Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Monday, July 27, 2026

JRPG Talk | Ys: Lost City of Kefin

Given that my full article on Ys V: Kefin, Lost Kingdom of Sand could not fully explore all of its core ideas for practical reasons, I will be using this JRPG Talk series to expand on its thematic depth. Rather than focusing on narrative summary alone, this piece looks at Kefin as a structural idea within the Ys continuity, one that reflects not just a lost kingdom, but a self-sustaining system built on escalating layers of hidden cost. Despite its uneven execution due to development circumstances at the time, Ys V remains a meaningful entry in the series for those willing to extract its underlying thematic core. Among its most compelling elements is the Lost City of Kefin itself.

Saturday, July 25, 2026

Final Fantasy Fables Chocobo Tales


While often overlooked, the Nintendo DS era marked a surprisingly strong period for Square Enix, when the company was still actively expanding its IPs in creative directions rather than relying solely on its flagship titles. Among the more unusual releases on the system, Final Fantasy Fables: Chocobo Tales stands out as one of the most distinctive JRPG spin-off experiences.

The Chocobo series itself is a long-running Final Fantasy spin-off, placing the series’ iconic yellow bird in the role of the main hero. What began as a modest experiment on the original PlayStation eventually found new life on the DS with Chocobo Tales, reimagined with a more playful and experimental design.

Monday, July 20, 2026

Return of the Ninja

 
Some random ninja-themed sidescroller I played as a kid, this was released by Natsume near the end of the Game Boy Color life cycle. Recently, I finally settled my score with the game, and overall, it turned out to be rather underwhelming.

Because of its unique presentation style, I always thought Return of the Ninja was one of Natsume’s stronger sidescrolling titles. However, revisiting it now, I found it noticeably weaker than other Natsume GBC sidescroller games such as Action Man or Power Rangers Lightspeed Rescue. What originally caught my attention was the collectible card system you unlock as you progress through the game. Back then, it made my younger self imagine the game as something much larger and deeper than it actually was. Fast forward to today and Return of the Ninja simply does not live up to those expectations.

In terms of gameplay, Return of the Ninja feels similar to a pre-Igavania-style Castlevania sidescroller, spanning six stages with some light attempts at branching paths. The game does try to stand out by incorporating stealth mechanics to better fit its ninja theme, rewarding players who dispatch enemies quietly within the limitations of the GBC hardware. It also features several ninja tools and gear upgrades that function as power-ups, allowing the player to bypass certain obstacles and explore alternate routes.

Still, Return of the Ninja is ultimately not a particularly noteworthy ninja game, especially when compared to Shinobi from Sega, which remains a far more definitive ninja action experience. Interestingly, Return of the Ninja did receive a limited physical re-release in 2020, which is quite fascinating for a relatively mediocre GBC title that originally came out two decades earlier.

Wednesday, July 15, 2026

Starting Yx IX: Monstrum Nox

 

After finishing my journey through Ys VIII: Lacrimosa of Dana, I immediately continued with its successor, Ys IX: Monstrum Nox. After spending several hours with the game, I have reached a point where I can begin forming some initial impressions.

Considering that Ys VIII elevated the series to a new level for Falcom, my expectations for Monstrum Nox were deliberately modest. So far, those expectations have largely been met. The game's overarching narrative feels noticeably weaker, and the transition from the vibrant tropical landscapes of Seiren Island to the gray prison city of Balduq inevitably feels like a downgrade in terms of atmosphere. Visually, the city's gothic aesthetic sometimes comes across as an unconvincing blend of Persona 5's urban style and Bloodborne's dark fantasy, without quite matching the identity of either.

That said, Falcom has earned its reputation as one of the JRPG industry's most dependable developers, so I remain optimistic that Monstrum Nox will have something meaningful to offer as the story unfolds. The game clearly shows signs of being developed under tighter production constraints than its predecessor, yet I suspect there is more beneath the surface for longtime Ys fans.

One aspect I continue to find interesting is how several of Monstrum Nox's gameplay ideas appear to have anticipated mechanics that later became prominent in Genshin Impact, particularly its emphasis on vertical exploration and character mobility. If a developer like Mihoyo found ideas worth building upon from this title, then Monstrum Nox likely succeeded in doing something right, even if it may not initially leave as strong an impression as Ys VIII.

