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Author: Josh Bycer

Josh Bycer is a Game Industry Analyst with over 7 years of experience writing about all aspects of developing and designing games. You can find his articles, weekly podcasts and daily Let's Plays on his site: Game-Wisdom.
Modular: The RPG Fusion of Dragon’s Dogma

Modular: The RPG Fusion of Dragon’s Dogma

Dragon's Dogma-smallDragon’s Dogma is Capcom’s attempt at creating what could be considered Skyrim meets Monster Hunter. The game is an open-world RPG where you and your party fight giant monsters, and I do mean giant.

In their attempt to combine these two, they took one of my least favorite games and mixed it with one of my favorites; leaving me somewhere between the two.

A Dragon-Gone Day

The story of the game is that you are an Arisen; a being with the ability to lead beings called Pawns to battle. When your heart is eaten by a dragon, you begin a quest to get it back and save the world.

The game space is huge for a Capcom game, as you wander through a world full of monsters and really big monsters (but more on that in a minute.)

Unlike other RPGs where you’ll create one customized character, Dragon’s Dogma lets you create two. Your main pawn is your constant companion and you are free to completely customize them as you see fit. Pawns are the name of the game, and will determine whether you’ll succeed.

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Modular: Why Salt and Sanctuary is Making Me Salty

Modular: Why Salt and Sanctuary is Making Me Salty

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Salt and Sanctuary is the latest PS4/Windows game from developer Ska Studios, who have made a name for themselves with their unique aesthetics. Staying true to their 2D roots, the game feels like a 2D Souls-like.

However, while the game may or may not have been intended to be compared to the Souls series (Dark Souls, Bloodborne, etc), the game misses the mark on what makes those games so amazing.

A Sea Journey

The game begins with you escorting a princess to an important meeting to bring about peace. Of course the ship gets attacked, and you find yourself washed up on the shore of a mysterious island with everything trying to kill you.

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Dark Souls III: Feel the Burn

Dark Souls III: Feel the Burn

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At this point, I shouldn’t need to tell you about the Dark Souls series and why people are excited about it. Over the last few years, From Software has grown in reputation, thanks to the series being one of the most challenging on the market. I felt the previous Dark Souls stepped away from what made the series great, and left From Software in a position to recover with Dark Souls III. With III, we have a mix of old and new designed to push (and punish) players further.

Undead Again

As with previous games in the Souls series, you are an undead being cursed to wander the land until you eventually become hollow or insane. Upon awakening, you’re given a quest to return the lords of cinder to their throne; this entails wandering a very big land and dying a lot.

Just like the other games, there is a deep story hidden behind the lore, but I’m going to leave that for someone more versed in it to talk about.

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Legend of Legacy: Laborious

Legend of Legacy: Laborious

Atlus has been one of the major players in getting unique and interesting RPGS onto the various Nintendo handhelds over the years: From the recent side stories of Shin Megami Tensei, to my personal favorite, the Etrian Odyssey series. However, not all of them can hook me, and today’s game Legend of Legacy is a case where thinking outside the box proved to be its undoing.

Legendof LegacyLegend of Legacy starts out as most JRPGs (Japanese role playing games) do: Mysterious setting, hidden treasures and a group of heroes on a quest, but the game quickly changes things up.

You can choose one person to be the main character at the start of the game, quickly meeting and teaming up with two other characters with the option to swap party members at anytime from the starting town.

The story is just a loose reason to go exploring, and the game allows you to skip cutscenes if you so choose. Similar to Etrian Odyssey, the main point of Legend of Legacy is to explore and build an effective party.

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Shin Megami Tensei and a Different Take on JRPGs, Part 2: The Side Stories

Shin Megami Tensei and a Different Take on JRPGs, Part 2: The Side Stories

Previously I talked about what made the main branch of the Shin Megami Tensei series so amazing when it comes to Japanese Role Playing Game (JRPG) design. While the series has been going strong for over two decades at this point, it doesn’t have anywhere near the same number of titles as Final Fantasy. The reason has to do with how the developers have expanded things with side stories.

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Side Stories

The concept of a side story is something we see a lot from Japan: Where a story takes place within the same universe or features the same themes as the main narrative, but has something unique to distinguish it. Some other video game examples are the various titles in the Kingdom Hearts series, or direct sequels such as Final Fantasy X-2.

Due to some side stories remaining exclusive to Japan (at least at this time,) we’re going to focus on the ones that have been ported to the US. With that said, we have several side stories to talk about and I want to save the most popular for last.

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Diablo 3: Fourth (Season)’s the Charm

Diablo 3: Fourth (Season)’s the Charm

Screenshot093Diablo 3 has gone through a lot since its release in 2012: From the lead designer moving on, to patch after patch after patch attempting to address complaints about the design. Of course, we can’t forget about the Auction House system that left a major black stain on the game until its removal.

Flash forward to today. Diablo 3 has come a long way, as we just entered the fourth season of ladder play. Normally I don’t take a look at games I’ve already reviewed, but given everything that’s happened and the latest patch, today I’m making an exception.

