(Archived 2022) The thread in which we talk about games we are currently playing

@“tomjonjon”#p40608 Raspberry Pi 400 and emulation station/Retro Pie. The DS games run the two screens side by side and require the mouse whenever the stylus would be required, but luckily the Castlevania DS games only require that for like signing your name iirc.

I highly recommend the Pi 400. Extremely compact, easy to flip back and forth between Linux and a dedicated emulation set up by switching out sd cards, and pretty darn powerful for $70. You could get 2 of them for the price of a playdate and have $40 left over to buy your own crane.

[upl-image-preview url=//i.imgur.com/cOJ1J1c.jpeg]

### Tengai Makyō II: Manjimaru

Continuing a now cherished tradition of finding excuses to never start Octopath Traveler, the role-playing game I picked for this short summer break is one I had more or less played three times already, in a span of about three decades, but never had the chance to enjoy as much as today. My relationship with Tengai Makyō II is like the plot of _When Harry Met Sally_ but with more cybernetic vengeful monkeys and less fake orgasms.

https://youtu.be/PFsr7WU4gPc
[size=11]_I’ll have what Mantō’s having!_[/size]

I am not sure how well known Tengai Makyō II (a.k.a. "Far East of Eden II") is in the English-speaking gaming culture. The game has frequently been voted “Best RPG of all time”, “Best PC Engine game” and other such roaring accolades in Japanese media.

It was also a legendary game among a certain generation of players in France (mainly due to [one guy](https://forums.insertcredit.com/d/610-last-letter-game-games-in-your-collection/1083)) and claimed by the few but rabid local PC Engine fans as the greatest, longest, most epic RPG ever you’d never get on your Nintendo console yada yada. It had this aura of a never-ending odyssey, possibly due to the size of the game and most certainly because it was pretty much impossible to guess how to proceed without speaking Japanese in a pre-Internet Parisian schoolyard. Many [Minitel](https://en.wikipedia.org/wiki/Minitel) minutes were billed trying to find and share clues on prehistoric BBS groups.

More recently, the game has acquired a different sort of notoriety online, with the intriguing proposal that it might have been the very first AAA video game: 150+ developers, several years and millions of dollars of development, and a game world spread across “20.000 screens wide”, as it liked to advertise itself.

So, what’s all the fuss about, and should one play Tengai Makyō II today, and would they still be blown away? Well! 63h26m later, I am inclined to say it has aged very well and there has never been a better time to play it than on the PC Engine Mini!^ Let’s explain why – after this short ad break.
[size=11](※caution: the game is not included in the TurboGrafX16 Mini and Core GrafX Mini models.)[/size]

https://youtu.be/HLUWsGTkY6A

Let’s put things in context in two paragraphs. NEC releases the CD-ROM² peripheral for the PC Engine in December 1988 and needs a RPG, coming right after the Dragon Quest III craze, to showcase what the format brings and how it overcomes the limitations of a puny Famicom cartridge. NEC’s partner Hudson tags with Red and a shitload of subcontractors to create and release Tengai Makyō: Ziria (1989), set in a Japanese-themed fantasy world called Zipang and based on the folkloric tale of the frog-loving ninja Jiraiya (that’s how you pronounce “Ziria”). The overall game design and key development staff are very close to Momotarō Densetsu, Hudson’s prior RPG success on the Famicom. But Ziria also gets help from outside the video game world, with cutscenes drawn by professionals from the animation world, dubbings from prominent voice actors for the key cutscenes, and a prestigious musical collaboration (Sakamoto Ryūichi). It’s a hit.

Same *spiel* two years later: NEC and Hudson launch the Super CD-ROM² format, which allows using more RAM and helps PC Engine games stock and display graphics and sprites’ animations on par with the recently released Super Famicom. They also combine all these upgrades in a new all-in-one version called the PC Engine Duo and therefore need another flagship game for the 1991 holiday – that game will be Tengai Makyō II: Manjimaru... a few months late, ahem!, as it will end up missing the deadline and release in March 1992.

https://youtu.be/PoV-nHdXO3c

The two games are only three years apart and (theoretically) run on the same hardware, but it’s hard to overstate how far apart they seem. The added RAM, the team’s accumulated experience, the bigger budget and the insane ambition of the project make it seem like a generation gap – as if Super Mario Bros. was immediately followed by Super Mario World.

