<![CDATA[A-to-J Connections - Gaming]]>Fri, 09 May 2025 00:21:59 -0700Weebly<![CDATA[Game Review: Sunseed Island]]>Fri, 09 May 2025 07:11:41 GMThttp://a-to-jconnections.com/gaming/game-review-sunseed-islandBy Al
Players: 1
Platforms: Nintendo Switch


It's not often that I get the chance to review a cozy farming sim, so it makes sense that I jumped at the chance to play Sunseed Island. Sunseed Island is a game that’s as charming as it is cozy, and it comes to us by way of Red Deer Games. As far as I know it’s a Nintendo Switch exclusive, but that’s pretty much the unofficial home for these types of games anyway, so I don’t think anyone will be surprised by that fact. Seeing as I'm really excited to get into this one, let's just do away with any further intro, and dive right in!
I'd be lying if I said I noted too much about Sunseed Island's story while I was playing the game, but I looked it up afterwards to clarify a few things for the sake of this review. Sunseed Island takes place in a world that used to house several islands that were united by the Great Sunseed Tree. Each of these islands represent a different biome, but they all existed in harmony. One day the tree's power faded, and this caused the islands to break apart and drift away from each other. It's now some time later, and it's time to fix all of that. You play as Purrpy, a cat-like creature who has a sun-shaped sprout growing out of his head, and he's the island's unlikely her. Not only must he rebuild the village on the titular Sunseed Island, but he must also restore the power of the Great Sunseed Tree. And that's pretty much all you need to know about this game's plot. This story is fine enough for what it is, but it's very easy to forget all about it as soon as you start playing, since it pretty much only exists in the opening cutscene. There are some mentions of it in-game here and there, and it of course comes back around at the end, but you'll most likely go through the game not caring in the least about restoring anything beyond your current task. Still, there's a story here for those who appreciate such things, and there is a lot of charm and humor in the interactions you have with the game's NPCs. That's all you really need sometimes.
On the surface, Sunseed Island looks like it's a farming game, but that's not really the case at all. Those looking for farming will have to wait a while before planting a seed, and the entire opening stretch of the game one of the strangest experiences I've ever had gameplay-wise. After the opening cutscene, you're dropped onto Sunseed Island and pretty much left to your own devices with no real clues as to what you're supposed to do first. There are no NPCs to interact with, and you can't even farm. I actually almost gave up at this point simply due to not knowing what the game even was, but then I noticed that the menu button was blinking, and that the game was trying to guide me to the tutorials found within. Why these aren't shown to new players as soon as the game begins is beyond me, but reading them is necessary for understanding what it is you're supposed to do.

Your main goal in Sunseed Island is to gather the materials needed to rebuild the island's structures, so your actual first task will be gathering said resources so that the game truly begins. Each structure on the island requires a specific amount of wood, stone, and money to build, with each of these being gathered through different means. Stone and wood are harvested from rocks and tress respectively, with both growing back after a certain number of in-game days have passed. Money is gained by selling literally any item in your inventory, though you may want to hold onto some of the rarer stuff for later. Every single action you take, be it harvesting or picking up items, takes up some amount of your stamina bar. Running out of stamina isn't a good thing, so you'll want to rest once you're low. Resting starts a new day, and refills your stamina fully. Running out of stamina causes you to pass out, and you'll start the next day with half of your max stamina. There are ways to increase and refill this very important meter, but we'll get to those later. Anyway, that's pretty much the entire start of the game, but thankfully things get much more interesting from there.
You don't know it at first, but you're only able to repair buildings in a very specific order. There are several more islands besides Sunseed, and each of them has their own variety of stone and wood that you'll need for most of the buildings. Late stage buildings allow you to do things like buy seeds for farming, and buy animals for raising, but early on you'll only be able to repair the lumber and stone mills. These allow you to refine wood and stone you find on from other islands, and also eventually give you the ability to upgrade tools. You're also able to repair the bridge and lighthouse at this point too, but the mills are the most important. You'll eventually also get the opportunity to rebuild structures that act as museums do in the Animal Crossing series. This may count as a spoiler, but I urge all new players to keep those bugs and fossils you find, since getting them in the later game can be quite the chore!

Bringing buildings back to the island also means that you'll finally get NPCs to interact with, and these give you additional quests that will unlock other islands that you can strip mine for resources, or unlock additional gameplay mechanics. You may think the rewards for these tasks would be only items, but they're what really keeps the game moving. The most important quests will grant you the ability to upgrade tools, or allow you to visit other islands. You'll need upgraded tools to actually harvest the next level of stone and wood, so this two actions form the main gameplay loop. That's not all there is to the game though, as the quest system will also see you do things like farming, fishing, and animal management. These all pretty much just boil down to more resource gathering, but they are a nice break from the normal grind. You'll also occasionally get requests from the NPCs to bring them specific items that spawn randomly on islands, and may even be given cooking recipes. Cooking pretty much only exists to refill your stamina bar, and you'll have to gather the ingredients from island bushes, from fishing, or via your own crops and animals, if you want to make meals. These NPC-assigned tasks continue all the way to the end of the game, and I personally had a blast completing them.
I'll be the first to admit that Sunseed Island has something of a budget feel to it, almost like a mobile game ported to consoles, but I grew to love it after getting through that rough opening section. There's so many little things always going on that you'll rarely have time to be bored, and you're given a lot of freedom regarding how you fulfill the game's objectives. I don't want to make it sound like it's a bad thing, but the game really doesn't have any sense of urgency to it. I min/maxed my tasks because that's the kind of person I am, but this is a game that takes the "cozy" label seriously. You can take as long as you want to complete tasks, and I don't even think it's possible to fail in any task. That may sound like it would get old after a while, but Sunseed Island manages to piece out its gameplay in a way that allows you to experience a bit of everything in a steady stream of content. You may find yourself getting tired of constantly gathering wood and stone, but then you'll be given a mission to grow specific crops, or catch specific fish, and the change of pace will do you well. You'll get to see everything the game has to offer naturally over the course of the game's missions, and it almost feels like the main gameplay section is one giant tutorial that's leading to the more open-ended post-game.
Even though I have lots of praise for Sunseed Island, I do have to admit that it's far from perfect. First off is the fact that the game's cartoony look feels just a bit too simplistic for my tastes, and once again makes the game look like a mobile release. There is an undeniable charm to the graphics and design, but they're also lacking in detail and are rather limited overall. Similarly the music isn't all that great either, even if it gets the job done. Presentation issues aside, my biggest gripe would have to be how the game handles NPC interactions in general, and the entire material refining process. There really isn't a way to simply talk to NPCs, as all of their in-game dialogue is geared towards giving you quests and giving out rewards for completing them. You actually lose the ability to even talk to most NPCs after you complete their questline, though doing this does grant you some special unique items. As for the refining process, the fact that it takes literal minutes of real time to refine wood and stone is just ridiculous. I literally spent at least an hour of game time simply leaving the refining screen on and walking away since it would take 10-15 minutes to refine the materials I needed. Why the developers didn't make this process automatic is something I'll never understand, but it was the one thing in the game that I couldn't ever get over. At the very least, the game does wrap itself up in a nice package by the end, and it knows enough to not overstay its welcome.

