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JRPG Collection

How to start Romancing Saga 2 in 2025 (Any Version)

Romancing Saga 2 is a JRPG that all fans of the genre should try. However, there are various versions of it to choose from, and each has mechanics that can confound even experienced gamers. 

This guide is designed to get anyone started on any version of Romancing Saga 2, so that more players can appreciate this underrated classic. 

Why play this game

Romancing Saga 2 is unlike any other JRPG you have played before or will again. It does have similarities to other SaGa games, specifically it is a hardy challenge and is full of clever and nuaced systems for you to get to grips with, but it goes further than that.

What sets Romancing Saga 2 apart is the generation mechanics, where you have no main character but play as a bloodline of Emperors, each carrying on the game when their ancestor dies or succeeds in enough quests. The results is a game that is rewarding to learn and epic in the true sense of the word.

Romancing Saga 2 may be the first masterpiece of director Akitoshi Kawazu, who also worked on the first two Final Fantasy games and directed most other games in the Saga series. Because the original version of the game was not released in English, Romancing Saga 2 is lesser-known in the west, but the recent 3D remake is changing that.

Versions explained

Super Famicom – Japanese Only, No Fan Translation

The original, released in 1993. It’s the great game described above, including the glitches and inconveniences that were updated in later editions.

Romancing Saga 2 for the Super Famicom can be emulated,  but as of last checking, there was no complete fan translation. You can check the progress of the furthest along fan translation here: Romhacking.net – Translations – Romancing SaGa 2.

“Remaster” – Mobile, PC and Consoles

Also released as simply Romancing Saga 2, but commonly referred to as the remaster, the 2016 version was produced for mobile first and later ported to many other systems.

The remaster is very faithful, for better at worse. It is mechanically almost identical to the orignal, retaining the difficulty and hidden stats. It adds additional dungeons, most significantly the Maze of Memories, new classes, and allows the player to save any time out of battle, features which may make the game easier if they are used.

Graphically, the remaster uses the original sprites for characters and enemies, but entirely redrawn, high-resolution backgrounds and new attack effects. It is an effective compromise, reusing the original’s best pixel art but making the changes needed for the game to look good on modern screens.

“Remake” – Revenge of the Seven

Images from rpgfan.com

Romancing Saga 2 was, in a way, the next game in the Saga series in line for a remake, as Romancing Saga had already been remade. Still, Revenge of the Seven seemed to come out nowhere — after all, Minstrel Song, the remake of of the previous game in the series, came out almost 20 years earlier!

The spites are gone, replaced with attractive and well-considered 3D models. The complex systems are still there, but the accessibility of them is improved pretty much by a hundredfold: information that was hard to find in the original, or entirely hidden, is fully open to the player via a range of new sub-menus, including magic levels and the development levels of your kingdom.

This unexpected remake has reignited interest in the title. As one of the grandest and most intriguing JRPGs of the SNES era, Romancing Saga 2 getting a remake is justice being done, and by almost all accounts it got the remake it deserved. 

Getting Started in the Original or Remaster Versions

Beginner Tips

❌ This isn’t Final Fantasy. Your JRPG expectations will be challenged almost immediately, from the way HP is recovered after battle, to how characters can die permanently if they lose all of their LP. Give this game a chance for at least a few hours to get used to it.

👪 Formations matter, and running into an enemy breaks it. There’s no randomness to this. The buffs you get from staying in formation will help you get through those initial battles more smoothly.

🏃 You don’t need to fight every battle. Most areas features enemies in a range of difficulties: you’ll find some you will some stomp, others that are highly unsafe, and everything in between. Running is always successful, except for bosses, so choose your battles. 

🕊️ Don’t get anxious about LP. Yes, characters can die permanently, but they will be replaced one way or another anyway. Try an conserve LP, reload if things go really badly, but don’t try to be a perfectionist.

📖 The game won’t hold your hand, so the best way to get started is to read the manual. Some of the tips on this page are found in the manual too, but we still think they’re worth repeating. The most important pages in the manual are…

🏰 How each room in the castle works. Seriously, don’t skip this.

🤯 The lack of direction after a few hours may come as a surprise. Things start linear, but the game progressively opens up. Even the hints from your advisor run dry about halfway through the game. It will mostly be down to you to find the paths to new areas, investigate the situation in each area, and decide for yourself which areas you can tackle right now. 

💬 Talk to everyone. Like all JRPGs, this is how you get hints. Unlike most other JRPGs, this is also one way you get access to new areas to your map. For making progress, talking is as important as fighting battles!

Intermediate Tips

🕰️ What to know about time skips. When you pick a new Emperor after a time skip, it might look like you’re starting largely from scratch. Actually, you’re not, and in some ways you will be better off after a few years have passed. 1) Skills learned by one character get registered in the dojo to be learned by any or all of your new team. 2) Armour and weapons researched by your blacksmith will now be available in bulk, and new characters might already have the upgraded equipment when you recruit them. 3) New classes you befriended are now available to recruit, and characters of all classes will be more powerful when you recruit them. 4) When you have the magic school, new fusion magic you started researching will finally be available to learn. There are also many things that carry over even though your characters themselves don’t: a big one is that equipment they were carrying gets moved to the storeroom, so don’t forget to make a visit there at the start of a new generation to get your best weapons and armour back.

💡 What to know about learning skills. You’ve realised that the lightbulb in battle means your guy or gal learned a new skill. It’s worth knowing that regular attacks “spark” the widest range of new skills. There are some exceptions — skills that can only be learned with a specific weapon or by using a specific other skill — but for the most part focus on using regular attacks if you’re searching for more of those lightbulb moments.

👹 What to know about battle count. Battle count goes up wherever a battle occurs (even if you immediately run from it). For each battle, you receive your kingdom’s revenue (again, even if you flee). Downside is that the higher the battle count, the stronger the enemies. Don’t panic, it’s a slow process. But to keep up, you do need keep your team’s strength increasing. The next tip will tell you how to do so.

🥾 Focus a little more on exploration and making progress, a little less on grinding battles. The reasons for this are based on various game systems, but to keep it short: there are some essential things you need to get from battles including skill levels, sparking new skills, and money. But for long term progress, these are less important than finding new equipment in chests, researching new buildings, paying the blacksmiths, and expanding your empire into new lands. Don’t rely on grinding to get stronger.

💪 Don’t underestimate yourself. Some areas are absolutely worth avoiding until later generations, but some that seem hard might just require a change in tactics or equipment. Your gaming instinct to “come back later” when enemies seem too hard might need recalibration for this game. Choose when to be stubborn. 

✨ Utility spells shouldn’t be underestimated either. Status ailments like stun will swing battles in your favour, especially in the early game. Defensive spells will take away the bite of powerful enemies in the late game. Need a more specific example? Put your healers under a Water Veil in tough battles. You’ll keep them alive so they can keep everyone else alive.

⚔️ Equipment has hidden stats that can be very important. An example given in the manual is that helms are more effective against bash attacks, which isn’t reflected in their defence value. The defence value actually only covers defence against slash attacks, but there are many other types of damage, including hot and cold damage. You can increase your survivability dramatically with this knowledge!