Monday, July 13, 2026

Hardcore Mecha

It took me longer than expected to write this article, but as always, better late than never. This time, I would like to dedicate a full article to Hardcore Mecha, a noteworthy mecha game that I played earlier this year.

Developed by RocketPunch Studio, Hardcore Mecha serves as an early showcase that Chinese developers were capable of creating a console-quality game aimed at a global audience, particularly within the niche mecha genre. It was an ambitious project that sought to elevate the modern mecha action game, only to fade into relative obscurity shortly after release due to circumstances that ultimately stretched beyond the studio's capabilities.

Within the capacity of Realm of Darkness, this article serves as a small effort to preserve and document Hardcore Mecha for what it is worth.

Friday, July 10, 2026

Ys VIII: Lacrimosa of Dana Playthrough Complete!


For almost the entire span of June, I spent a significant amount of time playing Ys VIII. As expected from a Ys title that has gained strong global mainstream recognition, this entry truly lives up to its reputation. It delivers what feels like a AAA experience for a long-running JRPG series, both in production value and narrative ambition. Without a doubt, it is easily one of the best JRPGs of the 2010s.

Lacrimosa of Dana truly sets a new pinnacle for the Ys series, establishing itself as one of the overall “best” entries to date. Falcom clearly went all in on this project, pushing the production value to a level they can probably only achieve once in a decade.

Saturday, July 4, 2026

FGO Lostbelt 7: Nahui Mictlan Clear!

It has been almost a year and a half since Lostbelt 7: Nahui Mictlan was released, and I have finally cleared it. It took me about the same level of procrastination as I had with finishing LB6. Surprisingly, I was able to complete this singularity over a weekend, despite being at a low point in my frustration with FGO’s absurd gacha systems. Nevertheless, I am genuinely impressed by what LB7 had to offer. I initially assumed LB6 would remain the peak of the Lostbelt arc in terms of Nasu’s writing, despite its flaws and structural baggage. However, LB7 ultimately feels like the stronger of the two, delivering comparable writing quality in a leaner and more efficient narrative structure.

Tuesday, June 30, 2026

Fate/Grand Order Tunguska Sanctuary Clear


This is a record of my clear of the post–Lostbelt 6 interlude chapter Tunguska Sanctuary, which I completed earlier this year before moving on to Lostbelt 7. Since I plan to reflect on my experience with Lostbelt 7: Nahui Mictlan in greater depth later on, I think it is worthwhile to briefly revisit this transitional chapter.

Tunguska Sanctuary can be described as a “Lostbelt 6.5” type of chapter, bridging Avalon le Fae (Lostbelt 6) and Nahui Mictlan (Lostbelt 7), much like how Heian-kyo functioned as a 5.5 chapter. It focuses on Koyanskaya’s aftermath following her escape from Lostbelt 6 and lays groundwork for her role going forward in the larger future narrative.

Saturday, June 27, 2026

Ys V: Lost Kefin, Kingdom of Sand

 

The last classic Ys title I completed before resuming my journey into the series' modern iterations. Ys V: Lost Kefin is often regarded as the black sheep of Falcom's flagship franchise, and for good reason. Even in the PS2 remake, many of its flaws remain apparent in 2026. Poor execution and conflicting design ideas prevent Lost Kefin from fully living up to the standards associated with the Ys name.

Yet despite these shortcomings, I do not believe Ys V deserves to be dismissed outright. Those willing to look beyond its rough exterior will discover that the essence of Ys remains unmistakably present beneath its imperfections. While Lost Kefin falls short in execution, its underlying themes, worldbuilding, and narrative foundations reveal a game that still belongs within the greater legacy of the series. This blog post aims to explore that side of Ys V and show why it remains worthy of attention despite its reputation.

Monday, June 22, 2026

Final Fantasy Adventure

 

One of the older Squaresoft games I recently came across, Final Fantasy Adventure truly punches far above its weight for a Game Boy title. While the Game Boy Color is often praised for its impressive RPG library, especially with the rise of the Pokémon series, I never expected the original Game Boy to be capable of delivering such an engaging RPG experience. Final Fantasy Adventure proved otherwise. Simply put, I was genuinely impressed by the scale and atmosphere of the game, which reminded me of my first experience playing Lufia: The Legend Returns in the early 2000s.