One of the best things about Sunseed Island is that you get a lot of cozy gaming content, as well as a fully open post-game, for a very affordable price. The game has a $10.99 price tag, but the publisher seems more than willing to sell it at steep a steep discount even though it's a new release. Normally that would send alarm bells ringing in my head, but this game is so good that it just makes me want to recommend it more. There's quite a lot of things to do and see here, and I don't see any reason to complain that you can apparently pick it up for under five dollars. This isn't a game that's going to end up in your forever rotation of cozy farming games, but most players will see about ten hours of good gameplay here before calling it a day. That's more than enough for me I say, and I'd even say that it justifies even the standard price.
Sunseed Island is far from perfect, but I still recommend it to all the cozy gaming fans out there. It's not quite as farming-centric as I would've liked it to be, but it drew me in quickly, and kept me interested enough to actually finish the main game. Whether or not you have the same experience may depend on what you're looking for in your farming sims, but I'm willing to bet that those who keep their expectations reasonable will have a great time here. And that's pretty much all I have to say here, see you in the next one!

Check Out Sunseed Island on Nintendo Switch:
https://www.nintendo.com/us/store/products/sunseed-island-switch/

Story: B-
Gameplay: B
Graphics: B
Music/Sound: B-
Value: B-

Overall: B-

Pros:
+ A fun game that takes the "cozy" label to heart.
+ Though none of the game's systems feel fully realized, there's a little of everything here. Crafting, farming, fishing, and more.
+ The game's world is surprisingly big, and the graphics have a cute charm to them too.
+ While I wouldn't listen to the music outside of the game, I do think that it fits the overall vibe being presented.
+ This is a surprisingly deep game, and you can take it all at your own pace.

+/- There are several screens that seem to reference DLC that simply doesn't exist on the Switch eShop. Weird...

Cons:
- The first few sections of the game are quite random, and you're pretty much given no direction at first.
- There's lots of issues when it comes to overall balance. Crops take too long to grow, refining materials takes several IRL minutes, and resource gathering is all over the place.
- Pacing feels a bit off in general, as you'll go long stretches with no real goals, only to be shouldered with several tasks all at once right after.
- There are times where this feels like a mobile game ported to the Switch, and I'm not sure I mean that in a good way.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.

Picture
One day I'll come back to this game to just farm away!
#SunseedIsland
]]>
<![CDATA[Game Review: Moe Waifu H Push-Box]]>Wed, 07 May 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-moe-waifu-h-push-boxBy Al
Players: 1
Platforms: Nintendo Switch, PlayStation 4, PlayStation 5


Over the years I've reviewed several (maybe all?) of the games in the Moe Waifu H series, and I'm always down to check out "those" types of games. Each title in the Moe Waifu H series is an ecchi themed puzzle game of some sort, with Moe Waifu H Push-Box being a game in the Sokoban-like genre. It's out now on the Nintendo Switch, PlayStation 4, and PlayStation 5 by way of publisher EastAsiaSoft, and we're going to be taking a look at the Switch version here. This is going to be a quick one, so let's dive in!
There is something I feel I should point out now before moving on, and it has to do with the Nintendo Switch version of the game. Though Moe Waifu H Push-Box is available for easy purchase on Sony consoles, the Switch release is only available on the Hong Kong and Japan eShops. This is most likely due to Nintendo's recent change in stance regarding ecchi games, but it unfortunately means that US Switch owners will have to jump through a few extra hoops if they want to play it. This is also the case across the entire series, so it shouldn't come as a surprise to those who've played any of the previous Moe Waifu H game. Thankfully the Switch is region free, so there it is fully playable once you get past that initial hurdle. With that out of the way, let's get back to the actual review.

Though there isn't any story to Moe Waifu H Push-Box, the developers did give us characters with actual bios this time around. If I didn't know any better, I'd swear they read my previous review, as this is something I've criticized in all the games leading up to this one. Though there are a couple girls that look suspiciously like they came from previous Moe Waifu H games, I don't really mind it as much since they have names, ages, occupations, and descriptions this time around. The latter are a bit strange, as the quirky traits each character has never play into the actual game in any way. I do want to point out a few oddities I noticed before moving on. Celeste, the character who looks the youngest, of course is actually 802 years old, and I don't think I have to say any more on that. I also had to do a double take on Valentina and Sophia, the first and last characters you'll see in the game respectively, as I thought they were the same character right up until I began this review. The other two girls in the game are a young magician in a giant sweater, and a scientist who wears vials on her belt like they're bullets. I can't say that anything here particularly impressed, but I have to give the game credit for stepping up at all, even if it is only the bare minimum.
For those that saw "Sokoban-like" at the top of the review and scratched their heads, let me back up and explain things a bit. Sokoban is a box-pushing game that first released in 1982, and has inspired an entire genre of games. Explaining Sokoban's gameplay loop also explains Moe Waifu H Push-Box's, so let's go for it. You single goal is to push a set number of boxes onto marked spaces without getting yourself stuck. It sounds simple enough, but an important factor is that you can only push boxes, and not pull them. This means that you can accidentally push a block against a wall, and find that you can no longer get it out of that position. You'll also have to maneuver boxes around the others in a way that allows you to place them all without leaving one hopelessly out in the cold. It's honestly a neat system that I've grown to appreciate, and the entire Sokoban-like genre has strangely seen a resurgence of sorts in recent years.

