Review: Square Enix’s Oninaki

Review: Square Enix’s Oninaki

Rating: 4 out of 5.

Platform: Nintendo Switch Gameplay: 20-25 hours Genre: JRPG, fantasy

Impressions: Memorable mechanics, rushed plot Rating: 7.5/10

This game left me conflicted. Mechanically it’s the best thing I’ve played all year, but story-wise I think it had a lot of untapped potential, which made it fall down in the end.

The latest game from Square Enix, Oninaki hooks you in pretty early with a plot about reincarnation and people tasked with guiding lost souls on to their next life. You play as one such person, a Watcher named Kagachi, blessed (or cursed) with the ability to travel to the other side, speak to the dead and find out what’s preventing them from moving on. This ability was done really well and became a large part of the gameplay and story.

For every location you visit, there’s an alternate version where lost souls dwell, and the transition between the two is pretty seamless. I found it really interesting to complete quests for the dead rather than the living, and also to see the societal impact of an ideology based on reincarnation. That being said, the story lacked detail at times and could have been expanded upon a whole lot more. What starts out as a great concept doesn’t follow through to the ending, which felt more like an unwanted surprise party than a fulfilling finale.

Plot holes aside, Oninaki has a unique and memorable battle system that goes some way in making up for its shortfalls. Kagachi can recruit certain lost souls to fight alongside him as Daemons, and each has a unique weapon class, ability, battle moveset and skill tree. There are 10 Daemons to unlock – including four that feature in the main story – and this makes for truly versatile gameplay. Four Daemons can be in your party at any one time, meaning you can mix and match to find what suits you, or choose strategically based on the situation. Personally I favoured Izana (scythe and warp) and Rigan (twin blades and combat roll) for their speed and reach. I also loved Zephyr (fangs and double jump) and Treize (chain whips and air attack), especially the latter which just took me back to the days of playing as Velvet in Odin Sphere Leifthrasir. The battles were a good combination of hacking and slashing fun, and using satisfying skills to slay the hordes, but don’t expect anything too challenging.

Building up the characters and optimising their weapons and abilities was really enjoyable, but at the end of the day the game just wasn’t long enough to make the most of it. The same goes for the Daemon Lore system, a great idea that’s not as well executed as it could have been because of the time restraints. Essentially, this feature lets you gradually unlock the memories of your Daemon partners, and learn details about their time in the world of the living. This made me really excited at the outset, but even focusing on just four of the ten characters, I only unlocked two to three memories each. It feels like I was promised a story here and the game didn’t deliver – I would love for there to be a conclusion of the Daemon’s stories that is attainable in a first playthrough.

Even as I write what’s wrong with this game, I can’t help but like it and remember what’s right. If nothing else it’s really fun, and I recommend playing it. After all, where else can you experience reincarnation while talking to dead people, riding on the back of a majestic wolf and summoning bad-ass sidekicks?

Review: Hollow Knight

Review: Hollow Knight

Rating: 3 out of 5.

Platform: Playstation 4 Playtime: 25 hours Genre: Indie Platformer

Impressions: Whimsical, challenging, artistic Rating: 7/10

Hollow Knight is a game that will make you want to drink in the details. There’s a magical quality to its visual design that makes itself known immediately, and every new backdrop deserves a reaction of awe. The world that’s been created is eerie and strange and beautiful in its simplicity, and as you start to delve into the depths of Dirtmouth it continues to get better. Imagine getting lost in a labyrinth of tunnels lit by fireflies and the deathly blue glow of lamps, as you fight your way through the denizens of an underground world to collect souls…and that’s Hollow Knight.

What makes it more unique is that it’s also a miniature world inhabited by all manner of insects, including the playable character who is both adorable and deadly. Your tiny weapon of choice? A nail (aww). Plus you’ll unlock a heap of new abilities that will aid you in progressing through the depths. You will get lost (probably a lot), but persevere, it’s worth it.

This game really made me aware of how bad I am at platformers, but maybe that’s a good thing. Movements need to be super precise, you are swiftly punished for your mistakes, and perfect timing in boss battles is a must. It can be frustrating and discouraging if like me, you lose so many lives for the sake of progression, but it also made it more rewarding when I did eventually master something and move forward.

It really is a labyrinthine game, so it’s absolutely essential to make good use of the map features and purchase all the markers you can. I really enjoyed the random encounters with characters among the isolation of the depths; there’s a mystery dungeon kind of feel to the game, as if you could find a surprise around any corner. The soundtrack was a noticeable element for me too, and I appreciated both the use of suspenseful silence and music that was as equally balanced between grim and beautiful as the artistic visuals.

My favourite thing was entering this area called Greenpath, because it was like stepping out of a dark tunnel, blinking into the daylight, and being struck with a sudden appreciation for all the living and green things. All in all, Hollow Knight is a memorable title which successfully lured me out of my JRPG niche. Good luck with your adventure, and don’t forget your map!

Atelier Lulua VS Nelke and the Legendary Alchemists

Atelier Lulua VS Nelke and the Legendary Alchemists

As a huge fan of the Atelier franchise, I was beyond excited to see not just one, but two new games hit the shelves in the first half of 2019. Unfortunately although this news was good for my soul, it didn’t bode so well for the quality of the games themselves. I’ll preface my review by saying I don’t regret purchasing or playing these games, but there are certainly aspects which may be disappointing to fans of the series, or anticlimactic for newcomers.

