Tuesday, February 14, 2017

Favorite Otome Game Openings

Okay I decided to do one of these, they are not in a particular order but these are my favorites.
Its more of the type I can't skip because A, the song is good  and B, the visual flow goes nicely with the song.
Though just saying do not judge a visual novel as a whole by its opening cinematic...
 There are some which I liked such as Clock Zero or Norn9 but they just don't give me
 that feeling... so I did not include them most of them are recent games, its a pain to find
good quality of older otomege sometimes especially ps2/psp ones.
 ~
 
Yuukyuu no Tierblade Lost Chronicle.
Should be obvious why this is included... simply beautiful.

Moujuutsukai to Ouji-sama.
Again another that should explain itself...

Wand of Fortune R.
This is such a warm opening...so fluffy and cute.

  Ken ga Kimi.
 I think the vita port OP is good too but something just feels more right about the original.

Meiji Tokyo Renka.
Personally I prefer this version of the OP but the others aren't so bad either
 its even included in the movie section for the vita port.

Kenka Bancho Otome.
I mean come on doesn't this get you pumped? 😁

 Period cube.
 I may not have liked this game that much but I never skipped the OP, the full ver is pretty good too.

 Collar x Malice.
Should speak for itself... 

Suuran Digit.
I never skipped the OP for this either, I liked the flow of it all.
Gotta admit I prefer the OP version of the song... the full version just isn't the same.

Hana Oboro ~Sengoku Den Ranki~,
Need I say more? really I can't bring myself to skip it once.

Geten no Hana.
This one is a bit weird but I like it... the song is the same for both games.

 Oumagatoki Kakuriyo no Enishi.
The game may have been a snoozefest with only two worthwhile routes but I could never bring myself to skip the OP... maybe its the magic of hosoyan.

Eikoku Tantei Mysteria the Crown.
 I'm a bit indifferent about it but I don't remember skipping it a lot maybe once or twice.

Amnesia.
I do not like the game that much but it has an excellent OP.


Moshikami.
Uh the game may not have been what I'd like it to be but I never skipped the OP even once if anything it kept me sane but the whole vibe is misleading considering what goes on in it.

Sangoku Rensenki.
After the last trainwreck I had to give you something immensely cute to balance it out.

Code:Realize
Not the biggest MAO fan but its not bad or anything.

 Senjou no Waltz.
I almost forgot but I love Akino+bless4 the OP was pretty good but the actual game not so much,
and I have to add it even if I do not like the game that much it was worth it for Tifalet atleast...
or so I like to believe.


 Scared Rider Xechs rev.
Its a good OP, even if SRX as an otome leaves much to be desired.

Black Wolves Saga.
The moment I saw this in the game I was like wow I couldn't even pull my eyes from the screen.


Getsuei no Kusari Sakuran Paranoia.
This is one of those odd OP's that grows on you while you play the game.
I remember being meh the first time but after going deeper into it I just... welp.

Re:vice[D]
Catchy OP by Nano.

 
Mahoutsukai to Goshujin-sama.
I liked the OP sadly this was my second and last Quinrose game before they went bankrupt.
These OP's tend to be long so... well it makes sense why they only play once
I liked the overall feel of it though and barely skipped it.

 
Beyond the Future.
Dat KENN, I'm sorry but the next two are going to be a blast from the past.

Kami Naru Kimi to.
Didn't play this but the OP is so good pretty much makes it clear its a tear jerker. 

Desert Kingdom.
I like it but ur probably better off looking at the OP on the official site.
~

As for the last, I am an immense Akiko Shikata fan and well while I have not yet played
Haitaka no Psychelica or Kokuchou for that matter I just had to include both Kokuchou is not by her btw... just Haitaka the former is just really something else.

(Kokuchou)

 (Haitaka)


Saturday, February 4, 2017

Geten no Hana with Yume Akari - Review (2)

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 Game: [Geten no Hana with Yume Akari Aizouban].
Genre: Otome game Visual Novel.
Developer/Publisher: Ruby Party / Koei Tecmo
Platform: PSP, PS Vita.
Release date: 2016-09-08

 I won't be bother to write much since I already said a lot in my review for the first game.
Yume Akari is the sequel to Geten no Hana which continues from the grand finale and since
 the individual endings didn't matter I decided to let it rest before going into this
but after four months and a depressing FD I decided its time to finish this! 
Like the prequel its not accurate to history to make it an otome game 
but they did a good job of sticking to some parts atleast.
 Anyway...
Hotaru continues to serve Mitsuhide and protect Nobunaga from outside threats as the shield of Azuchi.
 What is Hotaru's dream? she will surely have one more chance to find it closeby to her.