Moe Waifu H Push-Box's take on the gameplay is as simple as they come. You have five sets of three stages, and each give you three to seven boxes to place in each of the levels. You can redo a level if you get yourself stuck, but you can only do that three times per life. You also only have three lives in which to complete each stage, though losing them all only means that the score resets. The only other thing that this game adds to the standard Sokoban formula is a timer, and I will say that it can be a bit strict at times. I never died from running out of time, but I came quite close to it a couple times. Speaking of time, this is an extremely short game overall. I'm not exaggerating in the least when I say that I beat the entire game in about 15-20 minutes, and only used the reset system twice on accident. Not only did I not need it, but I also never lost a single life. I'm no stranger to short games, but this one really shocked me. I was convinced that there had to be more, but outside of a gallery and a jukebox, there isn't. Some players might take more time than I did if they find things difficult, but I can't see anyone going past the hour mark.
This is an ecchi title, so I'm sure some of you are wondering how... intense said content gets. I mentioned earlier that the game has fifteen stages, but I didn't mention that each of those stages represent a costume for one of the five girls. Each girl has a total of three outfits, with the middle one usually being a bit more risqué than the first, and the final one usually being a bikini. They thankfully went with looks that were far less lewd for the younger-looking characters, so you don't have to worry about things getting too weird here. The girls don't have the best designs out there, but I do think that the art has improved over course of the series. I also liked that each of the five sets of stages had their own look to them, as the developers could've very easily just given each stage the same graphical treatment. It is a bit strange that you don't actually play as one of the girls, but instead are represented by a random male character that I can only assume is meant to be your avatar. The girl whose stages you currently on is visible off to the side, but it made me constantly wonder who you're actually playing as.
I honestly don't know what else to say about the game. The music wasn't bad, but I'm willing to bet that it came from a stock music library. I also don't think I'll ever pick it up again, and part of me is upset that the writing, editing, and publishing of this review will take up far more of my time than the actual game did. Despite my many issues, I can't bring myself to say that Moe Waifu H Push-Box is bad, it just feels uninspired, and is greatly lacking in content. I guess fans of the series, or those who absolutely must have ecchi content in their Sokoban-likes, will find something to enjoy here, but I don't think I can recommend it at all to anyone else. It does carry a very low $4.99 price tag, but that's still a hard sell when there are so many better games in the genre that are also available at that price point. You're honestly better off grabbing just about anything else other than this one. I still look forward to the next game in the series, but part of me wonders what it is that I'm waiting for. Hopefully I find it, but until then, I'll see you in the next one.

For More Information on Moe Waifu H Push-Box:
https://www.eastasiasoft.com/games/Moe-Waifu-H-PushBox

Story: N/A
Gameplay: C
Graphics: C-
Music/Sound: C-
Value: C-

Overall: C-

Pros:
+ A competent Sokoban-like that features some decently challenging levels towards the end.
+ The five girls in the game actually have full bios this time around. It's almost like they read my previous reviews!
+ Is priced rather affordably for what it is.

Cons:
- There's very little actual content here. There's literally only 15 levels in the game. I was able to fully beat it in about 15 minutes or so, if even that long.
- Not only is the game short, but there really isn't any reason to go back to it after you're done.
- There are plenty of better Sokoban-like games out there, with a lot of them even being in the same price point.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.

]]>
<![CDATA[Game Review: Rainbow Skies]]>Mon, 05 May 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-rainbow-skiesBy Manuel
Players: 1
Platforms: Nintendo Switch


Not too long ago I reviewed an RPG called Rainbow Moon and mentioned that I would be playing its sequel, Rainbow Skies, very soon. Even though I had no prior experience with its original PlayStation Vita release, I was excited to play it simply due to me loving the first game as much as I did. It also helps that there is a far newer Nintendo Switch version that is something of a definite release. That version is what we're going to be looking at here today, and it's brought to us by way of publisher EastAsiaSoft. As much as I'd love to continue this intro, there really is a lot to cover, so let's just get straight to the review!
Rainbow Skies places you in the world of Damion, a resident of the floating city Arca who is getting ready to finish his training to become a monster trainer. The final test serves as the game's tutorial, and also introduces you to your first party member, Layne. Through a series of mishaps, Damion must go into the control room that keeps Arca afloat, and he and Layne are transported to the surface of the planet Arca floats above when those plans also go awry. The planet below is known as Lunah, and it's occupied by people who despise those who float in the sky. One of the residents of Lunah is a magician-in-training named Ashly, who comes across the Arcan duo by chance. More misadventures see the trio bonded via a spell, and they set off to see if said spell can be undone. All the while Damion and Layne have to hide their Arcan origins, which is easy since no one really seems to pry all that deep into their pasts. The stakes don't sound very high so far, but the plot does open up after a while, and there are some world-changing events that transpire once the party is more acclimated to each other.
I unfortunately have to start this review by stating that the Rainbow Skies story is its weakest part. It is an improvement over Rainbow Skies, but that really isn't saying too much. The plot is rather thin, especially in the first section of the game, but I have to say that the characters themselves are a lot more fleshed out this time around. The first game gave you companions that seemed to join for no reason beyond the game wanting to give them to you, but here each party member has a personality of their own, and their own goals in the main journey. Also, the humor that made the first game so great is back and better than ever. The jokes don't always land, but it's clear that the game isn't taking itself too seriously as far as its writing goes. This could obviously be a bad thing if played the wrong way, but I think it works here. I found myself laughing at a lot of the random dialogue, and everything in the world just felt real thanks to this more comedic approach. The silliness even extends to the tutorials, and I was always glad to see them because I knew they would be funny no matter what new gameplay mechanic they were trying to explain. It may not be perfect all around, but Rainbow Skies doesn’t do too badly at the end of the day in the writing department. With that out of the way, let's move on to gameplay.
The simplest route a sequel can take is to strive to improve upon elements of the game that came before it, while walking a careful line so as to not deviate from things that were loved about the original. Rainbow Skies takes that idea to heart, and gives fans of Rainbow Moon something that is the same yet better in just about every way. This is an RPG that focuses more on stat-based gameplay, combat, and dungeon exploration, while not caring too much about being the most immersive when it comes to story or originality. That might sound like a bad thing as far as the genre is concerned, but this is a game that relies more on crafting characters, and seeing their skills and stats climb into the stratosphere, rather than delivering an experience that will rival AAA RPGs. It may sound like I'm being a bit hard on the game early on, but I think that this is a title that most people are going to either love or hate. If you're someone who prefers games that reveal of its cards early on, and have a story that is as epic as it is convoluted, then this isn't the game for you. On the other hand, if you're someone who likes the grind of old school RPGs, and also loves to have new gameplay mechanics constantly be introduced to you, then you're going to have a lot of fun here. I'm going to get more in depth regarding gameplay in just a bit, but it's best to know now what we're about to get into.