Saturday, June 20, 2026

Starting YS VIII: Lacrimosa of Dana

After taking an extended detour to wrap up my loose ends across earlier Ys titles, I’ve finally started Ys VIII: Lacrimosa of Dana. Within the first ten hours alone, the game has already exceeded my expectations. Having played Ys: Memories of Celceta on PS Vita about a decade ago, which is the previous entry before Falcom made Ys VIII. Lacrimosa of Dana feels like a significant leap forward in almost every respect.

While Lacrimosa doesn’t fully align with my ideal “pure” Ys experience, leaning more heavily toward systems reminiscent of Monster Hunter and even elements of Trails, Ys VIII nonetheless delivers a production quality and narrative scope that feels distinctly AAA within the series. Falcom clearly pushed far beyond its usual weight class with this entry, and it stands as a culmination of the design direction established since Ys Seven. It’s easy to see why this game became a mainstream breakthrough and a favorite entry point for many newcomers to the series.

For my part, I’m most looking forward to exploring the macro-level worldbuilding and historical layers that Ys VIII had to offer into the broader Ys narrative. That long-form lore and continuity remains one of my main motivations for staying invested in Ys series.

Wednesday, June 17, 2026

JRPG Talk | Atelier Iris 2’s Eden: The Conceptual Idea of Paradise

This will be a rather unusual blog post for me, as I rarely discuss the thematic core of video game series unless they involve mecha. However, given my long-standing investment in the JRPG genre and my curiosity toward esoteric teachings, I find it worthwhile to examine a work where both interests intersect.

As one of Gust’s early JRPG iterations, Atelier Iris 2: The Azoth of Destiny possesses a thematic premise that stands out even today. While the game itself is relatively mediocre as a JRPG in terms of gameplay and structure, it succeeds surprisingly well in one particular area: its fantasy interpretation of the Garden of Eden through the lens of JRPG with unusually profound incorporation of alchemy as its core theme.

What Atelier Iris 2 does exceptionally well is its depiction of Eden as both paradise and forbidden domain, a portrayal that resonates strongly with real-world mythological and esoteric traditions.

Monday, June 15, 2026

Returning to Ys VI: Ark of Napishtim After Fifteen Years

 

 Back in 2011, I began my journey with the Ys series, with Ys VI: Ark of Napishtim being my first stop. Fast forward 15 years, and before setting forth to tackle Ys VIII–X after finishing Ys V, I decided to revisit Ys VI once again. Of all the available versions, I picked the PS2 release, which, as expected, delivered a rather mixed gameplay experience.

The first time I played Ys VI was actually on the PS2 before eventually finishing the game on PSP. Because of that, I chose to revisit Napishtim through the PS2 version, a decision I slightly regret. Among the various releases, the PS2 version has one of the more awkward localizations of Ys VI. I do not know if it was entirely Konami's fault, but the PS2 port added many unnecessary elements, with the 3D CGI scenes being the most notorious example. 

I suspect it had something to do with the localization mindset of the era, which often carried an anti-anime sentiment common in parts of the American entertainment industry during the 1980s and 1990s. As a result, the game was altered in an attempt to appeal to a broader mainstream audience without properly understanding the source material. In hindsight, this is rather tragic, as it was poor treatment for a relatively important milestone in Falcom's history.

Ys VI: Ark of Napishtim is more than just another iteration of Falcom's flagship franchise. Not only was it a proper revival of the Ys series after the commercial disappointment of Ys V, it was also the lynchpin that gave Falcom a second chance during its dark age. The game's success helped usher the company into its renaissance period and set the foundation for its rise to greater prominence. Had Ys VI failed back then, we might never have seen the Trails series evolve into the top-tier JRPG franchise that demonstrated what Falcom was truly capable of achieving.

Despite the PS2 version of Ys VI being something of a question mark in Falcom's history, and my disdain toward its unnecessary and shallow localization makeover, I was still able to relive the core Napishtim experience, which is ultimately what matters most. At the very least, Falcom would go on to work with better international publishers in later years. If I ever revisit this game again, I will probably stick with the PC or PSP versions. That said, I am fairly confident Falcom could produce a remaster of Ys VI in the near future given the series' legacy, perhaps around the game's 25th anniversary.