Tormented

Before we talk about the latest patch, I want to bring everyone up to speed on what’s happened since Diablo 3 was released. For the first few years of its life, Diablo 3 was marked by polarizing reviews; many people loved the game’s streamlined design, but the poor loot distribution and auction system made the endgame a nightmare.

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The Retold Story of Etrian Odyssey Untold

The Retold Story of Etrian Odyssey Untold

Etrian Odyssey Untold-smallIn my previous post on Etrian Odyssey, I spent the majority of my time examining what the series did to revive the dungeon crawler genre, and attract a new generation of fans through the use of mixing modern and classic game design. By the time this post is up, the second game in the Etrian Odyssey Untold series will be out, and I wanted to take a look at how Atlus is giving old and new fans a revised take on the series.

Second Chances

Previously, I talked about how the Etrian Odyssey series was reviewed very harshly by most critics for the first couple of installments; the reason was that a lot of people didn’t want to play a dungeon crawler, and were hung up on the series’ hardcore difficulty. And to be fair, their complaints had some merit, due to the quirks of the series.

While Etrian Odyssey did make a lot of allowances compared to older dungeon crawlers, this was still a series that forced you to find the enjoyment in it. Enemy stats were scaled very high, and all it took was one bad battle to wipe out your party and lose all progress from your last save. While party composition wasn’t as complicated as previous series, a novice could still mess up early by not understanding good party compositions, and the game’s use of harvesting field points for items/money.

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Shin Megami Tensei and a Different Take on JRPGs (Part 1)

Shin Megami Tensei and a Different Take on JRPGs (Part 1)

This may surprise some of you after my love letter to Etrian Odyssey, but for the longest time I didn’t like the RPG genre. During the mid 90s to early 00s, I was stuck between the grind-heavy traditional Japanese RPG (JRPG) design, and the number-crunching computer RPGs of the day. There were exceptions of course, such as Earthbound and Knights of the Old Republic. But it wasn’t until I found the Shin Megami Tensei series that I fell back in love with the genre.

ShinMegamiTenseiChange is Coming

Shin Megami Tensei has been a Atlus staple since the early 90s; the brand has gotten so big that I have to split this examination into two parts, with this one covering the main branch titles.

The Shin Megami Tensei series has several staples that exist between all the games, with “change” being the principle theme. In every title, the protagonist is either a part of a cataclysmic event, or will be the one that changes the world forever by causing one. Aiding him are a changing stock of demons that the player can recruit through different means; usually by talking to them.

Demons belong to different families and have varying stats and powers. What’s important about the series’ design is that your party is never the same for long due to two things. First is that exploiting enemy weaknesses is vital to having any chance of beating a SMT game. (Later titles, such as Nocturne and Shin Megami Tensei 4, actively punished or rewarded the player for keeping track of element resists, but more on that in a minute.)

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Darker and Deeper: Darkest Dungeon Update — Fiends and Frenzy

Darker and Deeper: Darkest Dungeon Update — Fiends and Frenzy

Darkest DungeonDarkest Dungeon by Red Hook Games has been on a roll since its successful kickstarter last year and releasing on early access a few months ago. The developers are taking a slow and steady approach in terms of adding new content. With the first major content patch, Fiends and Frenzy, Darkest Dungeon grows ever more menacing, and has become a treat to play.

A Grim Inheritance

For people who haven’t heard of Darkest Dungeon, here’s a brief recap. The game is a fantasy RPG with strong Rogue-like and Lovecraftian elements. Taking a team of four adventurers, your mission is to explore the corrupted remains of your former estate for resources, and to slowly drive back the bandits, undead, and other things that now inhabit your home.

Party member belongs to one of the game’s many classes, which dictate their equipment, skills in combat, and what tactics they bring to your party. The twist of Darkest Dungeon is that every person comes with personality quirks, both good and bad, that affect their stats.

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Dungeon Crawling is Fun Again: Etrian Odyssey

Dungeon Crawling is Fun Again: Etrian Odyssey

Etrian Odyssey-smallDungeon crawling has always been a popular subset of the RPG genre. Sometimes motivating players requires a massive story, plot twists on top of plot twists, and evil villains out to rule the world. Other times, a party of heroes and a dungeon full of treasure is enough. But despite the popularity of the latter design among CRPG fans, the genre shrunk in favor of RPGS built around massive stories, like Mass Effect.

Today I want to look at the Etrian Odyssey series from Atlus; a company known for Japanese role playing game (JRPG) design, and how it managed to relight the fire for the classic dungeon crawl with old and new mechanics.

A Beginner’s Guide to Dungeon Crawlers

Before we talk about Etrian Odyssey, let’s quickly recap the dungeon crawler genre.

Dungeons crawlers have been popular since the 80s, with series like Might and Magic and Wizardry. In these titles, you assembled a party of heroes from predefined classes like warrior, cleric, mage etc, and explored dungeons for treasure and monsters. Combat was typically turn based, as you attempted to sojourn as far as possible before being forced to return to a town or safe area.

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