1989 = one year after Dragon Quest III’s release and Ziria is still in broad strokes a [Famicom-era game](https://youtu.be/lRlzPVgTIdI) with more colors, and its battles and important discussions illustrated with scenes akin to the best adventure games of its era thanks to the wide space available on the CD-ROM. But it’s mainly the voice acting and the music which set the game truly apart from the typical Famicom experience.

1992 = already a year after Final Fantasy IV and amidst a tense battle between SFC and PCE role-playing games to showcase the more impressive graphics. Tengai Makyō II looks [much closer to a Super Famicom game](https://youtu.be/KE4E7pFJDnQ), with animated cutscenes totaling 90+ minutes of video and based on over 5000 drawings, three hours of dubbed (and better encoded) dialogues, around a hundred music tracks, a collaboration with Hisaishi Jō (just after his work on Tonari no Totoro) on a few key CD tracks, about twenty-ish regions offering 250+ locations to visit, 3000+ NPCs, 400+ types of monsters, 48 Bosses and a first playthrough guaranteed to last over 70+ hours. It’s all about excessiveness and the promoting of this excessiveness: I did not have to look hard for these numbers, they were listed in the TVCM above.

Beyond the technological improvements and colossal contents, its the smoothness of the experience and the great pacing of the adventure (especially in the first dozen hours) that elevate Tengai Makyō II as one of the most impressive games of its era. This is not only due to a cleverly written script but also thanks – once again – to technical reasons linked to the Super CD-ROM².

As lead programmer Iwasaki Hiromasa explains below (with some visual examples to illustrate), Tengai Makyō II is able to introduce scripted events directly from the main map, in the same way as Final Fantasy IV for instance, then directly follow them up with full screen cutscenes that have no equivalent on the market.

https://youtu.be/-HwRbvoHFuo

Fair enough, but how does it play?

Tengai Makyō II is structured pretty much like Dragon Quest. It’s a classic "JRPG" with a linear storyline and turn-based battles, a group of four heroes with a distinct personality that will band together as the story progresses, visiting successive regions, each with a different "vignette", i.e. its self-contained narrative arc and local Boss that is ruining the locals’ lives in some fashion and will get their butt properly kicked before jumping to the next region.

However, rather than the folksy heroic fantasy of Dragon Quest, Tengai Makyō introduces Zipang, a fantasy version of feudal Japan spiced up with traditional folklore and legends, sarcastic references to contemporary (early [_Heisei_](https://en.wikipedia.org/wiki/Heisei)) Japan, similar in a way to how The Flintstones commented on modern Americana, and a few anachronistic pseudo-scientific marvels (a giant Buddha robot statue! A flying fortress! etc.) to boot.

Worth noting too that many of the Tengai Makyō games openly share the same universe, _a la_ Gensōsuikoden, and therefore Ziria players will cross the path of familiar NPCs, although the storylines of Ziria and Manjimaru are effectively completely separate.

Precisely a thousand years ago, the clan of the Root People (picture [the Brussel sprout-looking bad guys in Jayce and the Wheeled Warriors](https://youtu.be/y9K0SzFIf4A)) got its ass kicked in a battle with the brave Human clan of Fire. Like very patient clockwork, the new millennia marks the sudden reappearance of seven gigantic and monstrous flowers all across Zipang, each bringing their own demons, curses and afflictions. One region gets turned into a desert landscape, one region sees its inhabitants progressively transformed into pigs, one has a giant plant poisoning the holy sources nearby, etc.

Playing as Sengoku Manjimaru, a turbulent kid who quickly finds out he is the descendant of one of seven heroes from the clan of Fire, the player is tasked with gathering other descendants of the clan, finding the seven holy swords of the seven holy heroes and cutting down the seven huge meany flowers to restore peace and harmony in Zipang. Obviously, the seven swords are guarded by seven "generals" from the evil Root clan, each one a colorful character involved in the locals’ misery. There’s the pitch for you.

