Suikoden HD Remaster: The Allure of Nostalgia

It’s been a while, but I’ve really been mulling this one over.

This is a review, specifically of the version of Suikoden included in the package called Suikoden I&II HD Remaster Gate Rune and Dunan Unification Wars, available on all modern platforms for fifty big ones. I may review the other half, Suikoden 2, at some point, but I kinda stalled out in it. That one doesn’t have as much juice for me, though it is generally superior in every way. And that’s honestly part of what I wanted to talk about, so perhaps this will serve as a reflection on both.

Continue reading “Suikoden HD Remaster: The Allure of Nostalgia”

Romacing SaGa 2: Personified Empire

Alright, let’s try something else. Again!

Wagnas, one of the eponymous Seven

Those weekly blog posts weren’t really working for me. I don’t like the pressure of having something to talk about, and then they always felt too big and unwieldy and unfocused. Not the kind of work I can look back on with pride, just kind of filling time, y’know? I don’t like to post just to post. Brings back bad memories of trying to unlock privileges on message boards as a middle schooler by making enough posts, haha.

Continue reading “Romacing SaGa 2: Personified Empire”

Towards a Better Roguelike: Breaking Down the JRPG

I said in my first post that I wanted to make a roguelike JRPG. But what does that even mean, exactly? What are the fundamental features that make a game a JRPG? How could those best be translated into the traditional roguelike framework? What do they bring to the table in terms of clarity and flexibility?

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Good questions, all. Let’s get into it! Continue reading “Towards a Better Roguelike: Breaking Down the JRPG”

Towards a Better Roguelike: Getting Started

I’ve been working on developing a video game for the past year or so.

It’s something that’s very important to me, a passionate pursuit that saved me from the depths of despair, way back when. But, progress has come in fits and starts. I learned to use Unity, found that I absolutely hated it, switched to Godot, and have been messing around with that for a while now.

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Most of the work I do, though, is actually just writing. Brainstorming ideas for the setting, gameplay, various sorts of intricate systems. In physical notebooks and in dozens of different documents on my computer. Writing away, planning and planning for all sorts of different things.

So, as long as I’m doing this, I thought I’d write a bit of my thoughts about game design here, on my blog. Let’s get into it! Continue reading “Towards a Better Roguelike: Getting Started”

Octopath Traveler: An Odd Duck

I’m gonna try writing some reviews!

So, Octopath Traveler is basically the reason I got a switch. The very first previews of it instantly captured my attention. It was such an amazing combination of SNES-style 16 bit sprite work and modern graphical effects. Finally, Square was going to pay tribute to their legacy of classic JRPGs without some sort of awful compromise on the art style. Continue reading “Octopath Traveler: An Odd Duck”