Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts

Monday, July 6, 2020

Final Fantasy 1 Review


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Back in the late 90s, my lifelong love of Square Enix's iconic Final Fantasy series began when I got hooked on Final Fantasy 7. It quickly became a long term goal of mine to play every mainline entry in the franchise and I've been working my way outward through the series ever since. Having nearly completed that goal now, I find myself at the extreme ends of the franchise: FF1 and FF15. This week I'll be reviewing Final Fantasy's origin point; my next post will cover its most recent entry.

Overview:
Final Fantasy is a turn-based fantasy RPG that was originally released on the NES. It tells the story of four warriors on a quest to restore balance to their world by reactivating four magic elemental crystals. Final Fantasy has been ported and remade on a variety of platforms over the past several decades.  This review is specifically based on the Android version of the game, which I received for free by using Google Play promotional credits.

Pros:
  • All the core elements of Final Fantasy gameplay and themes are here. It was an interesting experience to see the genesis of concepts that Square Enix has iterated upon over 15 times now.
  • Considering this was originally an 8-bit game, it features surprisingly rich music with nice arrangements on mobile.
  • The remastered graphics look pretty good and display nicely on a cellphone or tablet screen. The style is a little different from the original 8-bit game, but the designs are still all easily recognizable. 
  • With the exception of landing the airship on small pieces of land, I found that I had no difficulties with FF1's touchscreen controls.
  • Some of the NPCs say bizarre or amusing things. This injected some humor into an otherwise pretty dry fantasy story.
  • Without spoiling anything, I'll just say that the conclusion of the story was far more interesting than I expected it to be. 

Cons:
  • While there is some interesting lore at the very beginning and ending of the game, FF1's story is pretty sparse.
  • The dungeons in this game are quite long and feature very high encounter rates; at times your character can only walk about 5 steps between battles. This can make completing dungeons a test of patience.
  • FF1 could have benefitted from an auto-attack feature like the mobile version of FF4 had. A feature like this makes playing a mobile turn-based game more comfortable and convenient.
  • There is little depth to the strategy of FF1 combat; I mostly breezed through it mindlessly with the exception of the final boss difficulty spike.
  • On Android, FF1 requires a DRM check (anti-piracy measure) every single time you launch the game. This makes this version poorly suited to playing while traveling since you can't get past the DRM check if you don't have a signal (such as when on a plane). Measures like this make a worse experience for paying customers just to potentially prevent a few people from stealing an $8 game.
  • At the time I began my playthrough of this game earlier this year, the FF1 app wasn't capable of multi-tasking, meaning there was no ability to open a guide or anything else on your phone without resetting the game (and thus initiating the DRM check again). Apparently, this was fixed in a patch very recently, but the fact that this issue went unaddressed for many years doesn't reflect well on Square Enix's mobile support. In fact, even now the listing for the game in the Google Play Store includes a warning that there may be compatibility issues with the more recent versions of Android.
FF1 on Android suffers from some limitations that can make playing the game inconvenient. However, once you're actually in the game, the gameplay has been adapted well to the mobile format. As to FF1's content more generally, I think this game is worth playing for people interested in Final Fantasy or JRPG history but the gameplay and story are so basic that I would primarily only recommend it to players who are already invested in the FF series or are avid retro gamers.

Score: ⭐⭐⭐
Completion Time: 16 hours and 30 minutes

Note: This post is part of the Chic-Pixel community's #JRPGJuly event. For more info and their full list of events, check out this page: Community Game-Along Master List 2020

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In context, this dialog eventually makes sense.

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The battle artwork looks pretty cool and the menus work well with a touch screen.

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Based on how often you're greeted by this screen, you would think the financial stability of the entire Square Enix corporation rests on the sales of this one cheap app.


Wednesday, January 23, 2019

Mobile Game Roundup

While the Nintendo Switch may be the best portable game system on the market right now, sometimes when I'm on the road I want the simplicity of not having to pack a gaming-specific device, especially if I know my sessions are going to be short. That's where mobile games come in. Unfortunately, many popular mobile titles are so bloated with microtransactions, gatchpon mechanics, data-sucking content updates, and other games-as-a-service features, that they just don't make sense to pick up and play while traveling. On a few recent trips, I managed to put together a handful of fun mobile titles that were an exception to this rule. Here's some info and impressions on each:

RainBlocks (free, ad-supported)
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We’ll start with the most simple of this set, Rain Blocks. This is a basic block-sliding puzzle that builds in complexity, introducing powerups and new types of blocks, as you play. This is no-frizzles puzzle game is my go-to mobile game for when I want to immediately jump into gameplay and engage my brain for a short session. However, in Tetris-like fashion, sometimes I get on a roll and end up turning these short sessions into longer ones! Rain Blocks also sports great music by former Mega Man composer, Manami Matsume.