That’s not the most original RPG synopsis for sure, but the quality of the script, the excellent pacing and the story’s wonderful characters turn it into a frenetic and fun adventure that remains (and might be even more?) impressive about thirty years later. The first dozen hours and the first team member you meet in Tengai Makyō II play a huge part in that positive impression.

Kabuki Danjurō, who is undeniably the breakout character of the game with his three separate spin-offs and his own TV special, is a young, brash, popular actor and teen idol of the times. He is beloved by all, himself included, and both a renaissance man and a schmoozy playboy, fortunately written just tactfully enough that it doesn’t cross over into creepy City Hunter-like predator behavior [size=11](or at least I think so, but a Frenchman is possibly not the best judge of character on this from a contemporary US perspective...)[/size]

Kabuki’s entire story arc against rival actor Kikugorō is a riot and had me create separate save files just to get to play some of their most memorable scenes again. Take a look at their bombastic first meeting, the excellent voice acting and how dynamic those transitions are. This is a 1992 game!

https://youtu.be/q1MBD7VCeKc

The other three protagonists (Manjimaru included) aren’t as memorable but they each get their own moment in the spotlight, such as when the giant Gokuraku Tarō gets to show his strength by ||using two magic ropes to pull an entire island back to the mainland’s shore|| or when Kinu, the young and quiet healer of the group, gets a key dramatic scene that might reward the game with a CERO Z rating if it were released today.

There are only four playable characters in the game, but the script is also attentive to spicing up the group dynamics, and (without revealing too much) you actually spend very little time in the game with all four members together in the party. This also has an unfortunate impact on the game’s balance: while it does a good job not getting too much level discrepancy between the characters even if some leave the group for a while, you do get a pretty frustrating solo sequence that is probably meant to showcase how tough the adventure would be by yourself, but slows down the pace dramatically as you are forced to level up in grinding sessions to be able to face the danger ahead. Conversely, when you finally have four party members (or even three), regular enemies suddenly pose almost no threat.

Overall, the challenge is pretty tough, with some cunning enemies and devious traps on the way. For instance, in addition to typical debuffs and poisoning status changes, some monsters have the ability to strip you out of your equipment, and players will have to carefully remember to re-equip their gear before the next battle. Treasures are also a frequent jeopardy. They might hide enemies, cursed equipment, nothing at all and thanks for the detour, or even less conspicuous traps such as a tantalizing golden egg that, if not quickly ridden off or sold to a merchant (for a nice sum of money), will quietly hatch while inside your inventory and reveal a (worthless) "golden bug" that will progressively turn all your remaining inventory into other golden bugs. Yes, including some potential key quest items that will need to be gathered back. Retrospectively, this is fucking hilarious. In the moment, though, grmblgrmbl.

To the game’s credit, many traps and riddles get telegraphed or hinted by one of those few 3000+ NPCs found in the game, but ① you’ll need to read Japanese (and sometimes understand their weird local dialect variation of Japanese) and ② you’ll need to have spoken to the right grandma in the right nondescript hut in the right random mountain pass at the other side of the previous region.

It must be said, however, that some devious fights (including Boss Battles) can either be overcome with brute force leveling or a bit of smarts if you figure out one specific weakness you could exploit. If you are in love with the “Phoenix Dawn instantly kills zombie bosses” trope, Tengai Makyō II has plenty of that for you. In the same vein, a couple important subquests can be accomplished in two different ways depending on how observant and patient you are.

Another really peculiar thing about Tengai Makyō II is how it handles its inventory. The characters have very small pockets and no caravan following them. Notwithstanding their equipment (which is handled in a separate but equally stringent menu), Manjimaru and Kabuki can only carry six items, the petite Kinu only three and the gigantic Gokuraku nine of them. Item management is therefore closer to Resident Evil than Final Fantasy, and the game’s equivalent to Spencer manor’s magic storage coffers cannot be found in most villages (usually only once or twice per region) and do not offer that much free space either.