🥋 Armour weight effects how quickly characters act in battle. So when this manual pagetalks about armour being heavy or light, it’s talking about the speed penalty:

🧘 Patience and experimenting are good mindsets. Whether it is a new armor, spell, formation or plan in battle, you can find all the tools you need to succeed in this game. Some tools are extremely powerful, but you need to be willing to play around with things and find them. 

Further Reading

Based on the original Super Famicom version, this guide has told players everything they could want to know about the game mechanics, with plenty of screenshots: romancing-saga-2.blogspot.com

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JRPG Collection Dragon Quest Collection

JRPG remakes that levelled up the original

Remakes have been around forever. The first JRPG to be remade might have been Dragon Quest, re-released (alongside its sequel) with redrawn graphics and rearranged music in 1994 as Dragon Quest 1+2.

Perhaps we are inherently attracted to remakes. They are both familiar new, appealing to our love for what we know as well as our love for novelty. They are both nostalgic and modern, showing us our favourite situations and characters in sparkling high fidelity. The reason both Hollywood and the videogame industry love a remake is that we all do. 

A remake doesn’t replace the original game. As I like to say, there’s only one JRPG that transformed the videogame industry in 1997, and that’s Final Fantasy VII (1997). Final Fantasy VII Remake isn’t that game, but it is an incredible new way to experience a similar story. 

Not all remakes are this successful, but when a remake lands, it feels like a well-earned promotion to a classic game, like a Red Mage turning into a Red Wizard or a Thief into a Ninja. In this article we will talk through some of our favourite examples and what makes them work.

Final Fantasy III (DS) (remake of Final Fantasy III)

Final Fantasy III is not the most beloved game in the series, yet the remake has a special place in JRPG history. That’s because it’s a rare case where a remake has inspired a whole new series of games! Yes, the producer of the remake, Tomoya Asano, along with the development studio Matrix Software, went on to create an original Final Fantasy game with a similar art-style and a similar job system: Final Fantasy: The 4 Heroes of Light

That led to the creation of Bravely Default, the next JRPG produced by Tomoya Asano. That’s a pretty impressive legacy for this remake, which is otherwise known for giving names, personalities and unique character designs to the four generic onion knights of the original game. There are other ways to play Final Fantasy III today, including the Pixel Remaster, but Final Fantasy DS will always have a special place in my heart.

Star Ocean: The Second Story R (remake of Star Ocean: The Second Story)

For a masterclass in upgrading user interface and user experience for a game’s systems, look no further than Star Ocean: The Second Story R. The original is mechanically rich but sometimes obtuse, with unclear (even misleading) descriptions of skills, items creation mechanics that aren’t explained in game, and a lot of RNG to grapple with. The remake, The Second Story R, not only brings the game up to date with modern expectations, but goes beyond, serving as an genre-wide exemplar in RPG Quality of Life features.

For those unfamiliar with the original, The Second Story places you in the shoes of Claude, a Federation officer stranded on a mysterious alien world. Here, you team up with Rena, a feisty young woman, to unravel an ancient prophecy and save her people. The narrative unfolds through a branching storyline, with key decisions influencing which party members you recruit and the overall trajectory of the plot. This replayability factor is a big draw for veterans, allowing them to experience the story afresh with different choices.

The remake changes a lot, but the core appeal is the same. The turn-based combat retains its satisfying complexity, while additions like a revamped skill system and adjustable difficulty ensure a smooth learning curve. Exploration is another highlight – towns bustle with quirky characters, while dungeons are filled with secrets to uncover. 

Using the spites from the original game gives the game a unique 2.5d aesthetic. Everything else is new with the static backgrounds replaced with full 3D environments and all effects and menus made with modern technology. But those character spites from 1998 honour the original creation in an utterly charming way, crossing past and present. Isn’t that what a remake is all about? 

Buy Star Ocean: The Second Story R on Steam

Trials of Mana (remake of Seiken Densetsu 3)

First released in 1995 for the Super Famicom under the name Seiken Densetsu 3, Trials of Mana  holds a special place in the hearts of JRPG veterans. Ignored for a Western release for over two decades, the 2020 remake brought this gem to a global audience with a stunning 3D makeover.

The remake are all-encompassing, with even the perspective the game is played from changed, but what is most impressive about Trials of Mana is that is captured the spirit of the original perfectly. It boasts gorgeous visuals breathing new life into the locations and enemies. The soundtrack also receives a beautiful upgrade, with orchestral arrangements that faithfully represent the original compositions while adding a touch of grandeur.

For those looking for an entry point into the Mana series, Trials of Mana serves the role well. With its engaging story that unfolds from multiple perspectives – players choose three protagonists from a cast of six, each with their own unique storyline – and a combat system that’s easy to learn but rewarding to master, it shows off the best of the series has to offer. Furthermore, it seems to have breathed new life into the franchise by inspiring the creation of a whole new game, Visions of Mana (check out the trailer). 

Buy Trials of Mana on Steam

Ys: The Oath in Felghana (remake of Ys III)

Ys: The Oath in Felghana stands out as a sterling example of how to do a JRPG remake right. This 2010 reimagining of “Ys III: Wanderers from Ys” revitalises the classic with a comprehensive overhaul, enhancing every aspect of the original while maintaining the core elements that fans cherish.

One of the standout features is the transition from the side-scrolling action RPG format of Ys III to a more dynamic, top-down perspective akin to “Ys VI: The Ark of Napishtim”. This change allows for smoother gameplay and more intricate level design, offering both nostalgic value and modern appeal. The combat system is significantly refined, combining fast-paced, hack-and-slash mechanics with RPG depth, providing an engaging experience for both veterans and newcomers. The game’s difficulty settings ensure it is accessible to casual players while still offering a challenge to those seeking one.

The combat system is significantly refined, combining fast-paced, hack-and-slash mechanics with RPG depth, providing an engaging experience for both veterans and newcomers. The game’s difficulty settings ensure it is accessible to casual players while still offering a challenge to those seeking one.

The narrative in “The Oath in Felghana” is more fleshed out than in its predecessor. While the original offered a straightforward storyline, the remake delivers a richer, more immersive plot with better character development and more dialogue. This deeper storytelling enriches the connection players have with the protagonist, Adol Christin, and his companion, Dogi, making their adventure more compelling.

Buy Ys: The Oath in Felghana on GOG.com

Final Fantasy VII Remake (Remake of Final Fantasy VII)

A record breaking remake in many ways. The best-selling remake, almost certainly. Most expensive remake, too. Final Fantasy VII Remake has been the topic of the most emotional conversions, both gleeful and disappointed, so if there’s an official record for that, Final Fantasy VII Remake would win that too.

Released in 2020, Final Fantasy VII Remake isn’t just a visual upgrade of the beloved 1997 classic. Square Enix took the bold decision to expand the first section of the original game into a full-fledged, multi-part experience. This remake breathes new life into Midgar, the sprawling metropolis where the story begins. Familiar locations like Wall Market and the Sector 7 slums are transformed into detailed, multi-layered environments teeming with life.

The remake offers a delightful nostalgia trip. Iconic characters like Cloud Strife and Tifa Lockhart are meticulously recreated with stunning visuals and full voice acting, adding new depth to their personalities. The core story beats remain, but the narrative is fleshed out with additional scenes and character interactions, enriching the world and relationships.

But that’s not to say this remake got a universal stamp of approval from fans. Many detested the change away from turn-based combat, and others described the divisions from the original story. What will this game be to you: betrayal of the original, or masterpiece in its own right?