Candies 'n' Curses ( free w/ ads, $4.99 ad-free version)

Candies and Curses
Going up in complexity level, we have Candies 'n' Curses. While I’ve heard some call it a platformer, to me it’s more reminiscent of arcade-style games like Joust, Elevator Action, or Woah Dave. Running around and bashing as many ghosts as possible is oddly satisfying and since it has some minor Rouge-like mechanics, each time I play my character is a little stronger and I can advance a little further into the haunted mansion. The game has a minimal story that reaches some sort of conclusion if you manage to make it far enough, but it will probably be quite some time before I get that far. This game also features some great sprite work and a catchy soundtrack.

Legend of the Skyfish (free demo w/ ads, $3.99 ad-free full version)

Legend of the Skyfish
 It’s pretty clear from the get-go that this game is inspired by The Legend of Zelda. However, instead of a big sprawling world, Skyfish breaks Zelda-like gameplay down into bite-sized levels that play like small dungeons. Since the gameplay is just a succession of condensed dungeons, you'll be doing a lot cycles of switch flipping, sword slashing, and block sliding, which I found works well for short sessions but can feel repetitive if you're trying to kill more than thirty minutes or so. However, I'm only about a quarter of the way through the campaign, so there a possibility that more variety will be added later in the game. Also, I have to commend this game for managing to make maneuvers that are typically associated with a controller (sword swipes, firing a hookshot, etc) feel pretty smooth with a touch screen.

Dragon Quest ($2.99)

Dragon Quest
This RPG classic likely needs no introduction. Square Enix has put together a solid mobile remake of the original Dragon Quest (aka Dragon Warrior). The touch screen controls took a little time to get used to, but once I had adjusted, it was like I was a kid again hunched over his Gameboy Color. Something that jumped out at me in this version is that Square elected to keep the "old-timey" dialect associated with the NES version of the game, which can be equally nostalgic and (possibly unintentionally) funny. This is a very grindy RPG with very minimal story, but I actually like that in a mobile game since I feel like I can quickly get into the game, make some progress, and then get back to what I was doing in the real world.

Note: All info on this page is based on the Android versions of these games, but the iOS experience should be similar. Prices are Google Play prices in US dollars.

Thursday, October 11, 2018

Dragalia Lost Impressions

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While I’m not the biggest mobile gamer, whenever there’s the opportunity to play something published by Nintendo (legally) on my phone, I’m sure to give it a shot. Their newest mobile title, Dragalia Lost, is an interesting one in that it’s not adapted from an existing Nintendo franchise, but is a new IP they created in collaboration with CyGames Studios (of GranBlue Fantasy and Rage of Bahamut fame). So far, I’ve been able to put a few hours into the game, which feels like just scratching the surface, but that's been enough for me to put together some early impressions.

Overview
Dragalia Lost is a free-to-play fantasy action RPG. The campaign consists of alternating visual novel-style story scenes and short overhead dungeon sequences in which the player fights a few enemies, gathers some treasure, and then fights a boss (like a very simplified version of Zelda or Ys). The player controls a party of four characters, most of which have the ability to transform into powerful dragons for a brief period of time. Dragalia Lost makes its money via microtransactions, primarily in the form of randomly drawn items, characters, and dragons (i.e. a “gachapon” or “loot crate” mechanic).