The player will therefore have to be cautious in their preparations unless they don’t mind getting their pockets full halfway through the dungeon and unable to bring a key item back to safety. It gets frustrating at times, but the unarguably positive consequence of this constraint is that it forces even hoarding-afflicted players to use their items. There’s no Tent x99 “just in case I need them after the last boss” situation in this game; Manjimaru cannot really afford bringing a cure inside a dungeon and not use it on the way.

The magic system of Tengai Makyō II has a similar “resource management” flavor. You find new magic as scrolls taught or hidden by _tengu_ across Zipang, typically rewarding you for exploring the world map thoroughly. These scrolls can be equipped and transferred among the team, several spells allowing different characters to cast them. This can lead to changing the role of characters depending on who is available and what kind of enemy they are facing (e.g. whether a Boss favors the use of magical or physical attacks). All my characters, even the massive Gokuraku, have at some point effectively played the role of the group’s healer, but in a more organic fashion than a straightforward “job system” that often strips RPG characters of their personality in battle.

The last but massive hurdle of the game is its unforgiving RNG (very very *very* polite description here, other words come to mind that’d make your grandmother blush). That’s why I advise playing Tengai Makyō II on the PC Engine Mini rather than its original hardware, Nintendo DS port, PSP collection or PSN archive. I am not sure if the GC/PS2 remake has been rebalanced but the new 3D graphics don’t jive with me anyway. The PC Engine Mini’s selectable save states are a true blessing against this game’s Bosses and their [s]cheating[/s] discouraging luck.

I remember a very difficult challenge on the PC Engine. But hey, I didn’t understand squat so it was probably my fault. I have a faint memory of long grinding sessions on the Nintendo DS fifteen years ago, near the end of the adventure. But I did not really have better things to do than mindlessly grind my way to overpowered stats on a handheld RPG back then. This time, I aimed for a reasonably effective playtime and, boy! This game is completely broken in how it handles _whiffs_ (even for the CPU, admittedly, but much more so against the player’s initiative).

You spend a huge chunk of your time missing shit. Attacks. Buffed attacks. Spells. Very important debuffs that cost way too much MP (or rather “technique points” here). It’s insane. I must say levels do seem to play a part in the %chance of missing actions, but that does not explain nor justify everything. And so I ended up having to “TAS” many of the Bosses, especially in the second half, by juggling between two save states and figuring out quasi-turn by turn how to survive and possibly slay the Boss.
[size=11](Only two save states because I saved access to two really cool scenes, far from any convenient save point, on the remaining two. Another testament to the number of cool moments in this game.)[/size]

Don’t think the save states method made these Boss fights a breeze. Rather, it turned them into long and daunting puzzles, looking for a way to force my will on fate. A few “welp that’s a one-shot party swipe” cheap attacks still forced me to give up and go grind a few levels. Especially the two last Bosses. For reference, I finished the game at level 73 after 63 hours. I think an average “clean” playthrough probably requires high 80s, low 90s and clock at around 70 hours.

Despite some headache-inducing Boss encounters (even with the help of save states!), I had a blast with Tengai Makyō II this Summer, even more so than the previous times. I heartily recommend the game to any Japanese RPG fan or historian, non-withstanding the obvious language barrier that might get solved one day with a very brave fan translation (we’re talking Trails in the Sky-level dedication here) or an improbable new and translated remake.

And yet, I understood the game enough this time to know I probably missed twice as many references and jokes as the ones I did get. Like how pretty much each strongest purchasable sword in each region is a reference to the local (modern 1991 day) baseball team. Or how [the three ninja sisters](https://forums.insertcredit.com/d/943-the-best-fireworks-in-games/19) owe their existence to a punny misreading of the name of a famous folkloric ninja from the Iga region (that discussion was my impetus for replaying the game by the way). These many cute cultural details, the constant humor and the breadth of Zipang, the land of 20.000 game screens, make it a most memorable journey worthy of its reputation.

