Wednesday, March 27, 2024

Kannagi no Mori Samidare Tsuzuri - Review

Since the switch ver is digital only here's the PS Vita box art instead.
 Genre: VN.
Developer/publisher: Matatabi.
Platform: PC/Vita/Switch.
Official Site: https://matatabi.tv/kannagi/
VNDB: https://vndb.org/v22311
Release date: 22-2-2024.
 
I saw they released a switch port of Kannagi no Mori and since I did play the other two
Matatabi games I decided why the hell not? there's not many otome games I am interested
in nowadays and besides for some reason it is only 3300 yen which honestly
is a steal for like two games, but after playing I think the price suits it just fine.
I ended up finishing 4 routes while playing FF7 rebirth because at times I just
wanted to peace out and Kannagi no Mori was perfectly suited for that.
 
KnM was originally a PC game split into parts... ah so matatabi tried that sort of thing.
Thank god they later made a ps vita and now a switch port so you can enjoy it in one place.

Pro's
- Decent enough plot, compelling characters.
- Has relaxing vibes despite it having a sad tone at times.
- Art is pretty good. 
- BGM is relaxing... perhaps a bit to much.

Grey Area
- One route could seem really short but its long if you do all routes.

Con's
- Slow start, has some slight pacing issues.
- Switch port is bugged, if you want to save/load you have to use the touchpad
as the little text prompt thingy was unresponsive when you select yes for various things.

The OP movie was nice, I was instantly drawn to atleast two characters!
but this is not the type of movie i'd watch always every time I booted uup the game.
Sure its nice but after a few route I had just seen it... also it is a bit long.
 
 One thing I really liked was the art style of this game, not every character may have
drawn me in the same way but I really like the colours,style and vibe it gives off.
The cg's had plenty of variation that were good at showing the characters expressions
and the overall count of them was mostly even across all characters.
The voice cast are all A++ veterans so it was nice to hear them again as well.
 
System was just standard stuff and it wouldn't be worth commenting about
but some menu's were broken like it would ask me to save so i'd press yes
but nothing happens! the only way I could save/load was with using the touchpad.
MATATABI is at it again amirite? why is it always something omg but honestly
it was only slightly annoying and can easily be fixed by touching the screen
whenever you had to make a choice or save/load the game.
 
Story is Mizuki always could see things other people couldn't and was told to keep
it a secret from the only family she had. Things begin to change when she
sees her dead mom on a rainy night which is when dead people appear.
A man then leads Mizuki to a village to meet her grandfather... who turned ill
and now Mizuki is forced to manage his work which deals with spirits and their problems.

KnM is a slower-paced game and the music was soothing, so soothing that I got sleepy.
The early game was so relaxing I can't decide if this is good or bad, i'll go with good
since the vibes were so nice that Nao and Souta quickly grew on me.
Idk if it was because this was the first part or i'm not really that interested in the two initial
love interest but at times I did get a little bored due to how slow Youko-kitan can be.
I was more interested in Asahi... which may be why I had a hard time!

The heroine wasn't too bad, I found her fairly normal, at first she doesn't really
have the confidence to continue her grandfathers work which is understandable.
I liked how Asahi helped her grasp how she could help people. Didn't seem easy.
Compared to the last otome I sat through this felt much more normal
and I didn't really find much that made me go wtf! sadly that also meant
it was a lot less entertaining and less excitement due to being mostly nonbiri.
Like the scenes weren't always that engaging and it was really situational if it was
which isn't bad perse but I am just glad there were no routes that were a dumpster fire.
NGL Shinonome brought most of the entertainment early on.
Story generally focuses on helping spirits overcome their trauma and save them
so they don't become evil spirits. Due to the setting, I probably would only recommend
Kannagi no Mori if you like school-themed otome games with otherwordly stuff
and like slower-paced games that grab your attention slowly. I say it can be slow but it
also didn't overstay its welcome since I found the routes itself to be fairly short.