Wednesday, June 10, 2026

Mecharashi — Final Rank Permit Milestone

 

After being stuck in a prolonged bottleneck for more than five months, I finally managed to clear Chapter IX of Mecharashi, which in turn unlocks the game’s final level cap restriction. This is a significant milestone, as there are very few gacha games that demand this level of sustained time and attention for progression. Each “urgent mission” required to unlock the next chapter in Mecharashi is a substantial drain on mental energy, and the final hurdle is no exception.

Sunday, June 7, 2026

Ys V: Lost Kefin playthrough complete!

 
It has been roughly a decade since I last set out on a journey with the Ys series; Memories of Celceta was my last stop. For various reasons, the timing feels right to pick up the mantle of Adol Christin once again. With my fist stop being Ys V: Lost Kefin, Kingdom of Sand.

Back when I was deep into my Ys phase, I skipped Ys V entirely due to its reputation as the series' "dark horse." Having now played the Lost Kefin PS2 remaster, I can verify the reputation does live up to the infamy.

Without a doubt, Ys V stands as one of the weakest entries in the franchise, reflecting the "dark age" period of Falcom. The production values feel visibly hampered by the growing pains Falcom experienced during the transition from the 16-bit to 32-bit era. Even with the "remaster" treatment, this chapter struggles to hold its own. It is genuinely perplexing how the PS2 version feels so lackluster, especially considering it was released after The Ark of Napishtim and The Oath in Felghana, the titles that had already redefined the Ys experience for modern consoles.

To be blunt, I didn't find the gameplay or the music score of Ys V to be any particularly remarkable. Yet, despite these glaring weaknesses, Ys V remains an essential thread in Adol Christin’s tapestry. This adventure, which takes Adol to the Afroca continent in search of the utopian kingdom of alchemy, serves as a necessary building block for the series' worldbuilding, even if it is poorly fleshed out. I plan to write a more in-depth post in near future to dissect the "essential" narrative elements that can be salvaged from this entry.

If you are a completionist intent on playing Ys V, I recommend the PS2 version, largely thanks to the existence of a high-quality fan translation. Just go in with managed expectations: do not expect a standard that approaches any modern Ys title.

With Ys V now cleared, I have officially finished the main run of Ys I through Ys VII. I am finally ready to move on to Lacrimosa of Dana, a title I’ve anticipated for years, given all the praise it has received. However, before I dive into that, I think I will likely do a short revisit on Ys VI: The Ark of Napishtim.

Wednesday, June 3, 2026

SD Gundam: Psyco Salamander no Kyoui

 

Some random Gundam arcade game I used to play as a kid, one I recently rediscovered. This particular title from Banpresto turns out to be far more interesting than it first appears, especially for an early ’90s Gundam game.

SD Gundam: Psyco Salamander no Kyoui is a run-and-gun arcade shooter featuring the Gundam series in SD art style. It’s a two-player game starring the RX-78-2 Gundam and RXF-78-1, and it essentially serves as a crash course through the Universal Century timeline—from the One Year War all the way to Char's Counterattack.

Gameplay-wise, think Metal Slug but with Gundams. In fact, there’s a good argument that Metal Slug took cues from games like this. One clear similarity is how your mobile suit automatically switches to melee when enemies get too close, keeping the pace frantic and reactive.

Like most arcade games of its era, Psyco Salamander is a ruthless coin-eater. Still, it has a surprising amount of personality. It features a generous selection of MSV-era mecha, and the customization is wild for its time, you can have the RX-78-2 deploying Nu Gundam's Fin Funnel while wielding Double Zeta's Hyper Mega Cannon.

What really cements this game’s place in Gundam oddities is its final boss: the Psyco Salamander itself. The design is striking, arguably ahead of its time and you can almost see echoes of Sinanju in it, like a distant prototype or an alternate take on Neo Zeong.

If you’re a Gundam fan especially a younger one this game can be a genuinely eye-opening experience. I’ll wrap this up by leaving you with the Psyco Salamander lineart, see for yourself whether you can spot the Sinanju resemblance.

Monday, June 1, 2026

Tom & Jerry Frantic Antics (Gameboy)

 

One particular old Game Boy title from my childhood that I recently revisited, purely by coincidence. It’s not especially noteworthy by modern standards, but finally wrapping up some unfinished business from the past was genuinely satisfying.