And [let’s not forget the soundtrack.](https://forums.insertcredit.com/d/9-lets-share-some-game-music/464) As I said there, you get why it was pretty difficult for Japanese RPG fans and developers alike to picture a future of gaming without the CD-ROM.

https://www.youtube.com/watch?v=Ju9VU9woj3Q

Which brings me to these final thoughts. People who have experienced Tengai Makyō II back in 1992 will be fewer and fewer as time goes by. The game will ineluctably disappear, progressively, from each “greatest RPG ever made” discussion, let alone with the louder opinions of non-Japanese players gaining more and more influence.

Tengai Makyō doesn’t have the same lineage and commercial shelf life as Dragon Quest or Final Fantasy. It probably won’t be remembered, or rediscovered by a new generation of fans like a movie could, and this is a shame because this game’ critical acclaim and commercial success – more so than any other’s – probably scared the shit out of Squaresoft. They were already pleading Nintendo to release a CD-ROM, but I am pretty sure Tengai Makyō II is the game that convinced them they had to jump to CD-ROM, and led to the famous "betrayal" with Sony, securing the success of PlayStation against the N64 and Saturn, and forever changing the face of the industry. That’d be a pretty significant role to its credit in the whole history of video games, I’d say!

Anyway, I am now itching to play Tengai Makyō Zero (the Super Famicom joint) or Dai4 (the Saturn sequel) again some time this year. In which case, the series might pop up once more in this thread.

@“chazumaru”#p40636 this is a great write-up that i feel like deserves its own thread!

@“wickedcestus”#p40639 Thanks for the kind words! However, I am not sure what else we could really talk about as a community in such a specific thread, given that the only officially translated game in the entire Tengai series is the Neo Geo fighting game… I believe Zero has been recently fan-translated? That’s pretty much it. It’s a bit sad if we start a conversation then can’t let most people join on the fun.

Unless you wanna start a discussion on Masuda Shōji, director of this game and many Japanese-only RPG classics over the decades, but once again I am not sure it’d be a very welcoming thread to a non-Japanese speaking audience.

am interested in anything Linda cube related for sure

@“chazumaru”#p40636 Thank you for creating such a thorough post and sharing everything you know with us! They‘re one big series I haven’t played (I just haven't found the time), so I really appreciate it :smiley:

I’m uh… playing an Evangelion-themed Tamagotchi I got second hand off eBay. Mari has landed.

[upl-image-preview url=//i.imgur.com/ZMG9VLH.jpeg]

@“chazumaru”#p40643 You definitely got me pumped for this and Ziria. Only Tengai Makyou I finished is Kabuki‘s side rpg Fuun Kabuki den. Highly recommended. I was just checking it out last Oct but coincidentally it turned out to be monster themed (werewolf, vampire, mummy, etc) so I blasted through it on Halloween week. Production is super lavish even though it’s not mainline game. It‘s voiced by bunch of top voice actors with bunch of full vocal songs. It’s shorter than mainline games so pretty breezy. Battle screen switched from DQ style to FF style but actually looks and feels more like Lunar. Very nice.

It's obvious to say but one thing about PCE CD that can't be ignored is CD audio. I love chip tunes but CD stuff hits whole another zone in my brain. A lot of voice works are done by pro voice actors with full anime audio production. In my high school in US there was a rich kid who had PCE CD (AND Neogeo!) I was not friend with him so never got to play them but my buddy used to go hang out and record audio of cutscenes on cassette tapes and dub me copies. Man, we were blown away. I'm pretty sure most of them were from Tengai Makyou. I listened to them a whole bunch while driving. Now that I can see and hear and play them myself, I appreciate them even more. Look and sound so good!

@“KennyL”#p40685 Nice! I have a really fond memory of Fūun Kabukiden as well, although it also taught me a valuable lesson about import games and import stores.

I used to play the PC Engine at friends’ houses and only got my own PC Engine Duo RX some time around ^1998~1999. That console was a "RF unit", meaning you had to plug it to the antenna port, which at the time was something I had never heard of: SCART was always the standard in France since the NES & Master System, and we rarely even used RCA plugs on our TV sets.