Observations
  • This game has very high production values for a mobile game. The graphics and character designs look very nice, many of the cut scenes are fully-voiced, the musical score includes several vocal tracks, and there are some TV-quality animated scenes sprinkled throughout.  The overall presentation is about on part with a late 3DS game.
  • In other mobile games I’ve played, including Nintendo’s own Fire Emblem Heroes, the story has felt like something cobbled together to justify the action and spur the player to put money into the gacha system. Draglia Lost’s story and characters feel richer, more like what I would expect from a more traditional video game. The depth of the lore, from what I’ve seen so far, almost feels wasted on a free mobile title.
  • I’ve been pleasantly surprised by the writing in the dialog sequences. I particularly like Notte, the protagonist’s fairly companion. Her humorous lines put her way ahead of previous similar characters like Navi in Ocarina of Time.
  • The voice acting for the main characters is solid, though some of the supporting characters sound a little off. Overall, it’s about on par with dubbed anime.
  • Dragalia Lost has systems on top of systems and I’m still discovering more after several hours of gameplay. Every character can be modified in several ways, each piece of equipment can be upgraded, the party’s composition can be changed around, and you can feed the dragons to raise their stats! I find myself too impatient to tinker with all this and instead just trust the “Optimize” button to do its job.
  • Touch screen controls aren’t ideal for an action RPG, but the implementation in this game gets the job done. I’m generally able to move, attack, and dodge with a reliable degree of accuracy. Some of the special moves that require specific holding and swiping gestures feel a little clumsy,  however.
  • In what I’ve played up until this point, using the gacha system or other microtransactions haven’t been essential. With the free stuff I collect by playing the game, I’ve been able to get the characters and items I’ve need and avoid running out of stamina. The impetus for microtransations may ramp up a bit in the future, but I’m thinking it will be quite some time before I’ll feel like the game is truly pushing me to spend money.
  • Dragalia Lost features some really catchy music. There’s a couple of Japanese vocal tracks that I would love to listen to outside of the game.
  • The dungeon level designs are pretty bland. Each one is essentially comprised of the same thing: about three kill rooms with weaker enemies, a treasure chest that is slightly off the main path, and then a boss battle. Since these sections are pretty short (less than five minutes), I can understand why they keep it simple.
  • The story-to-gameplay ratio seems pretty high for a mobile game. I would think that for a mobile game the idea is to get in, bash some enemies, and get out. Instead I've had many sessions with this game that are primarily watching cut scenes. This isn't necessarily a bad thing, since the cut scenes are enjoyable, it's just not what I would expect from a game on my phone.
  • Dragalia Lost does something that a lot of mobile games do that drives me crazy. The game requires installation of large mandatory patches on a regular basis. The game doesn't auto update, so if it's been a few days since you've played, be prepared to spend a large chunk of your gaming session staring at a download progress bar. This can be especially problematic for those on a limited data plan. (I had this same issue with Fire Emblem Heroes and UtaPri)
Despite some issues that are prevalent in free-to-play mobile games in general, Dragalia Lost has really impressed me. Its combination of fun characters, bopping sound track, and decent gameplay will mean that it'll probably be my go-to phone time waster (other than Twitter) for at least the next few weeks. Also, knowing that many other Cygames properties have been adapted into other media, primarily anime, I'm curious to see what fruit their partnership with Nintendo may bare in the future.

Since this post is about a free game, there's nothing to topical to advertise. However, if you'd like to pick up a new game while also supporting this blog, you can do so via this affiliate link: Amazon Video Games

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Tuesday, May 22, 2018

Final Fantasy 4 Review

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    In my quest to play every Final Fantasy game, I found my myself with a weird gap; I’ve played Final Fantasy 3 and Final Fantasies 5 - 12. To remedy this, I picked up the Android version of Final Fantasy 4 which is based on the DS remake of the SNES game. While Square Enix has a questionable history with mobile ports, I was pleasantly surprised to find that this one worked out quite
    well for me.