I'll get the negatives out of the way first, since I don't think that there's all too many of them. Gameplay may the focus here, but Rainbow Skies does drop the ball a bit when it comes to overworld exploration. Lunah may be big, but there's not a whole lot to see that feels unique or stands out. It also doesn't help that the maps are constructed in a way where you'll have to follow paths that seem wind about back and forth needlessly, and have entire sections blocked off in the strangest of ways. This is one of those games where a single bush will block the path to a treasure, and you'll just have to find a path all the way around it if you want to get at it. This was a problem in Rainbow Moon too, and I do think the developers were aware of it. Their changes weren't enough to make it better though in this case. This time around map progression gives you rewards based on the percentage you've visited, though these rewards don't really match the tediousness of the exploration itself. Things fare a bit better when it comes to dungeons, but that's mainly due to the fact that they're self-contained spaces that often have unique stage elements all their own. You'll be flipping switches, unlocking doors, and finding lots of hidden treasures. That may not sound like anything too out of the ordinary, but I never once felt like the dungeons were a chore to complete. Speaking of dungeons, I'm pleased to report that torches aren't as necessary as they were in the first game. Lighting a torch in-game will grant better visibility, but you're more than able to explore with ease without using them. Part of me wishes they'd done away with this wonky lighting mechanic entirely, but I guess this improvement is better than none at all.
Combat is the next thing we're going to go over, and I think it's what makes Rainbow Skies so great. Battles can occur randomly on the field, or via scripted encounters with monsters that you can see on-screen. The latter battles will disappear once you've cleared them, but they will return after a few in-game days. One engaged in battle, you'll move to a grid layout not dissimilar to an SRPG like Fire Emblem or Final Fantasy Tactics. The big difference between those games and this one is that your party will only ever be made up of three characters. You'll still have to maneuver your party to perform certain attacks, or to evade enemies that might surround you, but don't come in expecting a full on tactical experience. I made the comparison to Rhapsody: A Musical Adventure the first time around, and I think that still fits here. These battles start out simple enough, but grow more complex as you go on. This is due to the fact that levelling up grants you the ability to perform more actions during each turn, and skills themselves will change the course of battle once you've acquired them. Skills are a little more annoying to use though, since they often require enemies to be in the strangest of formations for them to be effective. If you find combat a bit too easy, there are also ways to increase the difficulty through menus, but I personally found the default setting to be fine. This is a grindy game no matter how you cut it, and I personally didn't want to spend extra hours working towards what are essentially the same goals. Besides, combat seems far more balanced this time around, with the progression of difficulty hitting a sweet spot that's rarely found in games as complex as this one.
The other part of Rainbow Skies that that I feel is vastly superior to the first game is character and party progression. All the systems from the first game return here, but are far more refined. Levelling up not only grants you the standard stat increases, but it also opens up optional stat bonuses that you can use in-game currency to fill in. This means you can round out weaker characters so they can pull their weight in combat, or you can simply aim to make a party of all-powerful warriors. There's also plenty of items that increase stats both permanently and temporarily, as well as items that increase your inventory size. Skills books also return, and these operate pretty much as they did in Rainbow Moon. The only real difference worth noting this time is that the food and hunger mechanic has been greatly nerfed, though keeping your party well-fed does increase their offensive capabilities. I didn't really care for hunger in the first game, so I didn't miss it not being a focus here. Characters aside, there's also a crafting system that uses materials dropped by defeated monsters to increase the bonuses weapons and armor provide, and plenty of other smaller mechanics that are far too numerous to explain here. The game doesn't exactly let you make insanely strong heroes right out the gate like Rainbow Moon did, but it once again feels like the developers worked hard to make the experience feel fair and optimized. There are also some special options that exist only in the Switch version that allow you speed up progression altogether by giving you more experience and item drops. Turning these on doesn't break the game either, they simply allow you to progress without needing to spend as much time grinding away.
I've used the term many times already, but you probably get the point by now that Rainbow Skies is a grind-heavy game. Even though it borrows heavily from the tropes and mechanics found in JRPGs, it reminds me more of CRPGs of old like Wizardry or Might and Magic. This is a game that puts gameplay itself above all else, and it's a formula that I think is something of an acquired taste. I grew up playing plenty of grind-heavy, stat-based CRPGs, so I had a blast watching my party's stats grow and grow. I will admit that I'm basically saying that much of the fun is doled out by encouraging players to be happy whenever the numbers go up, but I also don't think that there's anything necessarily wrong with that. There's also a complexity to everything that just feels right. The game constantly throws new things at you, and you'll still be given new tutorials halfway into the game. Each new mechanic builds on what came before, and it somehow manages to never feel bloated or confusing. Having said all of this, I do have to admit that this means that Rainbow Skies isn't exactly the most modern-feeling game out there. This is a game that will only appeal to a specific type of RPG enthusiast, and I don't think that specific audience is all that big.