Due to this weird issue (they probably bought it mistakenly in Japan?), the game store couldn’t get rid of the console and they ended up selling it to me for a very cheap price, hoping I’d make up for it by purchasing enough of their PCE games that were also turning into dead stock by then.

I had been burned by the difficulty of Tengai Makyō II while playing it on weekends with friends so I ended up buying Fūun Kabukiden, which the store clerk promised me was much easier. It’s true! The game is indeed easier, and shorter and a fun romp that has Kabuki travel the world – which is somehow smaller than the lower half of Japan traversed in Tengai Makyō II. It’s really just a vehicle to witness Kabuki have wacky adventures and hear talented voice actors have fun together. I had always compared the battle system to Final Fantasy but your Lunar comparison is very apt!

https://youtu.be/G_F87twa6JU

Like @"KennyL"#454 I have especially fond memories of the music. It’s my favorite CD soundtrack in the series (I still think the PCM side is stronger in Tengai II) and I used to listen to it in my CD player all the time. The CD soundtrack is handled by the great Tanaka Kōhei (Sakura Wars, Alundra, Top wo Nerae! Gunbuster etc.) who I believe was an assistant to Hisaishi for Tengai II.

https://youtu.be/yXHTKt4qFOA

Anyway, about the valuable lesson I learned. A few months or years later, I can’t remember if this happened thanks to a visit to another import store or through a trip to Japan but I found out my copy of Fūun Kabukiden was not "genuine".

It was not a pirated copy or weird Hong Kong facsimile; it was the real game. But a genuine copy of Fūun Kabukiden is a single CD-ROM game inside a double-packaged CD-ROM diamond case. This was often done on the PC Engine and Saturn to increase the perceived value of a game. For instance, Tengai Makyō II, which in 1992 was sold at the rather steep price of ¥7800, did the same. Games would usually justify this with a bigger booklet or poster in addition to the manual. Here is what Fūun Kabukiden should look like:

[upl-image-preview url=//i.imgur.com/xnao6xz.jpeg]

It’s a folded poster you see behind the manual. However! My own copy was a single-sized diamond case, with a "different" cover (which is the manual you see below the case).

What happened is the importers who fed the stores were basically scourging through Japan and trying to bring back as many games as possible in a single trip. We’re talking pre-modern Internet here so there was very little online activity and lone cowboys were flying to Japan every two weeks to bring and sell second hand games and retro games to stores, hoping not to get caught by customs.
[size=10]Sidenote: fortunately one specific flight back from Tokyo was well known among otaku tourists and import stores for landing at the same time as a Morocco flight in the same airport terminal which would have French customs focus all their attention, due to the perceived risk of drug smuggling. Thank you, drugs![/size]

So these game smugglers hated wasting space in their luggage, and a single CD-ROM game using a double case was a huge waste of space to them: it effectively prevented another game from getting into the luggage. As a result, many PCE and Saturn games were “customized” by recycling a single CD case, using the manual as the front cover and the back of the double case as the back cover, and sold as such to game stores who would then sell them (unknowingly?) to unsuspecting kids like me. Turns out the first copy I bought of Tengai Makyō: Ziria was the same crooked deal. Clever! Extremely annoying! Kind of a scam!

But hey, I have grown fond of that slim Fūun Kabukiden copy. It feels like rescuing a three-legged puppy at the pet shelter. And it is the copy I played (and listen to) back then. I still have it on my shelf, next to a “proper” version of Fūun Kabukiden.

Epic. I like your writing.

Something of this high production expense and so ahead of it‘s time probably did a lot of great stuff that’s been forgotten.

My awareness is peripheral, only recently noticed the series when a couple fan translations came out, specifically the SFC game. Was aware of _Momotaro Densetsu_ just as Hudson's flagship rpg that appeared on lots of consoles. Clearly Tengai Makyou II on pc engine cd is the one I want to play someday, I see how it could be the greatest of all time. Can't express my gratitude enough for what I just read.