Tom and Jerry: Frantic Antics on Game Boy is one of several video game adaptations tied to the Tom and Jerry: The Movie (1992 film), the rare entry where the eternal frenemies actually speak normally. As a millennial kid with a fairly typical upbringing, I remember watching the movie and later stumbling across this version of the game.

This iteration is very much a product of early ’90s design, a straightforward side-scrolling platformer where you guide Tom and Jerry through hazard-filled stages. With 10 levels loosely based on the film, Frantic Antics isn’t exactly a walk in the park. In fact, it can be surprisingly challenging even today, especially if you aim for full completion.

As far as Tom and Jerry games go, Frantic Antics is a decent representation of the IP, though it doesn’t quite deliver the same level of fun or polish as the PSX era title, which I might revisit and write about another time.

As for Tom and Jerry itself, it remains one of the Western cartoon classics I hold in high regard, largely thanks to childhood exposure. I’ve always had a soft spot for the era shaped by Chuck Jones, whose style and timing gave the series a distinct charm.

Friday, May 29, 2026

Ys vs Kiseki: Alternative Saga

 

The PSP era saw a surprising number of crossover party brawlers and fighting games, and Falcom joined the trend with its own mash-up between its two flagship series; Ys and Trails in Ys vs. Kiseki: Alternative Saga.

Released around the peak of Ys Seven, the project also served as a push to spotlight the Kiseki (Trails) series, which remains one of Falcom’s strongest JRPG pillars. The result is a 3D arena brawler that brings together characters from Ys and Trails in the Sky, running on a system clearly derived from Ys Seven’s engine and combat feel.

The roster on the Ys side is somewhat underwhelming. Much of it leans heavily on Ys Seven, with only a few unexpected inclusions like Chester from Ys III. As a small consolation, the twin goddesses Feena and Reah appear as support characters, complete with some striking artwork that adds a bit of charm for longtime fans.

By contrast, the Trails in the Sky side fares much better. Fan-favorite characters are fully realized in 3D for the first time, which at the time was a major draw. The inclusion of Lloyd, protagonist of Zero no Kiseki, as a playable character is another highlight that broadens the crossover appeal beyond just Sky.

Despite being a Japan-only release, Ys vs. Kiseki: Alternative Saga stands as a strong piece of fanservice for Falcom enthusiasts. Its recent re-release on modern platforms, including the Nintendo Switch, also raises some interesting questions—particularly whether it brings meaningful improvements or remains largely a preservation of the original experience.

Wednesday, May 27, 2026

Nokia N-Gage Resident Evil Degeneration

 

Being one of Capcom’s blockbuster IPs, the Resident Evil series has always been on my radar. While I mostly experienced it from the sidelines, diving into its lore rather than fully playing through the main titles, I did spend time with a few of its spin-offs. One that stands out is Resident Evil: Degeneration on N-Gage 2.0, which I played on my Nokia N81 back in the late 2000s.

Resident Evil: Degeneration was developed by Capcom as a tie-in to the Resident Evil movie with same name. The game itself isn’t particularly remarkable; it follows a side mission of Leon S. Kennedy loosely based on the movie. But for its time, it offered something unusual: a 3D Resident Evil experience on a mobile device, which was still a novelty in that era.

By today’s standards, it’s easy to overlook a game like this, especially given how far smartphone technology has come. But Resident Evil: Degeneration represents something more than its gameplay, it stands as a small yet meaningful milestone in the early evolution of mobile gaming.

It may be just a speck of dust within the larger Resident Evil canon, but it occupies a unique place in a transitional moment, when mobile phones were just beginning to blur the line between casual devices and legitimate gaming platforms.

Sunday, May 24, 2026

Ace Combat 4: The Shattered Skies

More than 15 years after my last time with the series, I finally returned to its modern roots through Ace Combat 4: The Shattered Skies. My earlier experience came from the PSP entries, Ace Combat X: Skies of Deception and Ace Combat: Joint Assault, both of which were highly enjoyable. Coming from those later iterations, Ace Combat 4 doesn’t offer as much in terms of gameplay depth. Still, that shortcoming matters less when the game serves as the origin story of one of the series’ most iconic pilots: Mobius One.