Decent story yes but overall while it can seem light-hearted the tone of it all still
had a very sad feeling to it. The very last route of this game gave me nothing but sadnesss.
I did like the character interactions and there were some funny scenes!
wish there were more of that but it wasn't that type of game.
Comedy was mostly used to lighten the mood which was why its great.
The pacing can be a bit slow but overall it was enjoyable, whenever Shinonome
was on screen there was never a dull moment.๐Ÿ˜‚ I didn't really like the first half of this game
but there were moments it hit home so it wasn't all bad. It generally just was a comfy read!
 a little melancholic yes but it fits in with the theme of the game for there to be underlying sadness.
7.7/10
It was just good, not bad but not great. Unlike Matatabi's other games
there weren't any minigames or landmines either which is a plus. I'd recommend
Kannagi no Mori if you don't mind short but slower-paced games, The scenario had impact
in many ways, some subtle & some that hit a lil harder. This otome game is also great
if you're tired of controversial stuff and just want to mostly have a good time while also
getting served a decent enough plot with a well written heroine.
 
I think I preferred the latter half of the game Ryuuji over the first half Youko
simply for the fact it touched upon the underlying plot more. Its like Youko was extremely
standard in terms of otome games and more like a prologue of sorts.
Ryuuji is like hold my beer! ups the stakes and just delivers the plot better.

As for playorder the game is split into two parts with the last route in each part being locked.
So my play order ended up being like this:

Youko Kitan / part 1: Nao > Souta >Ichimaru.
Ryuuji Kitan / part 2: Hinata > Asahi > Shinonome.
 I can't really recommend anything other than Youko first and Ryuuji second.
The game does have a fail-safe that even if you were to do Ryuuji first you'll be okay
but if you get it on vita/switch and want to see all routes, best to start with Youko.
Maybe switch Nao/Souta or Hinata/Asahi around to suit preference
before the 3rd route of each part, there's not much else to it.

Spoilers are after the jump, there are some shoddy summaries as well as my favorite cg's.
 

Saturday, March 23, 2024

Final Fantasy VII Rebirth - Review

 Genre: RPG.
Developer/publisher: Square Enix.
Platform: PS4/5.
Official Site: N/A
Release date: 29-2-2024.
 
With the exception right at the beginning I generally liked the story and it was fun
exploring the world, they added a lot of detail to where there was none in OG.
I mostly played this game in the evening whenever the switch was charging
which is why this game took me a whole month to finish.
 
Pro's
- Decent enough plot I guess...
- Nice to explore the world, a lot more detailed.
- I liked it when Cloud told Yuffie to STFU at one point.
 
Con's
- One too many minigames and gimmicks. Quantity over quality, most (but not all) were awful.
- Padding, pacing issues and thus ends up overstaying its welcome.
- Retry from current battle or this battle? the wording on the game over screen was poor esp in ch14.
- Gongaga & Cosmo Canyon are the worst areas to explore, in this essay I will...
---
 
Story is... mostly loyal to the OG FF7 except they're adding in elements
that weren't there before but I already knew that because of part 1.
What is really awful is that all these changes don't even really seem to matter???
The prologue of the game had me in confusion noises but then it was mostly
same as OG. They got rid of the stupid CPR minigame which I am grateful for
but instead we got a rhytmn game to impress Rufus. ' -' 
Could've done without the dolphin minigame too but it was cute...
 
I know OG FF7 had minigames as well but this game really went overboard and added even more.
For the first parts of the game it really felt like I was doing anything but the main
objective because it was just that bloated but then again they extended the midgard part
from 6 hours to 30 hours in the first remake so not sure what I was expecting. /Shrug
So now you get 40+ hours of disc 1 while the original PS1 release
was only 30ish hours as a whole. That's a world of a difference amiright.
 
Replace Rufus with SE and Mako with Minigames and its a mood.
Atleast the character interactions were mostly great as well as this NPC's dialogue
because it has all the energy that I had when I was done with this game.
 
Its not like I disliked everything, I did enjoy seeing certain parts remade.
Like Barret in a sailor suit๐Ÿ˜‚ as well as a prettier& more detailed world.
So despite my complain-no-jutsu it wasn't all bad... in fact I had fun with it!
its just way too bloated which made the game overstay its welcome
hench why when I was nearing the end I just didn't like it all that much.
 