If the text is ever translated to English (if they replaced the VA I would be offended), great candidate for my new Terraonion HDSystem3 Pro for my lil original Pc Engine.

As far as inventory management, it's something I have absolute zero sympathy for those who complain about. Usually it's just zoomer whining, calling it an "inventory management gameplay mechanic". It encourages you to use items before anything else. It's immersive. The golden bug thing sounds hilarious. I'm reminded of the eggs you raise into chickens across all 3 mother games, while they make chiptune clucks and chirps amidst your overworld gameplay. It's stuff like that which RPGs no longer do, because they're lower budget affairs these days, or perhaps lack of creativity and unwillingness to break the mold of what JRPGs are expected to be. Either way it is lame.

I'll go as deep as I can save for devoting to a language study and moving to another country to expand my video games appreciation. You're one of the users I have something to learn from since you've taken that step ahead.

That off-the-heels-of-Totoro soundtrack really does it for me, oof. Fills me with emotion. That alone gives it Best RPG Of All Time cred. You can't just have Hisaishi make a JRPG soundtrack today and expect it to be that good, it wouldn't sound like his 90's scores or have the whimsical march of something like My Neighbor Totoro!

>

@“chazumaru”#p40636 Which brings me to these final thoughts. People who have experienced Tengai Makyō II back in 1992 will be fewer and fewer as time goes by. The game will ineluctably disappear, progressively, from each “greatest RPG ever made” discussion, let alone with the louder opinions of non-Japanese players gaining more and more influence.


>
>

Tengai Makyō doesn’t have the same lineage and commercial shelf life as Dragon Quest or Final Fantasy. It probably won’t be remembered, or rediscovered by a new generation of fans like a movie could, and this is a shame because this game’ critical acclaim and commercial success – more so than any other’s – probably scared the shit out of Squaresoft

What a paragraph. You just summed up why we're here talking about games we feel like no one talks about.
Ahh my god, it's true of so many things. Honestly if you're gonna make a thread-- let it be for games that fit this category--- but then, you realize, that's the whole point of this forum in the first place.

@"antillese"#p40674
When this came out I saw a lot of "why the hell did they do this" sort of responses
Here's why it makes total sense:
-Tamagotchi is clearly inspired by Kaiju, just like pokemon was inspired by equal parts Kaiju and sentai
-So much so that the proto-Digital Monster vpet was a Mothra Tamagotchi which could transform into Godzilla (quite a move, putting godzilla in the background as a secret character in a Mothra Tamagotchi. There never was a Godzilla Tamagotchi)
-Evangelion obviously has it's ties to kaiju, the creator having directed Shin-Godzilla
**full circle!**

Some days, I consider selling all my stupid import collections, as well as my clothing and earthly possessions and just living as a nudist Mother Theresa. Recent days, I'm having video game FOMO and really wanna finish what I'm doing in my life right now so I can get back to playing retro games all the time and posting CRT photos. Today, I'm torn between the three.

Look at that floor TV setup from the PC Engine Duo commercial. That's what I'm talking about.
[upl-image-preview url=//i.imgur.com/yfjp6jP.jpeg]

@“Syzygy”#p40740 Oh, didn‘t know Mutsumi did Hermes. Damn, this would be exciting, then!

As for the game, yeah, it’s pretty much every possible cliche into the game, then twist it and trying to make changes continuously to keep you guessing. This and the beautiful art they have help a lot in the VN department.

I‘m playing that Picross S Genesis & Master System Edition by Jupiter & while I don’t usually love the kind of “hey, you know this this thing, right???” type of drug, I am guiltily enjoying that (I think maybe because that‘s a bit rarer with Sega stuff). Jupiter just makes good digital picross, so there’s that, but it‘s extra neat to complete a puzzle & the game is like, “that one was the right-turn sign from Outrun!” or "this one is Dynamite Headdy’s head!" So if you like picross puzzles & Sega stuff, you could do worse with $10 for sure.