    My observations as I completed yet another quest to gather some magic crystals and
    defeat another dark lord:
    • When going into a DS remake of a Super Nintendo game, fully-voiced cutscenes are not something I was expecting to encounter. Yet, this game makes fairly frequent use of them for major story moments and character introductions. Keeping the technical limitations of the original hardware in mind, I was impressed with how well-directed these scenes were. The voice acting was not quite as impressive, but still decent.
    • Regarding the plot itself, I liked the love triangle and the hero’s quest for redemption. While all the traditional high-fantasy elements are also there (dragons, magical artifacts, etc), FF4’s inclusion of this extra layer of character development was probably pretty revolutionary storytelling for its time. The game handles themes of loss, jealousy, and forgiveness surprisingly well for a game of its age.
    • Final Fantasy 4’s combat is a very simple turn-based system with minimal ability to customize your characters or party. This version of the game features an “Augment” system that allows the player to assign one extra skill to each character, but to me, this felt very much like an after-thought.
    • The boss battles are where this game’s combat gets to shine. Many of the bosses have some sort of puzzle-like trick to exposing their weaknesses. I really appreciated that brute force alone was often not enough to get the job done. Sometimes the boss battles would feature dialog or brief cutscenes that would advance the story amidst the action. I’m thinking was probably a novel concept back in 1992.
    • The game's plot causes your party composition to change abruptly throughout the adventure. Every time I got a well-balanced team together, something would happen that would cause me to lose my strong characters in exchange for weak ones. There is a particular focus on magic-users for much of the game that doesn't mesh well with the strategies I typically use in Final Fantasy games. On one hand, this kept me on my toes, on the other, it slowed down my ability to progress through the campaign.
    • I know some old-school Final Fantasy fans turn their noses up at it, but I liked this remake’s use of polygonal graphics. The character models do a good job of merging the designs in Yoshitaka Amano’s original concept drawings with the 3D chibi style of DS RPGs. A side effect of this is that sometimes there would be childish-looking characters (especially NPCs) in skimpy outfits. I could have done without this, but if you're into scantily clad low polygon models, this is the game for you.
    • Something I especially appreciated about the graphics in this version of FF4, was the battle animations for the bosses. Even when it's the player's turn, the enemies continue moving around and observing these animations can often provide hints about enemy weaknesses. Some of the boss character models are pretty goofy looking, however.
    • While the boss battles, character designs, and cut scenes all received an overhaul in this remake, the dungeons are decidedly still old school. Most of the dungeons are quite long and have high random encounter rates. This tried my patience at times.
    • The mobile port features some helpful quality of life (QoL) upgrades. One of these upgrades is that the menu screen shows your characters' inner thoughts; these thought bubbles provide useful hints and flavor text (this feature may have also existed in the DS version). The other upgrade is an auto-checkpoint system that kept me from losing progress when a random enemy would get a lucky critical hit. Unfortunately, the quality of life upgrades are not universally applied as there are no checkpoints between consecutive bosses and pre-boss cutscenes have to be rewatched before each attempt.
    • As far as Square Enix games go, this one has a fairly generic-sounding soundtrack. However, there are a few major themes that stand out. The vocal track at the end of the game was a nice addition as well.
    •  Overall, this was a surprisingly good mobile port and the QoL additions (auto-checkpoint, cloud saves, etc) were welcome upgrades. Some of the concessions that had to be made to adapt the DS's interface to a mobile screen were a bit clunky (e.g. transparent overlays to display the DS's second screen info) but got the job done. The Android version ran very smoothly on my device though it would occasionally freeze when minimizing the game to switch to another app. However, the auto-checkpoint system kept me from suffering setbacks when this would happen.
    I came away from Final Fantasy 4 with an appreciation for the fact that this is where the franchise found its footing. The characters, themes, systems, and melodrama that define Final Fantasy all coalesced together with this entry. As a player in 2018 who has already played most of the other installments in the series, this game's beats felt largely familiar and some of the remnants of the old school design where a bit of a drag, but the game still regularly put on a smile on my face regardless. I would recommend this version of Final Fantasy 4 to newcomers of there series and long-time fans alike.

    Score: ⭐⭐⭐⭐
    Completion Time: 32 hours, 18 minutes (main campaign and most side quests)

    If you'd like to pick up a copy of this game and while supporting this blog, the Android and DS versions of this game are available via the following Amazon affiliate links:
    Final Fantasy 4 - Nintendo DS
    Final Fantasy 4 - Android

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    Sunday, February 18, 2018

    UtaPri Impressions

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    Lately I've been feeling like a lot of the games I've reviewed have come with the caveat that they feature heavy use of "fan service" particularly focused on female characters. In the spirit of fairness, I decided to pick something a little different for #DatingSiMonth and go with one the Chic-Pixel blog's recommendations: Uta no Prince-sama Shining Live (aka UtaPri).

