally, they are able to isolate Myrenia, but as it turns out, she's just the puppet of Gadanza's true leader, General Loxar, who has been the one organizing the campaign of extermination. Festus and his squadmates have the opportunity to kill Myrenia, but hesitate when she expresses her desire to die, and eventually decide to take her with them instead. Loxar uses Myrenia's “abduction” as an excuse to ramp up his army's campaign, while Myrenia decides to atone for her country's deeds by becoming a soldier in the army standing against them. The player's actions during the second half of the game decide whether Myrenia will live or die. Either way, Loxar is defeated and imprisoned for his crimes, and his campaign is halted, but the war has left destruction across the continent, and it's unclear what form the peace will take in its aftermath.
Considered one of the best RPGs of the year, Valkyria Chronicles II is a major hit, exceeding the critical and commercial success of the original title and even becoming decently successful in North America after its release there in June 2010. It's excellent counterprogramming to the Sapphire's slate of RPG hits, and solidifies 2010 as a sort of “comeback” year for JRPGs, with the year's best games in that genre still to come.