This is always the first game I recommend when people would like to get into Japanese RPGs but don't know the language and aren't sure where to start. The menus are easy to figure out; the quest is very straightforward (you go from to town to maze to town in strict, linear order; the world doesn't open up to you until you acquire a ship near the end of the adventure, but even then, it isn't difficult to figure out where to go); and you have to manage only two characters, Yuu and Saya (known as Cobra and Sayo, respectively, in US CF2). Other characters join your party, but they, uh, don't do anything.
GAME REVIEWS
Saturday, May 16, 2009
Cosmic Fantasy
Thursday, May 14, 2009
Neutopia II
HuCard

You get some new items to mess around with this time. Like a boomerang. Don't know how they ever thought of that one. The staves unleash mighty elemental attacks... that often cause your enemies to crash right into you.

Let's look at the wonderful Neutopia II "puzzle" design: Kill all the enemies and push on all the blocks...
Wednesday, May 13, 2009
Rom Rom Stadium
Rom Rom is plagued by problems that occur in many other old-school baseball games: there are way too many infield hits, as balls in play usually roll slowly and the players make very weak throws; the stupid computer-controlled infielders have the ridiculous tendency to throw to bases that are uncovered; and said infielders often chase slow ground balls into the outfield instead of just letting the outfielders charge and put an end to all the dashing about.
- I didn't mess with it at all, but there's a Team Edit mode where you apparently can create and save your own club. This is about the only somewhat-decent reason for the game being on CD.
Tuesday, May 12, 2009
Nadia: The Secret of Blue Water
I'm not familiar with the anime or manga or whatever the hell this is based on, but it captured my attention right away with a scene where a girl is about to blow her own brains out. Unfortunately, some lame Captain Gloval wannabe slapped the pistol from her hands; and my hopes for gratuitous gore were dashed just like that.
Monday, May 11, 2009
Neutopia
This was no mere case of complimentary emulation or innocuous mimicking. With Neutopia, Hudson pulled off one of the most blatant and egregious acts of conceptual appropriation in the history of gaming. Of course, being that the patterned-after object is an undeniable classic and that the copycats did their work quite well, Turbo players have never felt any need to decry the remarkably conspicuous theft. I myself liked The Legend of Zelda a whole lot when I was a kid, so I certainly had no gripes with being served an additional helping of vast overworld and spooky labyrinths.
Well, after many, many years and a couple of recent playthroughs, I still like Neutopia, but my experiences with it back in the day were much more enjoyable, and I'm afraid I must presently downgrade it from "great" to merely "pleasant." Mechanically, this one-screen-at-a-time adventure game seems obsolete compared to Crystalis for the NES, let alone the many mighty action-RPGs that were eventually released for the Duo. There are very few true secrets and puzzles to speak of. Practically all of the "secret spots" are marked, and the "puzzles" largely consist of pushing every block in every room. It's still pretty fun to explore the environments and hack things up, especially since the graphics are quite nice and the controls are adequate (if rudimentary). However, when considering not only the superior 16-bit action-RPGs that were released subsequent to Neutopia's prime but also the mighty Alundra--which took basic ideas from Zelda and augmented them with an amazing story, brain-busting puzzles, and refined controls--well, Neutopia starts to seem a bit lacking.
Neutopia imitates Zelda well as far as basic gameplay aspects go, but it can't match the elements that make Zelda truly special. As primitive as it is, Zelda is incredibly atmospheric, thanks in large part to its eternally memorable soundtrack. Exploring its overworld feels like a grand, epic experience. Navigating its labyrinths is eerie and suspenseful. The enemies are interesting and oftentimes powerful. And playing it now produces a sweet bit of nostalgia thanks to those qualities. Neutopia, on the other hand, has never felt like anything more than a short, cartoony adventure. And now, there's no nostalgia. No atmosphere. No tunes that stay with me after I turn the game off. No brutal enemies that could stand up to the Darknuts of Zelda fame. Just decent, appealing questing.
I don't want to sound too negative; Neutopia is still fun, and there isn't a single moment during the adventure when I'm not enjoying myself to an extent. But sadly, the game simply hasn't aged all that well.

When you're not avoiding (obvious) traps and pushing blocks, you'll be "brawling" with small Zelda-foe rip-offs.
























