Pro's
- Plot is okay...
- Every guy is still likeable.
- Art.
- Individual ED themes (though only Hanbei and Kanbei are new)

Con's
- Short, after one play the rest of the routes will fly by.
- Some of the previous guys routes feel like new/alternative versions.
- Annoying card minigame to replace 50% of the battles.

Yume Akari adds two new love interests Hanbei and Kanbei since the new story is centered on them
and here comes the hard truth, without them there would be no sequel.
The two come to investigate the shield of Azuchi while crashing at Hideyoshi's place...
Ok since this is the spoiler free zone that all you will get out of me, this game plot is better found out on your own.
Everyone else gets a route as well but like I explained before everything is reset till a certain point
so for the old guys basically becomes an alternative take...a second chance or so to speak.

 There's also this card game thing and well you win by get matching cards...
this is actually to break the mold of having to only do the fighting minigame, its the only way 
to get flowers and incense now also unless you want challenge just play on easy
I doubt anyone wants to bother doing it on higher difficulty and waste even more time on it. 
Especially on Momoji's route, lol.
The old fighting minigame is still there for story fights but I can't help but question why
 the new one is needed for the kusumono(intruder) fights? oh well no use thinking about it. 
You can lvl up 3 stats, precog,kunai(more hits) and one that heals your health 
by using them in the new minigame, max lvl is 10 but there isn't much use for it unless you
 want to play it on higher difficulty which is not difficult just more annoying/time consuming.
The sequel like its prequel is a fairly short game, first play should take anywhere from
 8 ~ 10 hours at most which is roughly the same as its prequel, 2nd+ will be done in 4~5 hours.
 You can also use incense during conversations with characters, which leads to some ðŸ”Ĩ scenes.

Too be honest I wasn't sure whom's route to do first so I just followed the same playorder as before.
You can't do Nobuyuki on first play not sure about Hanbei but I do not recommend because spoilers.
For first play just go with normal end or someone you're familair with other than that order does not matter. 
Personally it would be better to save the new routes for last... unless you are really curious 
and can't wait that long till you've done everyone if I had to recommed anything at all please do
Momoji before Hanbei and Mitsuhide before Kanbei this'll be no problem if you save Hanbei and Kanbei for later.

  My play order:
Mitsuhide > Momojiji > Nobuyuki > Hashiba > Ranmaru > Ieyashu > Nobunaga > Hanbei > Kanbei.

For a guide just us Syrup26 and Choro for whatever Keywords you are missing.

In short for those not wanting to scroll down below, I recommend the sequel to Geten no Hana fans
but do not expect a true sequel but an extension of a story that couldn't be told back then.
Most of the original chara are just alternative routes anyway, the new after stories for them were nice though.
The sequel's story is okay but has some hilariously obvious things at times, I mean
who could that bamboo hat man be? he looks awfully familiar. 😕
This game has a lot of common scenes and like I mentioned 2nd+ play will fly by even quicker
than its prequel since there is less to do and stuff, regarding common scenes its honestly
not that different from the average visual novel since somethings will never change.
I still love how most Koei games have their own solution to the predicament at the end
even at Harutoki6 Gentou Rondo I enjoyed that(despite me headdesking at times).
Also remember how I said no one ever actively pursues the heroine in the prequel?
Haha... that didn't last long as it was obv Kanbei was interested in Kikyou(Hotaru)
but don't worry there's a plot reason for this to explain his behavior still while
Kanbei shows his interest, he atleast knows when to back off, so yeah its not bad.
Moving on I thoroughly enjoyed the new characters routes and sadly I think they were the most
worthwhile content? sure it was nice to help Nobuyuki or Ieyashu again or spend time with Ranmaru
but I'd honestly wish for a fandisk and get to see them under more relaxed circumstances.
Its really sad the stars of this game are Hashiba, Hanbei and Kanbei though everyone else did have
 an enjoyable route but to me it felt like most of the effort went into the new routes.
For score it gets an  9/10 from me, it gets less points from me due to me getting nostalgic of some
of the routes characters had in the prequel and the new route feeling like an alternative.
Maybe I nagged a little but I really did enjoy it overall... and still recommend this port
because no matter how you look at it the characters and plot are well written.
I'm a little sad its over though, Yume Akari is probably the last entry... and did a good job of making it feel complete.