I still tried to do proto relics and clear up sidequests in chapter 13 but each area
had such a laundry list of things to do which was also mostly the same
and just repetitive so I had to limit what I engaged with. At the very least
there's always something to do so FF7 rebirth is one of those rare games
that can actually last a while if you want it to. However at the end of the day
IMO this game ended up being just fine, not great but it ain't awful either
its just that there are a lot of questionable design choices.
I'm not really sure if I want to play the 3rd remake because of this game mostly.
 
FF7 rebirth makes me appreciate the original with how simple and to the point it was
yet in the remakes they padd it out so much that I end up running out of steam quickly.
Also let's not forget the fact they make it seem like they're gonna change things
but then are like lol nope. They only make it more complicated than it really is
or try to make everything more epic while also making it longer than it needs to be.
**Gonna add to this that without part 3... I just don't know what they even want to do anymore.
6/10
 No thanks, for now I am done with the FF7 remakeverse because I think
they all just took a piss on it at the end just how this chocobo is able to float.

More rambles and complain-no-jutsu after the jump... but I think I have already made myself clear here.

Thursday, March 14, 2024

Utakata no Uchronia - Demo Impressions

 Genre: VN.
Developer/publisher: Broccoli/Licobits.
Platform: Switch.
Official Site: https://licobits-game.com/uchronia/
VNDB: https://vndb.org/v40519
Release date: 14-3-2024.(Demo) 11-04-2024. (Full Game)
 
Since I wasn't in the mood to play as Red and Barret in FF7 rebirth
I took a few hours to check out this demo!
I haven't really done a demo impressions/review post in ages and I didn't even know
UtaChro was going to get one! which is good because I was a little on the fence.
 
I only tried out UtaChro to see what it would be like! and also kinda as a vibecheck.
I know things could always turn out different in the full game but whatever
who cares if you only end up liking 1 love interest or route!

UtaChro is developed by a bunch of ex? otomate staff and broccoli/TIS creation.
I like RiRi's art but overall it reminded me more of Piofiore and not Yunohana.
Backgrounds were pretty detailed in showing the environments, art in general was good.
Music? no complaints. The OP definitely catched my attention more and I liked listening to it!
sadly I couldn't find the OP on youtube yet to link here.
 
The demo had the common route & was definitely good for introducing the setting and characters.
The heroine Hinagiku is an Ojou-sama who is good natured...maybe a bit pampered
she gets treated like a princess and earned that nickname, lol.
Yashiro seems to have amnesia and they go around trying to jog his memory for a bit, doesn't
really work out yet. Tsuyukusa bumped into them, he knows Hinagiku and thinks Yashiro
is too close already, oh jealous are we? Tsuyukusa was pretty chill so whatever I guess.
The demo ended after you meet Yori but for the most part its just too early to tell
where any of it was going, romance was definitely not a focus atleast not at this point!
not a lot of fluff yet as well, I figured out from my two-ish hour expedition that UtaChro
is a scenario driven kind of game with romance not really being a focus.
Interactions were good and  it had a decent sense of humor too. Overall it seems UtaChro
 is more or less something like Piofiore but with a bit of steampunk! I kind of liked it?

Not really route impressions but I wrote a little about the love interests?
not all seem to have a lot of screentime in the demo so there's not much after the jump.

Sunday, March 10, 2024

Matsurika no Kei Tenmeiin Iden - Review

Intertwined Bloodlines.
 Genre: VN.
Developer/publisher: Otomate.
Platform: Switch.
Official Site: https://www.otomate.jp/mk/
VNDB: https://vndb.org/v47009
Release date: 29-2-2024.
 
Matsurika was the only upcoming otome game from otomate that I was still interested in.
It has a lot to do with the artstyle and a fantasy setting which just really drew me in
as well as a comfortable seiyuu cast with familiar voices that I like.
If this is gonna be my last otomate game... they got me good!
 