Going along with the theme, Rainbow Skies' presentation is quite similar to the first game, while still surpassing it in every way. The graphics sort of look like they belong to an indie PS3 game, but there's a charm to them that's undeniable. The models and environments aren't exactly impressive, but they have a colorful smoothness to them that reminds me of toys. I used the Link's Awakening remake comparison the first time around, and it still holds true here. While not as pronounced, there's a diorama look to everything that doesn't feel accidental. There is a blandness to the locations and character designs, but the monster designs make it for that a bit. There's also some 3D cutscenes this time around too, though they do have a bit of a dated look to them. The music is great too, and I'm of the mind that the soundtrack is of a quality above much of the rest of the game. I wouldn't go so far as to compare it to the best the genre has to offer, but it's a collection of music I wouldn't object to listening to outside of playing the game. It's not a smash home run, but Rainbow Skies nailed the presentation side of things.
If you're looking for a game to fill up a long week, then Rainbow Skies is the game for you. This is very easily a 50+ hour game, and that's just if you want to reach the end. You can very easily play well beyond that if you want to see everything the game has to offer, and I'm talking over 100 hours or so. I am far from that point as of now, but I'm at the point where I can easily judge how much more there is to see. As I stated earlier, this game keeps throwing new things at you, and the stakes stay high even if you're going for the grind. There's a lot to see in game, and tons of optional and secret content that I won't spoil here. It also moves far more quickly than the first game, and you won't feel like you're stuck in a small area nearly as often this time around. Besides all of that, you can also increase your game time by going for challenge runs. You can raise the difficulty to the highest, or you can try to max out your characters stats and abilities. I'm not even sure the latter is possible, but it would take dozens of hours to complete if it were. There's almost too much game here, and it stays fresh for quite a while. Considering that you can get what is essentially the definitive version of the game for only $19.99, picking it up almost seems like a no brainer.
I'll be the first to admit that Rainbow Skies isn't going to appeal to everyone, I'm also of the mind that it should be played by as many people as possible. Rainbow Moon achieved something of a cult status thanks to releasing in a time where digital games were somewhat of a novelty, and where SRPGs of any type were snatched up by gamers craving more of a then-overlooked sub-genre. Rainbow Skies on the other hand has the misfortune of being released during a time where neither of those factors are still a thing. I'm really not surprised that it flew under my radar until now, as I've spoken to other Rainbow Moon fans who didn't even know it had a sequel. Seeing as this one improves on just about everything from the first game, I'd obviously advise picking it up now if you're already a fan. You can't really go wrong with this one, and the only people I'd suggest stay away would be those who want their RPGs full of epic story and exploration, or those that don't like RPGs at all. Everyone else will most likely find something to enjoy here, and that's often all you really need. Grab it now, and get to grinding! On that note, I'm going to wrap this up, and get back to the grind myself. See you in the next one!

Check Out Rainbow Skies on Nintendo Switch:
https://www.nintendo.com/us/store/products/rainbow-skies-switch/

Story: B
Gameplay: A
Graphics: A
Music/Sound: A
Value: A

Overall: A

Pros:
+ A unique RPG that mixes in dungeon crawling exploration, and SRPG-style combat.
+ Improves on the original game in just about every way. If you were a fan of Rainbow Moon, then you're going to want to play this one now.
+ Though the story is a bit on the weak side, the humorous writing more than makes up for it. It's not easy to make tutorials fun, but this game pulls it off.
+ Gameplay is king here, and this is the perfect game for those who like to see stats and numbers go up.
+ This game is full of content. It can easily take 50+ hours to beat the game, and well over 100 to see everything.
+ Comes in at a very reasonable price for what is essentially the definitive way to play the game.

Cons:
- This isn't a game for those who like their RPGs to have strong stories or exploration mechanics.
- Though this game isn't nearly as grind-heavy as the first, it's still a strong focus. Those who aren't a fan of such things might not have much fun here.
- While I found the graphics and music to be both charming and good, they're still both far from the best the genre has to offer.
- Those expecting a AAA RPG experience will be disappointed, as this one is about as indie as it gets.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.

Picture
This is from the BEGINNING of the game!
]]>
<![CDATA[Flying High Again: An Aokana - Four Rhythms Across The Blue Review]]>Thu, 01 May 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/flying-high-again-an-aokana-four-rhythms-across-the-blue-reviewBy Manuel
Players: 1
Platforms: Nintendo Switch


I've lost count of the number of visual novels I've reviewed during my time at A-to-J, but I keep reviewing them in the hopes of finding the ones that manage to stand out in a very crowded genre. Obviously each has its own quirks, but the content and flow often feels the same. Aokana - Four Rhythms Across The Blue (Which I'm going to refer to as simply "Aokana" from here on.) is a visual novel that contains the standard romantic routes one comes to expect, but places them into a sports anime-like setting. It's been out on the Switch and PC for quite a while now, and we're going to be taking a look at it on the Switch today. There's a lot to go over in this one, so let's just dive right in!
Aokana places you into the shoes of Masaya Hinata, a high school student who lives in a world where anti-gravity technology exists and is readily available for the average consumer. This technology can't make a car float, but it can be strapped onto shoes that allow people to float. This is used as a mode of transportation, as well as the basis of several sports unique to this world. One of these sports is known as Flying Circus, or "FC", and it's something that Masaya was a rising star in before he quit for what he thought would be forever. That all changes when a girl named Asuka Kurashina transfers to the same school as Masaya, and joins its struggling FC Club. The club's sole member, a senior named Shion, is trying to revive interest in FC along with his sister Madoka. They're sponsored by a young teacher named Aoi Kagami, who was once an FC champion herself. The FC Club manages to recruit more than just Asuka, as they also rope in Masaya's friend Misaki Tobisawa, and her overly protective BFF Mashiro Arisaka. Seeing as all the people he usually hangs out with are now part of the FC Club, Masaya eventually makes the decision that he'll join too. It's not that simple though, as he decides not to join as a player. Instead Masaya becomes their coach, which is something that's sorely needed since most of the members are new to the sport. We then are treated to a long series of training montages and matches, as the FC Club looks to establish a name for themselves.
Part of me feels like I should explain what Flying Circus is and how it’s played, but it's really more complicated than it first looks. To sum it up quickly, it's a one-on-one sport that involves points being made through either speed or physical strikes. It takes place anywhere in the sky, with the field of play being designated by four beacons. Each player has a particular style, and there are all sorts of strategies that are worked into the game that are a bit too much to get into here. Even though it's a physical game, no one is ever hurt. The anti-gravity field that suspends one in the air also acts similar to a personal shield. This shield means that points made by striking aren't actual attacks, and it also helps keep ones clothes in place. This is of particular importance to girls of the team, as they don't have to worry about constant upskirt angles from below. I only mention that last part because the game goes on about it at length, and I appreciated that it didn't go for the obvious continual fan service that a flying sport would provide. It does still go for that low-hanging fruit, but the fan service isn't as high as I was expecting considering that this was a full-on eroge in its PC version. We'll get to that in just a bit though.
One cool aspect of Aokana is how it tells its story. The game is separated into episodes, and it feels like you're experiencing a drawn out anime series. I say "drawn out" since Aokana did indeed get an anime adaptation, albeit one that left a lot of its story on the cutting room floor. It also offers a breath of fresh air for those who don't care too much for romance in their visual novels. There are a still plenty or romantic bits here and there, but they take a back seat to the far more prevalent sports anime trappings. That's good thing too, as the Nintendo Switch version doesn't feature any of the 18+ content found in the aforementioned PC version. Being a regular player of visual novels, I was certainly able to guess where these scenes took place, and I found that I was glad that they were trimmed out of this release. I'm the last person to call for censorship, but the romance scenes themselves often felt out of place on their own, and I couldn't even imagine how immersion breaking throwing in full-on sex scenes would've been. That said, there are four romanceable heroines, who each represent different paths for Masaya to go down on his FC journey. I've already mentioned three in Asuka, Misaki, and Mashiro, but the fourth is his neighbor, Rika Ichinose. She is an FC player (Which are called "Skywalkers" in universe by the way.) from another school, and one has to wonder why she was included at all. Besides giving players a literal "girl next door" to potentially pine after, she doesn't have much character development outside of going down her specific route. I guess maybe the developers were looking to create a romanceable rival, but she's arguably the weakest of all the heroines.