There's spoilers below, some sections more than others but i'm sure you've
realized you can read the full summary and character background in detail at koei wiki
and so I won't bother to be detailed and will drop things out/ summarize it in my own way if at all.

Sunday, January 29, 2017

Getsuei no Kusari -Kyouran Moratorium- - Review

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Game: [Getsuei no Kusari -Kyouran Moratorium-]
Genre: Otome Game Visual Novel.
Developer/Publisher: Takuyo.
Platform: PS Vita.
Release date: 2016-12-21

 The FD of Getsuei no Kusari Sakuran Paranoia, since the original game was
anything but the typical otome game don't expect a lot of fluff from this.
Its still keeps the serious theme the original had so if you're in the mood
for something realistc/mature these games are an excellent choice but
I do not recommend playing this without the original since its a fandisk.
Nor can I recommend playing both right after the other even if this is short it still can give you
much despair, it didn't bother me but it may others to the point they might drop it.

I didn't particularly care for the OP movie this time, I only like watched it once or twice and then skipped it.
But yeah if you still don't get it, this FD mainly exists for Mamoru and the newly added
scenario for the Toudou brothers you may need new glasses. ðŸ˜Ĩ

This vita port of Kyouran Moratorium really is what you'd call a definitive version
as it adds a new scenario with two guys Toudou Itsuki and Toudou Miyabi, they're brothers
and this made it a bit more worthwhile than the PSP version because of that.
Especially for the price and Takuyo's games tend to be slighly more expensive...
Sadly these two are completely new and don't appear anywhere outside of their own scenario
yeah you read that right they do not even appear in the other newly added IF scenario.
Anyway... the original features of the FD make it seem pretty short, the another stories are 
slightly longer than the good afters which are around 30 minutes at most. 
Mamoru's route was maybe 5-6 hours so together thats give or take 10 hours.
But if you add in Hanayagi IF story and the Toudou brothers routes....
that would make the length at around 25-30 hours, btw tour of koukashi is just a side dish.
If you have a lot of free time in the weekend you may just finish it very fast but if you
spread it out due to the despair getting to you then yeah it may take you a week or more.
Personally I finished this within 2-4 days... 
Also if you actually got this game I really recommend you to end this game with
the tour of koukashi as its the most fun and entertaining thing this fandisc has to offer.
 The part where Hibiki went on about the Dango got to me... 😂😂😂


Despite the added content it was still a short FD but after Ken ga Kimi Momoyo Tsuzuri
any other fandisk in general is short.😂
The seiyuu did a good job especially Naruse Makoto, thats one you do not hear often
and also Kanna Nobutoshi and Satou Takuya... they also had such a good performance!

TL;DR
I recommend this if you enjoyed the original, don't bother if you didn't since its more of the same.
It gets an 8/10 from me, same score as I gave the original, all of the good afters
 were great and the another stories weren't bad except maybe Satoya's.
The rest of the content was worth it too except Hanayagi IF story... which I personally didn't care for but that my own opinion.

My play order of the content was decided by personal preference which is:
Mamoru > Nozomu > Hibiki >Satoya > Wataru  > Hanayagi IF > Itsuki > Miyabi > Tour of Koukashi.

Saturday, January 21, 2017

Harukanaru Toki no Naka De 6 Gentou Rondo of Deus Ex Machina - Review

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Game: [Harukanaru Toki no Naka De 6 Gentou Rondo]
Genre: Otome game Visual Novel.
Developer/Publisher: Ruby party, Koei Tecmo.
Platform: PS Vita.
Release date: 2016-12-22

The sequel to Harukanaru Toki no Naka De 6, given how I really enjoyed the original
I couldn't help but be surprised we got a sequel instead of a Fandisk because of that this game
takes place after the grand finale and now I have a sequel I never asked for but got anyway.
 Since this is a sequel, if you haven't played the prequel maybe skip this game
since it relies on past events and one can't begin to understand why there is this wall
between Darius and Azusa, sure they'll recap general knowledge and expect
you to be able to remember on your own.