Final Fantasy VII Remake on Steam

Hyperdimension Neptunia Rebirth 1 (remake of Hyperdimension Neptunia)

Only 3 years and 2 months after the original is a rather quick turnaround for a remake, but the Hyperdimension Neptunia series is certainly odd in various ways. The narrative revolves around Neptune, a self-proclaimed CPU (Console Patron Unit) trapped in a world where video game consoles manifest as personified goddesses. This satirical take on the console wars throws plenty of shade at industry giants, making for a knowing wink to players familiar with gaming culture.

Re;Birth uses a common tactic that reliable improves the experience over the original: borrowing mechanics and features from later entries in the series. The original’s cumbersome world map with moving continents is replaced with a more user-friendly static map. Combat receives a significant upgrade with faster pacing, combo-focused attacks, and a more intuitive menu system. These changes don’t erase the core gameplay – but they do make the experience significantly smoother for both returning players and newcomers.

Equally important for any remake, Re;Birth ditches technical limitations of the original platform. boasting a complete graphical overhaul. Character models are sharper, environments more detailed, and combat effects flashier. What doesn’t change is the original’s quirky charm.

Buy Hyperdimension Neptunia Re;Birth1 on GOG

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JRPG Collection

Best JRPGs with romance systems

You’re a globetrotter and a skilled fighter, on a quest to save the world with a team of brilliant men and women who are fast becoming your best friends. What would make this adventure even better? How about… falling in love?

Some of the best romances in videogames are from JRPGs. Cloud and Arieth. Tidus and Yuna. Pairings that inspired joy and jealousy as you watched the characters falling in love. But these couples do not appear in this article. It’s one thing to watch a romance story unfold, and another to play an active part in it!

When romance becomes a gameplay system, we want what we want in any gameplay system: interesting decisions. Yes, that includes a choice of which character to romance, but we also want to choose what to say to them, and whether we fight alongside them in battle. Decisions should also have consequences. If you court one character, that’s probably going to put off another character, or perhaps them jealous.

But this list is not just about gameplay mechanisms. Feelings play a big part too! The most interesting systems won’t impress us if the datable characters don’t make our hearts flutter. Sometimes a lack of complexity is made up for with, well… je ne sais quoi. That’s the case with the first game in the list. 

Dragon Quest V (1992)

Bianca from Dragon Quest V

Here’s a story that demonstrates that lasting impact of the romance system in Dragon Quest V. Three full decades after the game was released in Japan, a shareholder of Square Enix asked the new president, Takashi Kiryu, a very important question at his first shareholders meeting:

I would like to know whether Director Kiryu chose Bianca or Nera.

Source

Bianca and Nera are the original two “Heavenly Brides” that could be married in Dragon Quest V (a third, Debora, was added in the Nintendo DS remake). Kiryu himself explained the differences in personality between the two: “Bianca is vivacious, whereas Flora is quiet.” Kiryu choose Bianca, but we can be sure his answer will not settle this debate, which has lasted over 30 years now.

What makes the heavenly brides worthy of note is that your choice of partner is also a choice of party member. Nera is more magically attuned; Bianca is better at hitting things with sharp objects. If you choose one, you cannot choose the other. It’s a simple system, but it has all the elements we’re looking for: the player has an active role in choosing to build a relationship with the women they vibe with the most, and this choice is reflected in the gameplay and the story. That the two brides were great enough characters to stand the test of time is a very nice bonus.

NPC comments "Ah, what a beautiful wedding it was" in Dragon Quest V screenshot

Enhancing Dragon Quest V‘s romance is a narrative arc that spans multiple generations, which, in typical Yuji Horii style, is equally inventive and compelling. The protagonist embarks on a quest that sees them grow from a child to an adult, experiencing various trials and tribulations along the way. Central to this journey are the relationships forged with a diverse cast of characters, including those potential love interests.

To this day, Dragon Quest V stands as a shining example of how romance can be integrated into JRPGs to enrich the player experience. It’s a great place to start the discussion, but the complexities of the romance systems take off from here. 

Thousand Arms (1998)

Released during the late ’90s, this PlayStation cult classic is one part Breath of Fire, one part Tokimeki Memorial. The system it devised was the first of it’s kind, making Thousand Arms the prototypical JRPG/Dating-Sim hybrid, and still quite a good one. 

Intimacy level with Kyleen increases in Thousand Arms screenshot
Screenshot taken by Bobbin Threadbare and uploaded to Let’s Play Archive.

At the core of Thousand Arms lies a dating sim mechanic that intertwines seamlessly with the traditional JRPG format. Players step into the shoes of Meis Triumph, a cheeky blacksmith with a penchant for both forging legendary weapons and capturing the hearts of various love interests. The game breaks away from the one-size-fits-all approach often seen in romantic subplots by allowing players to actively pursue relationships with different characters. These aren’t just aesthetic choices; each romantic path unveils unique storylines, character developments, and even specialised abilities that tie back into the main quest.

Decision-making takes centre stage in this romantic ballet. Meis must navigate through dialogue choices, gifts, and actions to woo the chosen companion. However, this isn’t a mere flirtation simulator – the consequences of these choices ripple through the fabric of the wider game. A successful romance isn’t just about personal satisfaction; it often means unlocking additional gameplay perks, offering a tantalising blend of emotional investment and strategic advantage.

The cast of Thousand Arms

Yet, the million-polygon question remains: does Thousand Arms pull off this romantic rendezvous with flair? For the most part, yes. The variety in romantic pursuits and the tangible impact on the overarching narrative are commendable. The game succeeds in making romance not just a side quest but an integral part of the gaming experience. However, some might find the system a tad formulaic, with certain decisions leading to predictable outcomes. Despite this, the game’s ability to blend heartfelt connections with tangible gameplay benefits ensures that the romantic journey in Thousand Arms is a worthy detour from the main quest – a detour that adds both depth and dimension to the JRPG experience.

Star Ocean 2 (1999)

Rena from Star Ocean 2

Released in the late ’90s for the PlayStation, this space-faring epic not only took players on a cosmic journey but also allowed the player to navigate various romantic pairings. The Private Action (PA) system, which facilitates these romantic options in the Star Ocean series, is quite clever. It works like this: instead of entering a town as a party, you can always choose to enter the town alone, and your party members split off and do their own thing too, activating new dialogue options and events.

So “Private Actions” can be described like this: what do the protagonist and other party members get up to when the rest of the group aren’t looking? It’s no surprise that by the second game, Star Ocean: Second Story, Private Actions were used to explore romantic pairings between the characters. Claude can meet Celina at the shops and buy her a nice piece of jewellery, or meet Rena at the library and agree to become her tutor, and eventually the character you have the most affinity points for get a special moment with the protagonist in the game’s ending. 

Affinity and choice of partner doesn’t affect the gameplay too much, but the system is undeniably praiseworthy. It goes beyond the typical ‘choose your sweetheart’ mechanic and weaves the romantic subplot seamlessly into the larger tapestry of the game. In doing so, Star Ocean 2 manages to offer a satisfying blend of emotional storytelling and player engagement.

A historical note: the developers of Star Ocean worked previously on the Tales series, and Private Actions fill a similar role to the skits of Tales, though with the player taking a more active role. We could also say Private Actions were a precursor to Social Links, the system that the next games on the list are known for.