While Aokana is most definitely a traditional visual novel as far as its gameplay mechanics go, it's one whose choices seem few and far between. It only takes about thirty minutes or so to come across the first in-game choice, but it then takes many more hours until you get your second one. This quickly becomes the trend going forward, and there are long stretches of Aokana that play out far more like a kinetic novel than anything else. This linear approach to the gameplay does make getting through all the routes a bit easier, but it might put off those who look for more story interaction. Since the focus is largely on FC, it makes sense that choosing romantic options is boiled down to something as simple as an in-game choice or two, rather than an invisible love meter. Though a bit on the boring side, this does make it so that it's hard to go down a path you don't want to outside of picking options at random. Then again there's a cool rewind feature, and a skip option, for those who want to get through things even faster.
A visual novel lives and dies by its story, and I have to give it to Aokana​ for creating one that kept me interested throughout. Perhaps my lack of knowledge regarding sports anime left me blind to the tropes the game puts forth, but it felt pretty original to me. The world of FC, and its anti-gravity technology in general, is surprisingly fleshed out, and I was left wanting to know about it. I don't mean to say that the story was lacking in anyway, just that I wanted to game's world to expand more. Besides the setting being well-written, there's also a very strong supporting cast in the game, including several rivals that get characterization as good as the main cast. I don't want to get too deep into the plot elements for fear of going into spoiler territory, but this isn't your standard visual novel when it comes to its plot twists and reveals. There are the typical tropes here of course, like an underdog rising to the top, or the reluctant ace returning to their previously much-loved sport, but it's presented in a way that always felt natural and real. It also manages to wrap itself up in a neat package by the end. There were some mysterious bits of the plot that I assumed would be left that way even in the game's conclusion. I was surprised to find that they were all addressed, even if things weren't always made equally transparent to the characters themselves. There's also plenty of variety in the heroines, despite there only being four of them. I once again could've done without any romantic plot points, but I guess that's the name of the game. It's not often that I play a visual novel that's been out for years and find myself regretting not having played it sooner, but that was the case here.
Moving on a bit, I can say straight up that I can't really think of a single negative point to mention at all when it comes to Aokana's visuals. All of the character designs are perfect, and each of them have several variants to their outfits, models, and portraits. There's no real animation here to speak of, but the amazing art makes it so that you don't even notice that. There's also an impressive amount of backgrounds and locations, with each of them having elements that make them unique. I can also go on and on about the CGs, as there are far more here than any one game has a right to have. I actually though that the game was going to be rather short because I was seeing so many unique CGs, but the game is just full of them. I'm also totally love the art style, and appreciate that it's not simply focused on the female characters. Not only do we get a good grasp on how Masaya himself looks, but Shion is ever-present as a strong male character who has a great design, and is just as important as the main girls. There are also several male rivals and supporting characters who have interesting and varied designs too, and that's not something you see in the genre very often. More times than not, male characters get the short end of the stick design-wise, or are left out altogether. I've played many visual novels that have only one or two male characters, and many others that leave most male characters as simply a voice. You get none of that here, and it helps make the world feel more alive. I can go on raving about how great the game looks, but I'll shift focus somewhere else instead.