    UtaPri Shining Live is a free-to-play rhythm game that features relationship-building mechanics that focus on a band of fictional male pop stars from the larger UtaPri media franchise. The majority of the gameplay is pretty typical touchscreen rhythm game fair similar to games like Voez and various Japanese arcade games. Between the musical performances, UtaPri's campaign features visual novel style cutscenes that advance the story of the band's off-stage activities. In addition to this, there's the "dating sim" part where the player can interact with their favorite of these bishonen (pretty boy) anime pop idols, give them gifts, and dress them up in different outfits. Before I get into my observations from my time with the game, I should mention that I am well outside the target audience for this game but I think that one of the great things about themed gaming events like #DatingSiMonth is that they encourage players to take a step outside of their usual domains. I'm all for giving a game like this a fair shake and getting a little context on parts of the gaming world that I don't normally see. Anyway, on to the impressions:
    • I've never really been into pop music or boy bands, so I didn't expect to get much out of this game's music. I was pleasantly surprised to find that in addition to the typical pop ballads, there were a considerable number of tracks that had a rock or electronic flair that made them fun to play and listen to. This game's soundtrack also showcases a feature of J-pop music that I really appreciate: the use of classical elements like string sections.
    • As I had mentioned previously, the rhythm game sections play very similarly to other touchscreen rhythm games. I'm not musically talented enough to know how well the in-game prompts coincide with the music itself, but the combination of taps, holds, and slides certainly works from a mechanical standpoint and is fun to execute. One of my favorite parts of the rhythm game is that certain notes, when timed appropriately, cause pyrotechnics to launch from the stage. I may be a grown man hunched over his phone playing a cutesy anime pop idol game, but I feel like a total badass every time I nail a set of these notes and shoot off some fireworks.
    • Aside from the music, the production values of UtaPri are quite high. There is a considerable amount of voice work (in Japanese) for each character and the visual novel sections feature a lot more animation and changes of facial expressions than I'm used to seeing. From a visual standpoint, I'm reminded of the character interaction sessions in Fire Emblem Fates.
    • Compared to other mobile games I've played, I've found that my play sessions of UtaPri can't be quite as spontaneous. Since the gameplay hinges on being able to hear the music, I pretty much have to save playing it for situations where I can hook up headphones or play the music on my speakers without disturbing people around me.
    • While the story sections look and sound great, so far their content has not really appealed to me. I've never really been interested in what celebrities do when they're not performing and most of the story sections of the game are about the band members hanging out between shows or doing appearances on talk shows. Essentially, these scenes are just idle banter between the characters and thus are not my cup of tea. Though they are probably interesting to players who have a connection to these characters from other parts of the UtaPri franchise.
    • UtaPri wouldn't be a proper Japanese mobile game without a gachapon component, and this game's definitely got that for those who want it. One of the game's currencies, Prisms, can be spent on doing photo shoots with the band members that yield trading cards of the idols that come in common, rare, super rare, and ultra rare varieties. These serve two purposes. The first is that the cards allow you to swap out your band members for upgraded versions of themselves. Having band member with better stats make it easier to attain high scores when playing the rhythm game. The second purpose of these cards is to admire/collect the character artwork. While this part won't be every player's thing, I can definitely see how some players would get hooked on collecting cards of their favorite characters in different poses and outfits (including swimsuit shots).
    • Occasionally, the game does special events with themed photo shoots for holidays. However, the start and stop times of these events are based on the Japanese timezone regardless of the player's location. This meant that for me Valentines Day in UtaPri ended early in the morning on February 14th.
    • There isn't much substance to the "dating sim" portion of the game. You can tap on your favorite idol to make him say things to you, give him gifts, and change his clothes to build your "bond level" with him. As far as I can tell, there isn't much more to it than that and there aren't any decision trees or plot branches like those that would present in a proper dating sim.
    • Between its various character stats, multiple currencies, leveling up mechanics, and social elements, there is a lot more depth to UtaPri than initially meets the eye. While I've put several hours into the game at this point, there are still some aspects of it that I haven't firmly grasped yet.
    Uta no Prince-sama Shining Live presents a compelling package for fans of rhythm games who also enjoy boy bands and bishonen anime. As someone whose affinity for UtaPri's themes is limited, I still found my time with the game to be both fun and interesting. It probably won't make my list of all time favorite mobile games but I'm still planning on keeping it on my phone and checking in  periodically. If anything I've described in this post sounds intriguing to you, the game is free on iOS and Android, so definitely give it a go.

    Note: If you find yourself overwhelmed by this game's systems, check out this starter guide.

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    Tuesday, December 5, 2017