Persona 3 (2006) and 4 (2008)

Developed by Atlus, these JRPGs are masterpieces of videogame romance systems. They manages to do it all: make the romance relevant to the monster-raising-dungeon-crawling mechanics at the core of the series, while also giving us heart-warming connections to nurture across a range of lovable characters.

Whichever of the Persona games you choose, the romance system is Social Link mechanic. As the protagonist navigates the towns of Tatsumi Port Island (in Persona 3) or Inaba (in Persona 4), they forge bonds with various characters, each represented by a distinct arcana.

For example, players can pursue a romantic relationship with Rise Kujikawa, a former idol who temporarily moves to Inaba. Players can support Rise as she grapples with her identity outside of the limelight, leading to a deeper emotional connection, which also levels up the arcana associated with Rise. 

This makes you more powerful in battle. As you level up the Lovers arcana by romancing Rise, the monsters your fuse that are associated with the Lovers arcana get a flood of bonus experience. Brilliantly, social connections and romance become the pathway to unlock some of the most powerful monsters in the game. 

Persona even tries to simulate break-ups. If you leave a lover in the cold for too long, or offend them, their social link will reverse. This happened to me when I accidentally ignored Yuko the sports captain in Persona 3, despite intending to complete her social link, after many hours of learning about her and winning her affection. I was genuinely shocked and upset! Thankfully, these reversed social links can be recovered.

What sets the romance in the Persona apart is the emphasis on character development. Yes, the social links are a linear checklist, but they’re also about delving deep into the psyche of each character and uncovering their vulnerabilities. When you add that to the advantage you get in battle as a result, it makes for one of the most addictive JRPG romance systems of all time. It’s easy to get totally lost in it!

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JRPG Collection Screenshots

Xenosaga Episode 1 Screenshots

This is a collection of 50 high-quality screenshots from the Playstation 2 JRPG Xenosaga Episode I.

They were taken in PCSX2, some at the native resolution and resized, and some at 2x the internal resolution.

It’s not a comprehensive tour of the game, but simply a variety of shots I found nice to look at, including many showing off the game’s attack effects and character design.

Feel free to use these screenshots on your own website or in your own project. If you do, we would greatly appreciate a link back to Great Adventures Review.

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JRPG Collection

Why Xenosaga Episode 1 is still great

Contents

A crowd at the Kukai Foundation in Xenosaga

Part 1: Story and Characters

In the first few hours, Xenosaga Episode I drops an action cutscene that shows it isn’t playing around. Your dreadnought is attacked by the Gnosis, enemies impervious to their weapons because they exist out of phase with the material world. This fact doesn’t, unfortunately, limit the alien’s offensive capabilities, and the Gnosis tear through the human fleet unopposed, leaving starship debris and cold bodies in their wake. 

That is, until KOS-MOS is activated. The female cyborg who can fight the Gnosis has been at the centre of our attention since the start of the game, but this is the first time we see her awake, and the outcome is devastating. Spinning, flipping and shooting lasers in all directions, staring with red eyes of death, we are left in awe of KOS-MOS — and of Monolith Soft’s ability to construct an action scene.

KOS-MOS is an action figure, in more ways than one. She has movable parts. Take her arms off, replace them with weapons: a gun, a spear, a scythe. Went she enters battle mode, her visors clicks down over her face. 

She is the coolest toy, which is just one of the ways KOS-MOS is similar to Weltall, the coolest toy in Xenogears. As Weltall was to Fei, KOS-MOS is to Shion: an overpowered machine, allied to the main character, but with a mysterious and grand role to play in the cosmic story.

Whether we can also draw lines from KOS-MOS to Aegis in Persona 3 or 2B in Neir Automata, I can’t say: a full genealogy of hot female androids was beyond the scope of my research. But the developer’s sanitised explanation for KOS-MOS’s creation satisfies me. This is a mech-ridden universe, but even the most powerful giant robot cannot fight the Gnosis. The secret weapon had to exist on a different technological path, and the design — small, human, dexterous, feminine — reflects this. 

It has been awhile since I’ve fallen in love with a group of characters like these. Every time Ziggy asks a question with cyborg stoicism but human concern. Every time Jr., the physically smallest character, is the first to step forwards in the face of danger. Every time Shion is filled with sympathy for another character. I love them all. I had no complaints with the voice acting.

Xenosaga is part prequel to, part remake of Xenogears (which was rushed to completion, and the planned sequel never greenlit). Canonically, however, they are separate entities, Gears owned by Square and Saga by Namco. In other words, this universe has been made twice, and that is a testament to the faith of Tetsuya Takahashi and Soroya Saga (husband and wife co-writers) in their ideas. 

Sadly, Xenosaga, planned as a six game series, ended after three. The fate of a Takahashi-Saga universe is to fizzle out prematurely. This is a canon event.

I want to say “The candle that burns fast burns bright”, but it would been ironic considering the slow burn of the game itself. That’s where most critics leave their analysis of Xenosaga: the length of the cutscenes. They should be talking about the depth of the mystery, the richness of the universe, and the quirks of the characters. These are what makes Xenogears and the Xenosaga series, however truncated, exceptional.

From the sci-fi megabuildings like the Durandal (a spaceship which becomes the government building for a planet when it lands vertically) to the design details of the UMN (just a menu screen, but with the in-universe role of being a popular app), this world is big, original and immersive. It has the production values to back up that ambition: despite leaving Square, Xenosaga can almost compete with Final Fantasy in the department. 

Lots of JRPGs, especially in the Final Fantasy series, reference Star Wars, but Xenosaga draws on a deeper creativity, feeling like Star Wars while looking nothing like it; capturing the imagination and excitement of a sci-fi classic without referencing any. Xenosaga is, simply, great science fiction.

Part 2: Mechanics

Earlier I compared a character to an action figure. Well, that metaphor also extends to the levelling, where there is not just one system to play with, but several. EXP, TP, SP, and EP are gained after battle, and they can all be spent on different aspects of your character. EP is spent in a tech tree to acquire new magic. TP is spent making your technical attacks faster or more powerful. 

UX designers aim to delight their users; I find the various systems in Xenosaga delightful. They are like a sushi selection: simple, varied, and finely crafted. Levels are dotted with enticing red doors, the keys to which are found in other levels. Behind the doors you find unique accessories that impart skills. Spend enough SP teaching your characters skills, and you level up to a new skill tier. Every stage of this process is enjoyable in itself. Combined? This is the stuff addictive side activities are made of. 

It’s a shame the decoders, which open the doors, are so well hidden you might need a guide to find them. Occasional obtuseness in Xenosaga can be a small impediment to fun. It also made the end of the game challenging for me, as I didn’t understand what the appropriate way to spent TP was. Somewhat counterintuitively, you should spend a lot of them on stats, not techniques. I understand that obtuseness also affects Xenosaga Episode II, but I’ll be prepared for it when I get there.

In Xenogears, I was unimpressed by how characters had a random selection of ether skills, rather than ones that best fit their character. Xenosaga does better. First, because characters can transfer ether skills, there’s no requirement to make their natural spells balanced. Therefore, the spells a designed to fit the character. Second, each character has a unique spell intro animation that fits the nature of their power. 