I don't want to make it sound like I'm heaping endless praise upon the game, but sound is another part of it that I feel is near perfect. Not only are the vocals songs absolute bangers, but the main music is too. I've talked a lot about "visual novel music" as a genre, and there's none of that here. Many games like this will have music that is meant to exist only in the background, but Aokana has a soundtrack that I'd totally listen to on its own. There's not a bad track in the bunch, and there are several melodies that are stuck in my head even now. Not only that, but the voice acting is impressive too, as is the overall sound design. There's only a Japanese language option here, but that's pretty normal for games like these. It's rare for fully voiced visual novels to get full on dubs, so I'm willing to bet that no one was actually expecting one. I guess the lack of an English option could be seen as a negative to some, but I personally don't mind it not being there. The Japanese voices all fit their characters, and there's some big names in the cast. I once again can't think of anything bad to say, so I guess I'll begin to wrap this one up.
Even though it may not be quite up to modern visual novel standards in some aspects, Aokana is sure to draw you in if you let it. It's always hard to judge the length of visual novels since it often depends on things like reading speed, but it's safe to assume that most players will spend around ten hours or so on each route. There are four very distinct routes here, and there's lots of extra bits to see too. There's also a CG gallery to unlock and fill up, a music player that you can check out, and a sprite viewer that lets you create your own scenes. There's an insane amount of content here, and you can get it all for only $29.99. Not only that, but this is a game that goes on sale quite frequently. It was available for a third of the price when I first started this review, and I think it's more than worth picking up if you're able to catch it during a sale. It may be missing the 18+ content, but I for one don't really mind that. Like I said earlier, these scenes don't take place until towards the end of the game, and they're brief enough that they almost break the pacing when they're included anyway. Having said that, I do of course realize that this will be a deal breaker to some, so keep that in mind if you're planning on picking it up. Other than that, this is my preferred way to play the game, and I can't wait to finish the final couple routes I still have to go through.
It probably won't come as any surprise that I give Aokana - Four Rhythms Across The Blue a full recommendation, but I also have to acknowledge that some aspects might not appeal to everyone. Getting past the obvious, like it being a censored version of a visual novel, there's the fact that it centers so heavily on sports. It may be a made up sport in a fantasy setting, but it's a sport nonetheless. This is sure to scare off those looking for a pure romantically-driven visual novel, but I personally think that the story is stronger for it. If you're a sports anime enthusiast, and love your visual novels long and full of character development, then this is the game for you. It may not be everyone's cup of tea, but it's one of the better visual novels I've played in recent memory. I'm just glad I finally got to enjoy it in the Switch's twilight years, since I'm sure it's destined to fall even further under the radar in the coming years. Grab it now if anything I said seemed interesting to you, and don't look back. See you in the next one!

Check Out Aokana - Four Rhythms Across The Blue on Nintendo Switch:
https://www.nintendo.com/us/store/products/aokana-four-rhythms-across-the-blue-switch/

Story: A+
Gameplay: N/A
Graphics: A+
Music/Sound: A+
Value: A+

Overall: A+

Pros:
+ A cool visual novel with a unique setting.
+ Throws in a lot of elements of sports anime as opposed to the romantic plots that one usually expects to find in a visual novel.
+ The game's sport of choice, called "Flying Circus", is actually pretty cool. I'd totally play a game that featured a playable version.
+ Though romance isn't really the focus, there are four unique heroines that players are sure to fall in love with.
+ The writing is spot on, and the cast is perfect in just about every way.
+ Visuals are perfect, music is amazing, and the voice acting is excellent. They really hit it out the park as far as presentation goes.
+ A very long story, complete with multiple routes, means that you'll be digging into this one for a long while. Combined with its often lowered price, and you have a steal of a deal.
+ There's no other way around it: Misaki is best girl.

Cons:
- The original PC version does have 18+ scenes that aren't present in the Switch version. I personally feel like the game is better off without them, but I can also see why this may be a deal breaker for some.
- The focus on sports rather than romance might also be a deterrent to some.
- There are very few in-game options despite the game's length.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.

Picture
I didn't say that there was NO fan service...
#Aokana
]]>
<![CDATA[Game Review: Rainbow Moon]]>Wed, 23 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-rainbow-moonBy Manuel
Players: 1
Platforms: Nintendo Switch


I recently booted up my PlayStation 3 for the first time in years, and went through all the old digital-only games I used pour hours into. Among them was an RPG named Rainbow Moon, and it got me wondering if anyone else had ever played the game. I eventually learned that others had in fact played the game, and that it had a sequel and a re-release over the years. The latest version of the game is a Nintendo Switch exclusive, and it's published by EastAsiaSoft. We're going to be looking at that release here today, and see if it's still worth playing all these years later. There's really no need for further intro, so let's get straight to the review!

There really isn't much of a story to Rainbow Moon, as this is a gameplay-driven RPG. You're dropped into the role of a hero named Baldren, who found himself flung to another world following a fight with an evil being he apparently faces yearly. This new world was once peaceful, but someone seems to have opened up a portal that has allowed tons of monsters to come through. That person is of course you, so you set out to right the wrongs you inadvertently caused, and hopefully find your way back home. Along the way you'll meet up with other heroes who seem to mostly join you through convenience, and you'll eventually face off against that Big Bad that was mentioned in the intro. It's a fairly thin story, but it serves its purpose. As stated earlier, I played this game in its original PS3 release, and I cared for the story then as much as I do now; as in pretty much not at all. There are quite a few comedic moments, and the game at least gives you reasons for all the random wandering and grinding, but this isn't a game that takes its narrative all that seriously. Since we're done with story quite early, let's move on to discussing gameplay.
If you're an RPG player who loves grinding stats to insane levels, then Rainbow Moon is the game for you. It features several systems that seem simple on the surface, but are quite complete when you start to get into them. Random battles are the meat and potatoes of the gameplay, and these come to you in pre-determined, visible groups, or randomly generated ones. These battles all take place in a fashion similar to SRPGs, but with a much smaller party. If anyone is familiar with Rhapsody: A Musical Adventure, then you know what to expect. Characters take their turns based on speed, with each character being able to take a certain number of actions on said turn. You'll only be able to take one action per turn at the start of the game, but you'll get more as you level up. These actions allow you to move several spaces, use skills that might need several actions to preform, or simply attack multiple times. Defeating monsters grants you experience points, as well as moon points that are used to grow stats separately. The moon point system allows you to tailor a character to your specific play style, and are only given out to characters who land the killing blow on an enemy. Money and loot are sometimes also dropped by defeating enemies, though getting anything beyond experience and moon points isn't guaranteed. This means that simple things like upgrading equipment, purchasing items, and even healing, can be taxing early on. There are also skills that your characters can learn, and these all level up via usage. This may sound like a lot to take in at once, and it sort of is, but it only scratches the surface of what the game provides.

When I say that you can create a super powered party if you're willing to put in the hours and hours of work, I really mean it. Rainbow Moon will throw enemies at you early on that are at a ridiculously higher level than you, and that'll be your first indication that things aren't like a standard RPG. You will be completing quests and unlocking new areas, but the name of the game will always be getting all those stat numbers higher. The main questline does keep you within reasonable character levels, but you can go far beyond those if you stick it out. Not only can you break the main game if you exploit all the systems available to you, but you can grow far beyond standard RPG norms in the post-game. That's not all either, as your characters can be modified in ways that are a probably bit too complicated to explain fully here. Certain food items improve stats without the need for levelling up, and weapons and armor can be customized by using materials dropped by monsters. These customizations all affect stats, but I think you could've guessed that without me having to point it out. You can also drink potions to grant huge, but temporary, boosts to stats. Even your inventory itself upgrades over time by way of items that allow you to carry... more items! There really is so much I can get into here, but I think you get the point. If you're a numbers person, and like the idea of micromanaging just about every aspect of your party, then you really have to get into this game.