Sadly this game hasn't had the greatest of receptions which made me scared...so after
I finished KgK momoyo tsuzuri I went into this right away because I had to know for myself
and in the end I sorta agree with the japanese impressions this is a very flawed sequel
an unnecessary one even, pretty sure they rushed some parts of it
in short; its just an average sequel to please fans but it wasn't at all a necessary one.

The game plays just like its prequel, you still have mission/goal from time to time
and you must balance the visits to the guy which end you're going for once again.
Also for those playing without a guide be careful with your choices
you could very well mess up and make it impossible to get the guys next event.
The battle system is improved but still easy, you're rewarded for finishing battles fast
and evolving talismans is a pain in the neck but once you're done with everyone said
 items to evolve talismans will be useless, also this time you get to choose which location to use
as a home base, like the demon-clans mansion or the cafe Haikara which Murasame frequently visits.
If you pick one that isn't tied to the character which route you're going for
 you can miss a few sub events during that playthrough.

Pro's
 - Arima/Shuhei route is better, tbh most if anything the indivual event/route is only worthwhile thing.
- Wan-chan is Totez Adorbs.

Con's
 - Story seems interesting at first but turns into a convoluted mess...
 - System, its like an rpg with a bit of time managment, So if you're not up for that avoid.
- Long common route not much individual, overall its a short game.
- Deus ex machina.
- Unvoiced sugar-content scenarios as paid DLC.  (눈_눈)

 There's also a demo available on JP PSN so if you have second thoughts
about the sequel please try it out, it contains the entire first chapter.

My play order:
Darius > Arima &> Shuhei > Tora &> Kohak > Ludo &> Kudan > Murasame > Man
 & Normal > Toudou & Grand end.
I mostly focus on two characters per playthrough making the total number of runs 6 or 7.
Because its easier to do than the prequel... and you have too much time on your hands anyway.
For a guide/walkthrough I recommend: http://neoromance.info/haruka/rondo or Half-adder.
I recommend going for only one character and the normal end first play, try viewing some
of Man's events till you hit a wall and don't forget to focus on upgrading your talismans.
If you were to only do one per play you just have more free time to focus on upgrading
and or capturing every onryou summon so its not bad either way.
There's no trophy for capturing pokedemons this time but I did it anyway.
You get some new scenes during the prologue on 2nd play from Man's point of view as a sign that his
route has unlocked, however I do not recommend doing it till you're done with everyone else.
Preferably do Man before the toudou/grand finale the order of the rest doesn't really matter
may as well get Darius out of the way early(no offense to mai husbando but it wasn't that great).

As for expectations for the routes themselves, I didn't have much of that and I'm glad
Arima and Shuhei got better routes than in the prequel because they deserved it
though I still think Darius had a more well rounded route back then than here. :(
The game is much shorter than its prequel and I went through the routes without
needing to say meh I don't feel like it now and go do something else.
Also
For those wondering if you need to do every character combination technique in one play no you don't.
The list resets, but rest assured you can get them all over multiple play so best to keep notes!
The most I got was 20... but I was glad to realize you don't need to go that far.

This wasn't that bad  but was it a necessary? Hmm... I honestly can't answer that.
Was saving Chiyo back then really such a good idea? maybe there was a consequence
somewhere someplace in a distant time that the two miko's and the hachiyou isn't aware of.
You'll find that answer in this sequel, warning that there are full spoilers further down below.
In short I give it a 5.2/10, I had a great time in most routes and most of them were enjoyable -event
wise- but it isn't all that great to sit through multiple times, the routes are essentially new versions, to
give us another opportunity, yeah some route brought up legit issues but I honestly wanted a continuation of the love ends but everything was reset to them being friends in this game, for some character it worked out for others it was a drag, you know I could put the prequel down
for a few weeks and continue later but since this is shorter and easier to play through
I couldn't and I am sorta glad for that. Also the plot wasn't engaging enough its like
they forcible created a problem when there was none which lead to one thing and the other.
The missions were less, too easy and not rewarding at all basically the first half
of the game is spend in the most boring ways like i said atleast the chara events made up for that.