The one nitpick I have is kind of a long-running nitpick when people deal with Sega-licensed properties, dating back to that awful Sega Heroes mobile game which I got addicted to & which had just about two music tracks among dozens of Sega characters. Why the _heck_ are there only like four tracks of music in this game? There's only one for each mode/type of picross (i.e. picross-assed picross, clip picross, color picross, etc.). I don't think anyone's asking for remixes or anything fancy, & I'm sure there are some licensing issues involved, but I wonder why these sort of Sega-themed games don't leverage Sega's ridiculous history of underused music even just a bit more? Sliding some MP3s on to this thing would've really elevated the whole experience for me. And as a daydreaming kinda side note, I'd have loved to have been the person digging through the music archives to try & find thematically appropriate, chill, loopable Sega tunes for the puzzles.

i am again addicted to slay the spire. probably going to have to uninstall soon

@“tapevulture”#p40787 I picked it up again about a month ago after at least a year gap. I had just bought a whole bundle of games (Shin Megami Tensei III HD, Cotton Reboot, Mario Golf), but because I touched Slay the Spire, all I played was Slay the Spire instead.

@“Syzygy”#p40834 I like the current Wolfenstein series! Fun and breezy shooters, pretty good stories. First one here.

@“JoJoestar”#p40468 Thank you for playing! We had some feedback when we were pitching to publishers that the intro text screens were dull and we should remove them. if I saw a text screen like that at the start of a game I would know things are About To Get Interesting so we stuck with it.

I‘ve recently started Resonance of Fate not so long ago (I’m on chapter 5), and while there are some things that I don‘t fully accept I’m surprised at how good the combat and the exploration is. I feel like Tri-Ace wants to earnestly build a combat system that feels cool to play at while it has lots of deep, complex layers (positioning is so important, as also dominating the mechanics of the combat and the environment). The exploration is also really interesting: it never fully tels you what to do apart from what a normal JRPG would be, but I think the narrative, which is more oclusive and fleeting (doses of information wise) enables you to grind, fight, enjoy the combat and then use the energetic cells to explore things. The personalization of weapons is also cool, letting you try and better your weapons without needing to buy new gear (and the cost of new weapons is so high that it‘s better to get new gear to equip your weapons with). The narrative is my only concern, specially comedy, but the weirdness and quirkness of the game is a good addition despite the tropes that feel very sexualizing and prototipical of your run-of-the-mill anime (the drama is much better, and I believe is precisely of the steampunk art and scenarios). It’s not my fave game of the year (that merit goes to the latest Ace Combat), but the game is genuine and really fun when it wants to be.

i‘ve been sticking with moon, and now i both get it and love it. it does a really good job of creating the feeling like there’s always so much going on and so much to do.

that and srb2:kart have got me really loving videogames right now.

srb2:kart has also got me wondering when the hell they're going to get around to making a new sonic movie.

HOLY CRIKEY BROS

I think there are half a dozen other threads this could go in, but I just last night picked up this game called Sort Hiking League DX

https://youtu.be/yFqmfBChOjM

It's a super snappy racing platformer. You have a jump and a sword (stick) that you can wack your opponent or other enemies with. The physics are great, including a rope that you can use to bounce up real high and swing around on. It feels awesome. And it's super easy to pick up

Crossposting this here from the roguelike thread because the newly released Jupiter Hell is maybe the best entry point for anyone who is curious about old school roguelikes but finds something like Nethack or Caves of Qud daunting.

It's a DooM inspired turn based roguelike where Heck has broken loose on the moons of [s]Mars[/s] Jupiter and you have to fight demons as you travel between them. Each moon has about half a dozen different branches you can choose to take to increase your chance of getting certain weapons or armor, each with their own bespoke end level, and there are lots of build styles specializing in stealth or hacking or big guns or small guns or melee. It's as old school as these games come but it's fully rendered as a 3d top down action game and looks incredible in motion. It also has fantastic controller support, which is rare for these types of games.

If you're a fan of Nethack or XCOM or DooM you're likely to have a Heck of a time with it

https://youtu.be/fM1ZBvgYOX0