This game released on the same day as FFVII rebirth but at the same time
I mostly ended up playing this first because I just missed playing an otome game
and I wasn't in the mood for Final Fanfiction 7 which I only really ended up playing
on and off if the mood striked or when switch was charging which is actually perfect for it.

Pro's
- Well rounded routes, mostly easy to follow the story.
- Compelling characters & OK heroine(considering her situation).
- Gorgeous artwork and fitting soundtrack for that chinese feel.
 
Grey area:
- CeroD for a reason, there's quite a bit of sexual themes and not just suggestive.

Con's
- Long, especially if you do all routes.
- It can be kind of frustrating if you'd like to do the routes of Enrai or Fey since
they basically need all other routes be done but locked for a reason.
- NTR (bad ends only).
 
 
This game had some pretty high production values and good art direction from the CG's to
the backgrounds and sprites they were all gorgeous. Did I mention the cg's were animated as well?
I doubt this game was the product of a year they worked on this for a while
the artist truly outdid themselves not many otomate games have multiple sprite.
It has a great soundtrack that fit the setting/mood. The OP was great and listened
to it almost everytime I booted up the game. The ED's was pretty good too.
The menus were nice as well, it wasn't busy like say cupipara and just easy on the eyes.
The system was standard stuff however I could not find the skip to the next choice option
which ended up being touch pad only which I barely use, it didn't work properly.

Matsurika has a lot of chinese influences as well as the classic four lords.
At first I had a hard time understanding all the lore and it wasn't very clear where
any of it would go, there was suspense and intrigue, it got better eventually when
I got to know the characters! i'd say the end of the common route was a little
frustrating in light of certain developments. Other than that it still has a nice
sense of humor and the character interaction was pretty great right of the bat.
**Once I got into it the story was not particularly hard to follow/grasp.
I'd say the heroine Naaya was decent at best, she can be reserved but also show courage
to go off to another town on her own despite a certain someones protest.
Naaya has a lot of potential but due to the setting can never reach it, she can be stubborn
as well but eh she goes through a lot and doesn't even know wtf is going on
so I can't be too hard on her, she doesn't deserve that and her options are limited.
**I mostly liked her because she was kind but it seems most people don't like
 passives heroines and they only want pro-active ones, Naaya shined only on rare occasions.
 
Despite being an old timey game I didn't find it boring, it only became more interesting
as it went on but it wasn't all sunshine and rainbows there were secrets being kept.
There were twists and turns, at times I wasn't even sure what was really going on.
**It all did managed to fall into place at the end.

Common route wasn't too long, it serves its purpose to setup everything in relaxed manner
however the end of the common route was a little disturbing, the mood whiplash
at the time bothered me. It was at that moment the dumpster catched fire
and in some routes it goes out but in others it never really went out till the end.
Especially you Ruwo.
The story did generally flow well, it had slower moments but I didn't find the pacing
to be that bad. I think it was overall better than in say Tsuitsui.
Individual route was of decent length there's plenty developments good and bad.
If you combine them all then this game is pretty long. I did like that the final route was
not a combination of all but instead something that connects all dots, for better or for worse.

However I would like to emphasize that this game is very old fashioned and
the values of marriage or morals simply don't work in today's world. If the reader
can get past that and accept it then I think this game is much more enjoyable.
Most love interest's are nice enough that I could understand why the heroine
would stay with them because where else would she go? If you hit rock bottom
and someone extends their hand would you not accept it? I would.
 