    Mercenaries Saga 2 Review

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    After giving some initial impressions of Mercenaries Saga 2 for a "Demo Hotness" back in December 2016, I've finally gotten around to playing the full game. For convenience's sake, I picked up the Android version rather than the 3DS version that I originally previewed. Here are my takeaways now that I've finished the game:
    • Throughout the game's 32 stages I found that the variety of units, skills, and classes allowed for good party customization and changes of tactics. That being said, there definitely seemed to be some clear winners and losers among my characters (e.g. witch >>> thief)
    • Most of the battles provide a good challenge and mix of enemies along with some varied terrain to take into account. However, there were very clearly some stages that were just there to serve as padding. In my opinion, if the whole set up for a battle is  "Oh no! Bandits!", it probably didn't really need to be in the campaign.
    • As somebody who is pretty averse to grinding, I was concerned when I hit a few difficulty spikes. Thankfully, by revising my strategy I was usually able to find a way overcome stronger enemies and I managed to get through the whole campaign with minimal grinding. To me, this is a hallmark of a well-designed strategy RPG.
    • Compared to most other SRPGs, the battles are fairly short which is well suited to portable play. It's also helpful that progress can be saved at any time mid-battle.
    • As I noted during my preview, the controls and interface are pretty clunky. This is even more notable when playing on a mobile phone since some of the menus were clearly designed with physical inputs in mind rather than a touchscreen. Once I got used to it, this clunkiness didn't significantly impact my enjoyment of the game.
    • The writing in the cutscenes is pretty dry, but the story works in terms of giving each character a little personality and setting up each battle scenario; just don't expect it to keep you on the edge of your seat.
    • The music quickly became repetitive. This is a rare case of a game that I played mostly on mute.
    Reading this review, it might seem like most of the positive aspects of this game that I've highlighted come with a negative caveat. That might be true, but when you get right down to it, this is a fully-featured portable SRPG for only $5 (USD), and a pretty enjoyable one at that despite a few flaws. If you want something more robust than Fire Emblem Heroes, but not as involved as Final Fantasy Tactics, Disgaea, or Fire Emblem Fates, Mercenaries Saga is definitely worth a look.

    Score: ⭐️⭐️⭐️⭐️
    Completion Time: 25 hours, 5 minutes

    Sunday, November 12, 2017

    Narcissu Review

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    Background:
    This month, as part of Chic Pixel's #VNNovember Community Game-A-Long event, I'm going to be trying out a couple of visual novels. For those unfamiliar, a visual novel is software that tells a story primarily through static images and text (occasionally accompanied by voice acting). I use the word software here rather than game because while some visual novels involve decision-making and have winning/losing conditions, others are purely a means to tell a story and involve little or no user input.

    Review:
    Naricussu is a freeware visual novel for PC and Android that tells the story of a man and woman that have been diagnosed with a fatal illness. The story is primarily told from the male protagonist's perspective and describes his thoughts about his condition, his interactions with a fellow hospice patient, Setsumi, and how the two of them elect to spend their final days of life. It probably goes without saying that this is an extremely sad story and it is important that one be in the right mindset before experiencing it.

    While I have some prior experience with visual novels (primarily of the adventure or dating sim variety), Narcissu is the first completely linear visual novel I have ever tried. Other than tapping/clicking the screen to advance the text, there is no input required from the user. Also, unlike most visual novels, the use of images is very limited and the graphics primarily show scenery rather than characters. Thus, this minimalist experience is much more like reading a short story rather than playing a video game. I was initially disappointed by this, but once I reframed what this experience would be (i.e. not a game), I was able to get into it.

    Being a mostly text-based experience, everything hinges on the quality of the writing, which I had mixed feelings about. Narcissu initially does a great job of expressing the thoughts and feeling of its terminally ill characters and succeeded in getting me invested in their situation. However, as the story went on, the writing style and pacing often tried my patience. The author has a tendency to reiterate the same points several times. I frequently found myself saying "Ok, I get it already, let's move on." Also, since the characters' relationship is initially very awkward, there are many conversations that are primarily made of up phrases like "umm...", "never mind", or just "...". As a result, the middle of the story seemed to drag on. It is possible that some of the issues I had with the writing are not the fault of the original author, but are an artifact from translating the Japanese script to English. Making it through the mid-story slog did come with rewards, the late-story scenes pulled me back in and the poignant conclusion left me thinking for some time to come afterward.

    In addition to the text and minimal imagery, Narcissu featured some audio embellishments that added to the atmosphere. The context-appropriate background music and sound effects were well-timed with the text and did much to set the mood of each scene. Also, a subtle, but effective Japanese vocal track is included for Setsumi that contributed to the strength of the ending. The male protagonist, however, is silent.

    Narcissu is tricky to recommend. If you're in the right mood for a non-interactive tear-jerker of a story and have the patience to get through some writing in desperate need of an editor, you'll probably be satisfied with your experience. For me, I'm ultimately glad I made it through this visual novel but couldn't help but feel like it had the potential to be much better.

    Score: ⭐️⭐️⭐️
    Completion Time: About 4 hours