Attack effects are a work of art. They hit hard, supported by a sharp and varied library of sound effects and screen shake or a camera swing when appropriate. They are visually complex, with unique particles, glows and overlapping layers. They suit the character that uses them. KOS-MOS attacks with quick slashes and lasers, while Shion, the scientist, uses a type of magic that requires the use of a multicoloured “ether circuit”.

Rule-bending is a thrill in any game, and the most thrilling mechanic in Xenosaga battles is the boost system, where at the press of a button you can force one of your characters to the front of the turn order. It works in tandem with the second most thrilling system in Xenosaga battles. Three battle bonuses rotate from one turn to the next: act on a particular turn and you can guarantee yourself a critical hit. Kill a foe on a particular turn and you multiply your end of battle rewards. Getting a 10x bonus is a euphoric experience.

Xenosaga is not more concerned with philosophy and world building than fun and mechanics. It is filled with systems that are delightful, good-natured, smart, and original. In my head, the Xenosaga lead designer has a curly white beard and smiles a lot.

Conclusion

This review is in two parts because that’s how Xenosaga Episode I is. One half epic sci-fi anime, one half addictive character levelling adventure. There were times I wanted a cutscene to end and give me control again, and I’m a pretty patient guy.

Some will argue that this is an inelegant way to tell an epic story in a videogame, but I disagree. It does what all JRPGs were doing at this time. It just goes hard as fuck on both parts of the experience: the anime, and the RPG.

Takahashi and Saga made a JRPG like no other, and I’m only one-third of the way through it.

Categories
Arcade Collection

What is bullet hell?

A bullet hell is a 2D action game about dodging intricate patterns of bullets and shooting enemies. They have a higher bullet count and slower bullet speed than traditional shmups. Examples are the Dodonpachi and Touhou series.

Dodonpachi Daifukkatsu (or Resurrection), the fourth game in the series

At first, you might think increasing the number of bullets is just a way to increase the difficulty, but that’s not quite right. Yes, bullet hell games tend to be very difficult, but not more than any shmup subgenre that started in the arcade. Whether it’s Raiden, Ghouls ‘n’ Ghosts, or Mushihimesama, arcade game intensity is high across the board.

So, if it’s not difficulty, what is bullet hell all about?

Bullet hell is a different flavour of shmup

Yes, there are lots of bullets in these games (sometimes hundreds on-screen at once), but they are slower. Also, the player’s ship will have a very small hitbox — sometimes a single pixel and this gives players more opportunity to avoid danger even when the gaps between bullets is very narrow. 

Because bullets linger on the screen, they can be used to build up more complex patterns or even mazes. Massive variety is possible just by utilising different shapes, sizes, speeds and colours of bullets. 

Subterranean Animism, the 12th game in the Touhou series

There is usually a feeling of pressure from all sides in a bullet hell game, resulting in relief and elation for surviving such situations. The player is forced to pay constant attention and move in interesting ways to overcome the challenges presented. 

This flavour isn’t for everyone. Arguably the biggest divide in shmups is between bullet hell fans and the fans of “traditional shmups”.

Bullet hell vs traditional shmup examples

Most shmups that you’ve heard of aren’t bullet hell. R-Type, Raiden, Space Invaders, Gradius, Galaga, Thunder Force, Zeroranger — these are all “traditional shmups”. 

That means, firstly, that bullets come at you fast, and once you get out of the way they’re usually not an issue any more. Traditional shmups also tend to have more variety in the types of obstacles, so there might be physical walls and traps, or enemies with more varied behaviours.

Gunbird by Psikyo is a traditional shmup

As arcade technology progressed, developers had more power to add more detailed graphics, more exciting visual effects, and yes, more bullets. Various games and studios pushed the genre along this trajectory in this period (Toaplans Batsugun, Raizing’s Battle Garrega, and Cave’s Donpachi), the game that solidified bullet hell as a new style was Cave’s second game, Dodonpachi, released in 1997.

Why bullet hell?

These games showed how bullets could be interesting because they can become anything. They are like atoms of danger: a fundamental building block of challenge. Instead of walls, you can make walls of bullets, or some other form of compressed play area.

You can create beautiful geometric patterns, or you can create obtuse chaos. You can have direct bullets, homing bullets, bullets from any side of the screen or in the middle of it.

Whatever flavour of 2D dodging you want to throw at the player, you can build it with bullets. To me, this is what bullet hell means: games that understand the versatility of bullets.

Bullet hell communities

Forums

Discord/Chats

Podcasts

YouTube channels

Wikis

Non-bullet hell

Bullet Hell vs Bullet Heaven

In 2021 a new genre was created with a familiar name. “Bullet heaven” refers to Vampire Survivors and the imitators spawned by its viral success. Though everyone recognised this label as a reference to “bullet hell”, it led to the questions “What is bullet hell anyway?”

My playtime in Vampire Survivors rocketed out of control in just a week, but as I’ve also devoted more hours than he wants to admit to the shmups of Cave and Zun, I think I’m in a good position to explain the connection. 

The boss of a bullet hell game expels a terrifying barrage of bullets at the player, and it is only through sheer skill, concentration, and pattern memorisation that you, the player, can find a narrow route to victory. 

But what if, instead of your underpowered player ship, you played as that boss? That the overwhelming firepower belongs to you? That’s what a bullet heaven game can make you feel. 

These two genres are fundamentally different. Bullet heaven is a character building genre. There are decisions to make in how you upgrade your character, but there’s very little dodging or aiming, which are the elements that make up the core of any shmup. 

Anyway, if I wanted to leave things on a confusing note, I might refer you to the series of bullet hell shmups called Bullet Heaven:

Buy Bullet Heaven 2 on Steam

Categories
SRPG Collection

Is Fire Emblem: Three Houses a JRPG?

No, Fire Emblem: Three Houses is not a traditional JRPG (like Dragon Quest is). The campaign is a series of grid-based battles, making it an SRPG — a Strategy RPG. The story and levelling of Fire Emblem are similar to a JRPG, however.

There isn’t one firm definition of JRPG. To some, SRPG is a subgenre, and to others, it is an adjacent genre.

However, it is evident that the SRPG is structurally dissimilar to traditional JRPGs. In the latter, the story progresses by exploring environments (such as towns, dungeons, or a world map), leading to new areas. There are exploration sections in Fire Emblem: Three Houses, but they aren’t the main driver of progress through the game.

Battles are also different and deeper in Fire Emblem. The emphasis is on unit positioning, terrain advantage, and the permanent death of character units during gameplay (something that would be very unusual in a JRPG).

Traditional JRPGStrategy RPG
Final Fantasy VIIFinal Fantasy Tactics
Persona 5Persona 5 Tactica
Golden SunShining Force
Breath of FireFire Emblem

The Fire Emblem series has become more “JRPG-like” over time. For instance, it has introduced explorable headquarters environments. In Three Houses, that area is Garreg Mach Monastery. The social simulation aspects in this series also blur the lines between pure strategy game and JRPG.

Even if Fire Emblem: Three Houses doesn’t fall neatly into the genre, it will likely appeal to JRPG fans. It features a rich tapestry of character-driven storytelling: dialogues and character interactions unfold with the same depth and emotional resonance that one would expect from a JRPG. The tale of Fódlan — a land fraught with political intrigue, complex relationships, and a mysterious power known as Crests — is one worth seeing no matter what your regular genre preference is.