The story wasn't very nice to the heroine but some love interests were, others did
need more time to grow on me but it was hard to dislike most of them.
Ruwo's route was pretty much the ongoing dumpster fire which was entertaining it its own way
but Zebenera was much more relaxed? it was also more connected to the overall plot
which made me super interested in Bicorn. Bicorn was the route that I thought was really good
and was able to truly present its story beats to its fullest. However it felt
a little longer but atleast Bicorns character got his full development.
I thought Seirin's route was a little boring but even that managed to make itself interesting
it just had one moment were I was like WTF this is awful but Seirin was the saving grace
unfortunately that route was riddled with politics so it took me longer to get through. Seirin route
is probably also another reason for ceroD because most routes except Enrai were... tame.
Meanwhile Fey sits in a corner somewhere waiting for the player to do all routes
and Enrai is mocking him. Wait I am getting off-topic.
All in all without any plot spoilers Matsurika no Kei was a well-rounded otome game!
however one must be willing to accept that in today's world its values no longer work and that
is okay because this is a work of fiction based on myth's and fantasy set in the old world.
The scenario was good, with multiple endings that suit the story/character.
A decent attempt at world-building and of course likable love interest
along with gorgeous and consistent artwork as well as a fitting OST.
-
If I had to ask myself the question of what do I want in an otome game
then Matsurika ticks off some flags of yes this is what I look for.
Not everything may have been my cup of tea nor is it perfect but it doesn't need to be
i'd much rather play an otome game that isn't afraid to have bad things happen
than something that railroads me to a happy end where the choices don't even matter.
**I generally liked most happy ends, they all had good conclusions.
Of course this game still has some classic problems like not every route being as relevant
 but it is handled really well that each route is refreshing and each love interest's situation is
different making it exciting to do all routes. One of MnK's problems is the restrictions
on routes but those are there for a reason. Its still better than not having any at all. I do not
consider the MC being on the passive side a problem at all considering the setting & situation.
-
Also I was reminded of ken ga kimi when I played this game and I think there's some similarity
I specifically liked how there's multiple outcomes good and bad but they all suited the character
plus the routes were all so well rounded that if it didn't get a FD then you still get a full experience.
Turns out a scenario writer of KgK worked on this game. I suppose they still got the magic
but they also worked on CupiPara which has a completely opposite direction of MnK.
This really shows their talent as a writer, playing this game made me realize I am not that
burned out from this genre, and the last one just left me craving for more balanced games.
8.5/10
(I end up dropping it sligtly because of Fey's route... because its unfinished.)
 
Do I recommend Matsurika no Kei?  yes I do but it is difficult to recommend
if you can't stand values and morals that don't work in today's world.
The developers really outdid themselves in crafting up this game, I still can't
guarantee this game will be everyones cup of tea but honestly? it was a solid
historic fantasy otome game, a journey worth taking if you like those genres
**however Matsurika no Kei is not for the easily offended.**
Its a mystery if it will get localized but taking everything in consideration
there's a possibility of this game staying unlocalized. edit: Idk how well
this did in japan but lately I think any otome game has a decent chance.
--------------------------------------------------------------------------------------------------
 
 I wasn't sure which route to go for so I went for one of the two characters
that were there since the beginning, I followed my intuition which led me to Ruwo
as Fey and Enrai were both missing from the affection screen during my first play. 
There's not a lot of options in the first play so I think Zebenera is the safest
but Ruwo is the easier choice since he is there from the start.
At one point I wanted to put Ruwo upside down into a trash can. Take that as you will
but its best to experience it for yourself, you're in for a trip.

Enrai is locked till Ruwo, Zebenera and Seirin are done.
Fey is locked till Enrai is done.
Bicorn unlocks after one route is finished however I personally do not
recommend doing his till you have atleast done Zebenera.
TFW it is easier to get into masked guy's route than the poster boys...... ๐Ÿคก

My play order: Ruwo > Zebenera >Bicorn > Seirin > Enrai > Fey.
I think my own order flowed well enough that  I could recommend it as well.

Recommended order: Ruwo / Zebenera > Bicorn > Seirin > Enrai >  Fey.
This game is just restrictive as there's not much choice than to do the poster boys last or
bicorn if you forgot. Its probably for the best if you do Seirin later due to Enrai being locked
but that is just my personal opinion as I did find Seirin route to be very good at explaining things
Bicorn's route glossed over in favor of half-truth's and giving other things more depth.
 
I will be writing about the routes in the next section but this game is best going in blind.
Knowing too much ruins the suspense so I recommend not reading further if you don't
want spoilers. Also trying to write about the routes turns it into a Wall'O Text
because they are pretty long, again spoilers are after the jump.
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