Let’s start with Nelke and the Legendary Alchemists. This game is unlike any that have been part of the Atelier lineup to date – it takes a whole cast of characters from across literal decades of games, and uses a time-travel mishap to unite them in the same time and place, where they then have to combine their skills to build a city. Now i’m not going to lie, I started this game with a healthy dose of skepticism, and at first I was definitely questioning Gust’s decision to take its games in a new direction (See: Hey Gust, where’s the item synthesizing at?”), but it turns out they were onto something good. Yes Nelke lacks the traditional mechanics of an Atelier game, like roaming different areas and crafting the perfect item at your cauldron, but it’s a trade-off for something fresh and exciting.

In Nelke the player still has some scope to explore and craft items, however there’s no option to physically walk through areas, or to select ingredients in synthesis and transfer traits. Instead you assign people to craft, grow, collect and sell items for you, and then use these materials and funds to build the foundations and facilities of your city. As you progress through the story you’ll unlock more recipes, blueprints and characters which make the game progressively more interesting. I found the amount of skits to be overkill, but I absolutely loved how building relationships with each character consistently unlocked new and unique things for me to build around town.

Be warned, Nelke does set you up to fail on the first playthrough, and it’s difficult to achieve the optimum ending without some practice and some patience. However, for me the town building was entertaining and novel enough that I didn’t mind, and the second playthrough was more enjoyable once I had become more accustomed to the gameplay and knew what strategies would work best. For a game with an entirely new concept and playstyle it doesn’t always explain things very well. For instance, on my first playthrough my success was very limited by not knowing about, and therefore not utilising, the dispatch function, which is probably one of the most important inclusions in the game. In short, pay attention to all the little features available to you, take the time to create a good strategy and stick to it, and you’ll see the payoff.

Both Nelke and Lulua are available on Nintendo Switch and PS4, but visually there’s not really a noticeable difference from earlier titles on PS4. If you’ve been an Atelier player for a while, the cast of Lulua will be pleasantly familiar. Like in Nelke, the story relies on classic characters, except their personas show the passage of time. This is especially true of Rorona, who has become the adoptive mother of Lulua. This is a little strange as they basically look the same age, but it’s nice to see Rorona grow over time.

While Nelke had me wanting to pick up the controller again and put the hours in, Lulua had the opposite effect. The storyline was almost non-existent, the usual time constraints and sense of urgency were missing and the synthesis was simpler. Battles were unnervingly easy, until a weird dramatic spike in difficulty for the final boss battle. This meant there wasn’t much incentive to improve along the way and surmount hurdles, because they were lacking. Nelke was enjoyable because it set challenges, and you had to have both strategy and growth to succeed, but the biggest challenge in Lulua was figuring out what the game wanted you to do next. Earlier games like Atelier Sophie had some great in-game mechanics that gradually revealed new recipes and tasks, but Lulua seemed much more haphazard. My biggest frustration was trying to decipher Alchemy Riddle – there’s such limited information that sometimes it’s really time consuming just to move forward at all.

Totori makes a return!

Lulua’s perk was that it was a reunion with some of my old favourite characters, like Totori, and it extended their stories into the present day of Atelier games. I’ll be curious to see what the next Atelier game has to offer and how it compares. See you in November Atelier Ryza!

Review: Fire Emblem Three Houses

Review: Fire Emblem Three Houses

Rating: 9 out of 5.

Platform: Nintendo Switch Playtime: 60-80 hours Genre: JRPG, tactical

Impressions: Addictive, story-driven, immersive Rating: 9/10

This is a game that you will play more than once.

Fire Emblem: Three Houses for Nintendo Switch is the game that keeps on giving. The end credits were accompanied by an instantaneous desire to start a second playthrough. What were the fates of the other characters? How did my on-game decisions shape the finale? What story arcs did I miss? I just had to know, and this was match point for the game.

At the outset of the story, the player is given the choice to support one of three characters, and by extension, one of three houses. This appears to be an innocuous decision, but ultimately it will determine the story arc your character Byleth is about to embark upon.

If you’re new to the franchise, expect tactical turn-based warfare on the battlefield, and plenty of relationship building and stories to delve into off the battlefield. It doesn’t hurt that there’s a side of romance and humour, served with item collecting.

The inclusion of three separate storylines (plus a lesser known fourth option) was definitely the highlight of this title, but other features also deserve a mention:

  1. The main setting of the story, Garreg Mach, was an unexpected but very pleasant surprise. Its sheer size has no equal in the Fire Emblem franchise, and the option to roam, explore and discover places and people was a great addition.
  2. The recruiting system added an interesting twist also. Traditionally the player would pick up new characters for their army at various points throughout the story, but recruitment in this game was much more action driven. If you want a character on your side, you have to work for it. You have more control over your team but there’s also a challenge in it, and this makes recruitment far more satisfying.
  3. There’s no doubt fans of the series will appreciate seeing battles play out on the big screen for the first time. Visually, battles and cut scenes are striking enough that even new players are likely to take note.
  4. Battalions. Well my, my, aren’t you an interesting one? In another first, you can recruit groups to your cause, or pay them as mercenaries. Your assigned battalions will aid you in battle, and each have unique skills that can be activated to cause damage or give you an advantage.
  5. Fire Emblem games traditionally include a class system that gives you a degree of choice about your characters’ growth and strengths, but in this game it was taken to another level. To get the most out of it you really have to focus your efforts on building your characters in different directions, but this was definitely a positive rather than a negative.

My second playthrough was much more thorough to an almost perfectionist extent, and the game rewarded me for it. My advice would be not to skimp on the character interactions/support feature – It’s not only entertaining and novel but also beneficial for your gameplay.

The story sets a steady pace, and really does a good job exploring what the idea of peace means when there are so many competing ideals, beliefs and motives at play. It succeeds in transcending the simple black and white, good vs evil trope, and creates a cast of grey, well-rounded and complex characters.

Now, who’s ready for a third playthrough?