Categories
Metroidvania Collection

Is Blasphemous a metroidvania?

Yes, Blasphemous is a metroidvania, and also a soulslike. The 2D world of Cvstodia is made up of interconnected areas, accessed by the Penitant One gaining new abilities from relics. However, its ability gates are inferior to other metroidvanias.  

There isn’t one agreed-upon definition for metroidvania. Though many people will claim their definition is the correct one, there are multiple competing definitions out there. Most of the discussion revolves around the following features: 

FeatureBlasphemous
BacktrackingYes
Multiple pathsYes
Ability gatesSome
Movement abilitiesSome
Sequence breakingYes
SidescrollerYes
PlatformingYes
Character upgradesYes

We can see that Blasphemous may have one inadequacy in its status as a metroidvania: abilities. Let’s look at the relic “Blood Perpetuated in Sand” which creates blood platforms in specific locations, unlocking new pathways. This is a passive ability, and so are all abilities that aid exploration in Blasphemous – they take effect automatically when you are in the right location or situation. 

Most metroidvania players expect changes to the actions a character can take. An example in other games is the double jump that unlocks access to high platforms. Blasphemous doesn’t have that, so to some extent it feels like it has “keys and locks” rather than true metroidvania ability gating. 

Nonetheless, though ability gates are fundamental to a metroidvania, we believe this is only a grey area for Blasphemous, and in all other respects this 2D soulslike fits any definition of metroidvania. Most fans of Castlevania or Metroid will enjoy Blasphemous greatly, from the top-tier pixel art to the intense boss fights. This is a world — filled with grotesque creatures, ominous architecture, intricate pathways and secrets — that demands you explore it.

The “Is it a Metroidvania?” series so far:

Yes

  • Blasphemous

No

  • F-Zero
Categories
Metroidvania Collection

Best multiplayer metroidvanias (available on PC)

Fuse the exploration of a Metroidvania with a multiplayer dynamic and you get the small be special gaming niche that we are talking about today. Multiplayer metroidvanias feature both cooperative challenges and character progression, set within interconnected worlds ripe for exploration.

These titles often present a refreshing alternative to other multiplayer genres, offering both challenge and companionship. The satisfaction derived from synchronised teamwork to conquer intricate levels, or races thought those levels to claim elusive treasures, has a distinct flavour that can’t be found elsewhere.

The PC platform, known for its versatility and expansive player base, hosts an array of these gems. In this feature, we’ll recommend our favourites, explaining the multiplayer dynamics and rating their overall appeal so you can pick the games that align with the gaming preferences of you and your friends. 

One note: We’ve avoided examples where a second player can only take on a small role, like Timespinner, Outbuddies or A Robot Named Fight — though all of those games may be worth trying, depending on what you’re looking for. For this list, anything where both players can have a roughly equal experience is in the running. 

Without further ado, here are eight amazing multiplayer metroidvania available on PC. 

1. Guacamelee! 2

Four players in a spiky room in Guacamelee 2 co-op
Guacamelee! 2 screenshots from Drinkbox Studios

Guacamelee! 2 (2018) takes its predecessor’s vibrant world bursting with Mexican folklore, punchy combat, and a seamless blend of platforming challenges, and amplifies it, which includes introducing a refined multiplayer experience.

The co-op feature was no afterthought: the game’s main campaign was developed with it in mind, and it shows. Joining forces with a buddy to navigate the vibrant, interconnected world of the Mexiverse adds a new layer of enjoyment. Don’t get us wrong, the campaign is compelling for solo players too, but the multiplayer dynamic amps up the fun factor, allowing for strategic cooperation or chaotic hilarity as you and your partner unleash moves and combos in tandem.

Four players in combat in Guacamelee 2 co-op

The PC version is feature rich, catering to keyboard and controller preferences alike, with no performance issues. The game is also available on PlayStation 4, Nintendo Switch and Xbox One. 

By the way, if you purchase “Guacamelee! 2 Complete”, you will be treated to all the DLCs. It’s nothing too exciting — just an extra level and some extra characters — but it ensures you and your friends dive without missing any content.

It’s worth noting that while the local co-op is a highlight, the absence of an online multiplayer option might deter some players seeking remote collaboration. However, for those eager to share the thrill of this visually striking world side by side on the same screen, Guacamelee! 2 offers an inviting invitation to leap into its colourful Metroidvania universe.

Co-Op Footage

See the Guacamelee! 2 multiplayer in action in this four-player gameplay video from Dan’s Travel Tips.

Buy

2. Unepic (Co-Op Dungeons)

Two players fighting boss Ulakk in Unepic co-op screenshot
Unepic screenshots from Steam user VebonT

Unepic (2011), an indie gem developed by Francisco Téllez de Meneses, blends the charm of classic RPGs with the exploration elements of metroidvania, offering a compelling experience for PC gamers, including those seeking a multiplayer adventure.

The game has a main single-player metroidvania campaign, but it also has a suite of multiplayer modes that permits gamers to team up with friends online to delve into the labyrinthine dungeons and overcome challenging foes together. The main attraction are the co-op dungeons. 

Those playing on PC can amplify their gaming experience by adapting their control schemes—whether using a keyboard and mouse or a controller—or by installing user-made mods. The selection of unofficial maps is quite impressive, and even today there are new ones made every year!

Two players fighting boss Sux Mortis in Unepic co-op screenshot

While Unepic excels in blending genres and offers a multiplayer aspect, the game’s difficulty spikes and complexity might deter those seeking a more casual gaming experience, as progression often demands strategic planning and skillful execution. The lack of local co-op might also deter some interested parties.

Nevertheless, for enthusiasts of metroidvania games looking for a unique blend of RPG elements and multiplayer capability on PC, Unepic presents an intriguing proposition. Its intricate level design, character progression system, and mod support add layers of depth. If you’re up for a challenge and enjoy exploring dungeons with friends online, Unepic might just be the right addition to your PC gaming library.

Multiplayer Footage

See the Unepic multiplayer in action in Wagner Afonso’s four-player gameplay highlights.

Buy

3. Rainworld Downpour (Jolly Co-Op)

Four slugcats exploring Rainworld Downpour co-op screenshot
Rainworld: Downpour screenshots from Akupara Games

In the realm of metroidvania games, Rain World (2017) is a unique experience. The DLC expansion, Downpour, takes things even further by introducing a collaborative twist to Rainworld’s previously solitary, survival-based metroidvania experience, allowing players to team up locally and explore its unforgiving world together.

Rain World: Downpour comes with the “Jolly Co-Op” mode for up to four local players. Here, friends join forces to tackle the Monk, Survivor, and Hunter campaigns, in which they navigate the treacherous landscapes as Slugcats, creatures navigating a harsh and dynamically evolving ecosystem. Each Slugcat variant boasts distinct abilities. The DLC amplifies the challenge of the base game by introducing evolved predators and environmental conditions, making teamwork a necessity for survival.

Rain World: Downpour doesn’t merely toss players into a multiplayer frenzy; it demands collaborative strategies, communication, and mutual understanding. The game’s mechanics, such as piggybacking on fellow Slugcats or utilising gestures for coordination, add a playful yet strategic layer to the cooperative gameplay.