The DLC controversy makes me roll my eyes and it makes me sad
Koei has taken such steps and one thing is for certain I won't support any of it.
This is a visual novel with some light simulation that shouldn't be the victim of addon content.
That aside I enjoyed most if not all the routes, except the grand finale as Kudan's end was much
better, it was pretty underwhelming this time yeah I am sure it worked out but it was a mess
I prefer Kudan's end over it which felt like it was the most complete ending in the whole game.
5.2/10
PS: Wan-chan is a maji tenshi.
---
more spoiler babbles after the jump








Wednesday, January 11, 2017

Ken ga Kimi Momoyo Tsuzuri - Review

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Game: [Ken ga Kimi Momoyo Tsuzuri]
Genre: Otome game Visual Novel.
Developer/Publisher: Rejet.
Platform: PS Vita.
Release date: 2016-12-22

Sometimes a FD you didn't ask for is better than no FD at all.
Yes that's how I original felt when Ken ga Kimi Momoyo Tsuzuri was announced.
 KgK may not have needed a FD per se, the vita port additions were perfect but I guess
 that port sold well enough for rejet to give this game as a thank you for supporting. :)
I can say this game was worth my money thats for sure, Rejet mostly used
their budget correctly and otomate could learn a thing or two from this!

  That aside I loved the original, the vita port of KgK may not have been the best
but its definitely the definite version because of added scenes with cg's
and after stories not in the original PC version, however I can't really recommend KgK
to anyone but people with a decent grasp of the language because there is a lot of kanji
If you just started learning you aren't gonna be able to understand it much.
So I can only recommend if you have a high lvl understanding of japanese
and like old timey wafuu settings plus do not mind a slow and long visual novel.
I guess fans of hakuouki or similair otomege could enjoy Ken ga Kimi as well, because samurai boys.


Pro's
- Fills in some gaps in story the original game couldn't explain.
- Art/music.
- Seiyuu did an amazing job.
 - Lengthy compared to the average FD, it will last a while.

Con's
- Not every side story was as interesting as another was.
- Long winded.
 -  101 CG's yet no actual Kiss CG's. (눈_눈)

Like the original, Rejet still has this little fortune thing when you boot up the game and you can also
get side characters this time which sadly makes it even harder to see the character you like the most.
*Whale sound*
In short KgK Momoyo Tsuzuri is basically a collection of side stories, book 1 takes place right after
the common route when the boys have parted with Kayo and are on their way back to edo from Sunpu.
Book 2 and 3 both takes place some time before the gozenjiai(sword competition).
Those two are basically AU's side stories and doesn't really fit into the canon that well.
The individual scenario books for each character are great, some even go further
into certain matters of the original like for example Kei's and Enishi's first chapter.
Each chapter takes roughly one hour to complete give or take depening on your own reading speed.

You also collect bills during the first three books by viewing scenes
from the guys POV they unlock omakes which are really cute.

There is no recommended order for the FD but I feel like its best to start with Book 1 then 2 and
finally 3 since even if AU, its a common story and it just makes more sense this way.
After that feel free to jump into the individual books and from personal experience
its best to do Enishi's book before Saneaki's and Suzukake's before Tsuzuramaru.

Honestly I can't really recommend this FD if you don't want to go deeper into the world of KgK
or didn't like every character since it will take up a lot of time to read everything.
If you do want that then by all means please do because it is worth the investment
but still I have to say the sheer content of this FD is really overwhelming.

Personally Kgk momoyo Tsuzuri gets an 8.5/10 from me, its a great FD but part of me
feels like some of it wasn't really necessary and there are a few forgettable side stories.
Taking in the annoyance of not being able to access the menu where you select the books
you want to read from the main menu is also reflected in the score there's a quick workaround though.
Not everything stood out to me but honestly over half of it did, after playing this
I really understand every character that much better so yes it was a worthwhile investment.

There's more thought at the bottom of the post but in short i'm mostly positive and I recommend
this FD to any Ken ga Kimi fan who doesn't mind investing time into every character's story.
Rating

Plot  ★★★☆☆3.5 (Writing of some side stories varies some are better than others)
Overall enjoyment ★★★★★ (TL;DR a FD with content that is more than I ever ask for)