Four slugcats exploring Rainworld Downpour co-op screenshot

While primarily designed for local co-op, the game extends its multiplayer allure through Steam Remote Play for online gaming sessions. However, a crucial note for online play is the necessity to adjust keybinds to avoid control conflicts among players, emphasising the importance of smooth coordination for a seamless gaming experience.

For PC gamers seeking a metroidvania experience that challenges both individual skills and collaborative tactics, Rain World: Downpour stands tall as an offbeat yet captivating choice, beckoning players into a world where survival demands unity amidst a beautifully harsh setting.

Co-Op Footage

See Rainworld Downpour’s Jolly Co-Op mode in action in the official reveal trailer.

Buy

4. Sundered: Eldritch Edition

Sundered four-player co-op mode screenshot

Sundered (2017), a game exclusively available for PC, effectively intertwines eldritch horrors with cooperative gameplay. Imagine a subterranean world, teeming with ancient  terrors and ever-shifting landscapes. This is the realm of Sundered, where players navigate a procedurally generated labyrinth of challenges, armed only with their wits and their blade. 

The Eldritch Edition stands out from the original game, which only included a single player campaign, by welcoming up to four players into its haunting depths, embracing the spirit of camaraderie in a genre often associated with solitary exploration.

One of the game’s central mechanics revolves around shards – valuable resources scattered throughout the cavernous expanse. These shards are pivotal for character growth, enhancing abilities and survivability. However, the twist lies in the shared ability tree, controlled by Player 1. All players contribute to the collective upgrades, while Player 1 decides how to allocate these enhancements, fostering both collaboration and coordination.

Sundered’s combat is  cooperative gameplay, starting with rudimentary swordplay and evolving into a spectrum of potent abilities. Encounters with nightmarish foes and monumental boss battles amplify the thrill, urging players to synergize their attacks and embrace strategic cooperation.

Navigating Sundered’s treacherous world is a blend of discovery and danger. Players grapple with environmental hazards, puzzle-like terrain, and elusive pathways while scavenging for shards and confronting menacing foes. Yet, the challenge lies not just in surviving the nightmarish landscapes but also in manoeuvring as a cohesive team, facing unforeseen dangers together.

Multiplayer Footage

See Sundered: Eldritch Edition’s co-op mode in action in this footage from the YouTube channel Local Multiplayer

Buy

5. Salt and Sanctuary

Salt and Sanctuary co-op mode screenshot
Screenshot from Steam user Sr.Maou

Salt and Sanctuary (2016), developed by Ska Studios, transports players into a dark and foreboding world, reminiscent of the classic titles that defined the genre while incorporating its unique style. It offers a deep metroidvania experience with RPG elements, allowing character customization and diverse playstyles. Its unique visuals, while evocative, might not cater to everyone’s taste, but the game’s dark and atmospheric landscapes, coupled with its challenging combat, create an immersive journey for dedicated adventurers.

Like Dark Souls, which inspired it, Salt and Sanctuary allows for co-op play, so you and a friend can tackle the intricately designed levels and formidable bosses together. The multiplayer component has been balanced appropriately. Enemies and bosses are buffed, but not unreasonably. Having a friend alongside you feels like assistance and not hindrance, but both players can still get their teeth into the challenge the game is known for. 

Starting the cooperative mode isn’t as simple as selecting it from a menu, though. It requires a specific item—the Stone Sellsword. Before a friend can join your world, you must acquire this item and reach the first sanctuary. The complexity doesn’t end there; once a Sellsword is placed in a sanctuary, players must return to that location to summon their friend. 

Salt and Sanctuary co-op mode screenshot
Screenshot from Steam user Edy

[image: https://steamcommunity.com/sharedfiles/filedetails/?id=2207089814]

It’s interesting to have an in-game mechanic to initiate multiplayer, and reminiscent of the multiplayer setup for Bloodborne and Souls, but some players find this intricate process a source of shared frustration. The impracticality means Salt and Sanctuary might not be the best multiplayer metroidvania for those seeking more accessible or casual cooperative play.

Furthermore, the steep difficulty curve might not suit the tastes of everyone in your co-op party. The unforgiving nature of the game demands perseverance and a penchant for challenging gameplay.

If you can look past these, you will find that the depth of character development in Salt and Sanctuary, coupled with the game’s challenging combat mechanics creates an addictive loop that keeps both solo and co-op players engrossed for hours — provided you’re up for the relentless challenge it presents.

Salt and Sanctuary offers customizable controls and optimizations that cater to a wide range of gaming setups. Whether you’re wielding a keyboard and mouse or a controller, the PC version ensures a responsive and engaging gameplay experience 

Co-Op Footage

See Salt and Sanctuary’s co-op mode in action in the official reveal trailer.

Buy

6. Insanely Twisted Shadow Planet (Lantern Run)

Lantern Run in progress
Screenshot from Anowi on Steam

Insanely Twisted Shadow Planet (2011) is a visually captivating and thrilling 2D adventure, and is a surprise standout in the realm of multiplayer metroidvania games for PC. In this game, players are invited into a gorgeously animated alien world, the titular “Shadow Planet”, which is rendered in deep silhouettes and teeming with hostile lifeforms and puzzles. 

While originally acclaimed for its solo exploration, its multiplayer mode, “Lantern Run,” elevates the game into a frenetic yet exhilarating cooperative experience. Up to four players embark on a frantic dash to outrun the menacing lantern monster, embracing the chaos while holding onto their precious lanterns for dear life – and dear points.

Each player pilots their ship, armed with a unique lantern, a versatile claw, blaster tools, and an open slot for various tools found during the challenging rounds. This mode is an endless pursuit that progressively intensifies in difficulty, evolving from simple enemy dodging to intricate cooperative puzzles demanding synchronised efforts and strategic battles against formidable foes.

Lobby of Insanely Twisted Shadow Planet co-op mode
Screenshot from Steam user Mr Afternoon

What sets this multiplayer experience apart is its individualistic scoring system meshed with collective survival. While teamwork is crucial to prolonging the game, players are pitted against each other to amass points, fostering a ‘cooper-tition’ where the distance travelled and lanterns retained contribute to the team score. Losing a lantern amplifies the stakes, ratcheting up the tension and introducing more daunting puzzles and obstacles, enhancing the thrill of the frantic escape.

The beauty of “Lantern Run” lies in its combination of collaboration and cutthroat competition. For PC players seeking an adrenaline-pumping multiplayer metroidvania experience, “Insanely Twisted Shadow Planet” stands as a compelling choice. Its captivating visuals, challenging gameplay, and the adrenaline rush of cooperative yet competitive escapades make it a worthwhile addition to any multiplayer gaming library.

Multiplayer Footage

Watch the multiplayer mode of Insanely Twisted Shadow Planet in this live Lantern Run video from GameReviewsandMore.

Buy

7. Rabi-Ribi

Four-player co-op fight in Rabi-Ribi
Screenshot from the developer Yue on Steam

Rabi-Ribi (2016) stands as a curious outlier in the realm of multiplayer metroidvanias for the PC. Developed by GemaYue, this pixel-art wonderland blends the exploratory fervour of a metroidvania with the bullet-hell intensity of a shmup, creating a concoction that’s both charming and challenging. 

The co-op mode spices things up, allowing a second player to join the chaos as Ribbon’s trusty partner. Coordinating with a buddy during boss battles or traversing through the labyrinthine world does add a layer of camaraderie to the exploration. Coordination is key as you and your partner unleash a barrage of attacks, combining your magical bunny prowers to conquer formidable bosses and unlock new areas.

It is an enticing addition, though it’s worth noting that it’s more of an auxiliary feature rather than the game’s focal point. Dubbed as a beta experiment within the game, the co-op mode carries a cautionary note regarding its untested nature. The multiplayer functionalities were only trialled during development, not fully tested, and while it introduces exciting dynamics, it may lack the polished finesse found in dedicated multiplayer titles. While the co-op adds a cooperative flavour to the adventure, its untested nature might result in occasional hiccups or imbalance, making it more of an intriguing diversion rather than a polished multiplayer feature.

Four-player co-op fight in Rabi-Ribi

The co-op takes place in the same mode as the single-player adventure but adding a second player does alter some gameplay nuances, intensifying enemy challenge levels, modifying health mechanics, and restricting certain actions like initiating events or changing rooms to Player 1. Also note that the leaderboards are permanently disabled for a save file if an additional player is introduced, because of the change to the balance of the game’s difficulty. 

The game’s design and mechanics accommodate the PC gaming experience, from precise platforming to responsive controls, ensuring a seamless transition for players on this platform.

Its multiplayer element, though not groundbreaking, adds a sprinkle of collaborative fun to the metroidvania formula. For those seeking a metroidvania with a side of cooperative play and a PC-friendly disposition, “Rabi-Ribi” stands as a solid contender.

Co-Op Footage

Watch the experimental multiplayer mode of Rabi-Ribi in this video from SilentChaos512.

Buy

Conclusions

Let’s distil our findings. Salt and Sanctuary beckons with its challenging 2D combat, perfect for those craving a skillful duo experience. For the brave souls seeking survival in a post-apocalyptic world, Rain World: Downpour delivers a gripping cooperative adventure.

Sundered: Eldritch Edition invites exploration and strategy in its Lovecraftian landscapes, offering an unpredictable, collaborative journey. Unepic adds a touch of humour to dungeon crawling, making it an ideal choice for those who enjoy a good laugh while conquering challenges.

Insanely Twisted Shadow Planet offers a visually stunning, alien-infested multiplayer experience, blending exploration and puzzles. Rabi-Ribi injects frenetic energy into the mix with its bullet-hell mechanics, promising a fast-paced cooperative escapade.

But our favourite has to be Guacamelee! 2, with its luchador charm, that has the most developed and essential cooperative gameplay, while providing vibrant visuals, clever puzzles, and more than a splash of Mexican folklore — and that’s a combination that you don’t find everywhere!

Whether you’re drawn to challenge, atmosphere, humour, or nostalgia, these titles ensure that your multiplayer Metroidvania escapades on PC are far from ordinary. Choose your co-op companion wisely, and have a great adventure!

Read next: Is Blasphemous a metroidvania?

Categories
Darksiders Collection

Darksiders Genesis vs Warcraft III story comparison (Video)

Note: the following text is the script of the video.

The lore and characters of the Darksiders franchise are pretty epic, but I don’t feel the same way about the plots of the individual games. A lot of story time in Darksiders is spent doing errands for other characters before they will help you, which seems beneath the, uh, horsemen of the apocalypse

It’s worst in the most recent game, Darksiders Genesis, which keeps the characters on a hamster wheel almost from beginning to end, without the those characters or the situation they are in developing in any impactful way.

The structure of this game may be a limited factor. Darksiders Genesis is a linear sequence of missions, where most of the story has to occur before or after the gameplay sections. But there’s another game with almost exactly this structure, also set in an epic fantasy world, and it has one of my favourite stories in gaming, and that is Warcraft 3.

What makes Warcraft III work is that things change: characters have goals and make progress towards those goals, they make decisions that cause the story to proceed in one direction or another, and the circumstances and the world change as a result of what happens in the playable sections.

Some examples. At the start of Warcraft 3:

  • Thrall needs to lead his people to Kalimdor. He is given the instruction by the profit, but the path to accomplishing this goal is determined by his own decision. He chooses to team up with the trolls, then he chooses steal the humans ships so the orcs can sail away to the new continent. Thrall is setting in motion the changes to the state of the narrative.
  • The next playable hero is Arthus, who decides to purge Stratholme instead of listening to his friends, leading him down the path of vengeance along which he is ultimately cursed.
  • As a result, the human kingdom of Lordaron falls to the undead… permanently. I think in World of Warcraft, the undead still have control of Lordaron, and that’s 20 real-world years of storytelling later! Those are some pretty big consequences for Arthus’s decisions, and those occurred early in the game. 

To compare, the first missions of Darksiders Genesis:

  • The horsemen, War and Strife are send to the void by Samael.
  • Then are told by Samuel’s associate Vulgrim to find a magical crystal.
  • Then Vulgrim tells them to find the eye of scrying,
  • Then Vulgrim tells them to collect a map,
  • Then Vulgrim tells to kill the demon Mammon.

This is not a narrative, this is a checklist. 

War and Strife do what they are told because they don’t seem to have any better plan, even though some of these missions benefit Vulgrim or Samuel more than they benefit the horsemen. 

In Warcraft 3, at the halfway point of the story, characters, the world, everything, is in a very different state to how it started. 

In Darskiders Genesis, at the halfway point of the story, we’re still in the void getting ordered around by Vulgrim and Samael. Nothing of substance has changed, and we don’t seem to be appreciably closer to the overarching goal of finding Lucifer.

This story around this sequence of missions has something in common with a sit-com: everything have to return to the status quo at the end of each episode.

The decision to find the magical artifacts could have been made by one of the horsemen, instead of Vulgrim. You might expect War, going his name, to be good at strategy, so have him make a plans about their next course of action, instead of him just being told what to do.

After we find the character Dis, she could have an ongoing role in the story, instead of just becoming a store keeper. Dis is Vulgrim’s slave, but the horsemen never free her. So maybe she escapes, sides with Lucifer, becomes a new thorn in our side, have her change and develop.

When the horsemen defeat Mammon, they find a vault of gold, and the game takes pains to explain that they cannot use use any of it. Well, why not? Have the horsemen take control of the wealth and use it to their advantage, or just use his lair as a new base to launch their next mission from.

Besides, what are the consequence of killing Mammon? Is there a next in line to his throne? Do his leaderless forces join Lucifer?

Now the horsemen are taking some active steps towards their goals… but shouldn’t Lucifer be taking some active steps against the horsemen? Like, actually sending some of his agents to kill them instead of being an absent antagonist, in the background for the entire game?

And probably most importantly, this game sets up a reluctant alliance between the horsemen and Samael, a partnership of convenience. It’s probably the topic that gets the most lines of dialogue devoted to it in the whole game. Shouldn’t there be some conclusion to that, some payoff? The horsemen should probably at some point say, actually, this deal doesn’t work for us any more, and leave, making an enemy out of Samael. Or Samael should do the same. It should come to a boiling point. They refer to this tense alliance constantly, and do nothing with it.

It’s a shame when a game has cool lore and cool world building, but doesn’t put the thought or effort into the narrative of the events of the game.

It’s especially a shame when it’s a game that is as otherwise good as Darksiders Genesis. It has gorgeous animation, addictive exploration, a clever system for strengthening the characters, and fun combat. The one thing that lets it down is the plot.