While I am a big fan of Rainbow Moon overall, I do have to admit that it leaves a bit to be desired as far as its core gameplay loop is concerned. This is a surprisingly linear game for much of its early sections, and it isn't afraid to suddenly let you get in all sorts of trouble if you wander around carelessly. I already mentioned that the story is rather thin, and it takes a long while for things to really get moving. You'll play for several hours before you even get your second party member, and the game doesn't really get fun until you get your third. There's a lot to be said about games that aren't afraid to waste your time, and Rainbow Moon comes close to crossing that line. No matter its shortcomings, it does a good job of always keeping you on your toes. Random battles can also wipe you out very quickly if you're not prepared, and the learning curve is a bit steep. I wish I could go back to myself fifteen years ago and see what I thought about it back then, but I was able to get back into the swing of things quickly here. Having said that, "quick" is not a word I'd use to describe the dungeon exploration. Rainbow Moon has tons of dungeons, and exploring them can be quite a chore. Not only do they seem to be designed at random, but they often require the use of torches that burn out extremely quickly. Like most things, this is a game that gets easier as it goes on, but the opening sections might make some give up in frustration.
One last aspect of Rainbow Moon's gameplay that I feel is worth mentioning before on is the fully customizable difficulty and progression. Not only can you choose to play an easier or harder game when you begin, but you can modify how much experience, items, and moon points are dropped, and even if rewards are granted to all party members or not. These features take literal hours off of the game, and help make the grind feel far more palatable. If there was one complaint I had with the PS3 version of Rainbow Moon, it was the fact that the paid DLC was all but required if you didn't want to a hundred hours grinding away for minuscule rewards. That's pretty much all gone now, though you can still keep the game grind-heavy if that's the experience you're looking for. I for one loved turning on all the settings to their highest, as I don't have nearly the time I had back in the early 2010s. Not only that, but it also keep everything moving along at a brisk pace. There isn't really much to see in Rainbow Moon's world, but that doesn't mean you have to move through it at a snail's pace.

I don't really have a lot to say about either the graphics or the music of Rainbow Moon, so I'll cover them both briefly now. Even though this is re-release, it still closely resembles the PlayStation 3 version in its overall presentation. This isn't necessarily a bad thing, but it can be disappointing for those wanting something that looks a bit more modern. The world is quite colorful, but also generic, and there's something akin to an early 2010s mobile game vibe about it that I can't quite shake. I think it has something to do with the smooth, toy-like world, but there's something about the look and feel of the game that just keeps it in the realm of mediocre. One can argue that it slightly resembles the graphics found in the Link's Awakening remake, but that would be giving it way too much credit. The music also isn't bad by any means, but won't impress anyone either. I went through the entire game never really noticing the music in the least, and I think that's how most will go through the game as well. The battle themes were pretty good for most part, but some of the overworld tracks got a bit tiresome after a while. It's an inoffensive collection of music, but that just makes for another meh part of the game. This was always a budget indie release, so I don't want to be too hard on it, but I can't help but feel that not much was changed this time around beyond adding in bits of the DLC.

Though it might not be everyone's cup of tea, gameplay longevity is the one thing that Rainbow Moon offers in spades. I have memories of sinking well over 50 hours in the original PS3 version, and I was able to get far beyond that same point in less than half the time. It's a very grindy game no matter how you look at it, but it can be far more enjoyable for a change in this new version. Not only that, but you can send your stats and levels into the stratosphere if you're into that kind of thing. Reaching for the sky stats-wise isn't just for kicks either, as there are plenty of late and post-game challenges that cater to those who want to max out their characters to the fullest. There are tons of secrets to find, hidden characters to recruit, and so many aspects of the game that I didn't have the time to get into here. This is also the definitive way to play the game, and it all comes together at the exact same price point as that PS3 original. (That price is $14.99 by the way.) I will admit that it's a bit odd that the developers didn't do more to re-balance the game, but giving players the options to mess around with drops is just as good I guess. No matter how you slice it, this is a game that offers you endless hours of RPG grinding fun, and you don't have to worry about getting nickel and dimed for DLC this time around.
I'm willing to admit that games like Rainbow Moon are something of an acquired taste, but I still can't help but give it a full and total recommendation. If you're someone who needs more story or gameplay balance in their RPGs, then this probably won't be the game for you. It also isn't for anyone looking for a full on AAA experience, as this is the very definition of an indie RPG. On the other hand, if you're someone who loves the grind, and likes to see stats go up, then you're going to have lots of fun here. There's tons to see and do, most everything is customizable, and there's even some SRPG action in its combat system. I'm not sure if I have it in me to sink over 50 hours into it again, but I've enjoyed my second look at the game far more than I thought I would. It's fun, it's addicting, and already existing fans of the game can finally get everything included at a reasonable price. The only reason one might hesitate to grab it is due to the fact that this version seems to only be on the Nintendo Switch. If that's not an issue to you though, then get it now, and thank me later. See you in the next one!

Check Out Rainbow Moon on Nintendo Switch:
https://www.nintendo.com/us/store/products/rainbow-moon-switch/


Story: B
Gameplay: B+
Graphics: B
Music/Sound: B
Value: A

Overall: B

Pros:
+ An RPG that features stat-heavy gameplay, and SRPG-style combat.
+ Though a bit weak in the story department, the gameplay is perfect for those who like to see their characters' stats grow to astronomical levels.
+ Features everything that made the PS3 version great, while also taking away its biggest drawback: its DLC.
+ Difficulty and drop rates are fully customizable. Though still a grindy game, this makes it far more bearable.
+ There's tons of secrets, high-level challenges, bonus recruitable characters, and more. This is a game that can provide countless hours of entertainment.

Cons:
- The story is very thin, and it takes a while for things to really get moving.
- Both the graphics and the music feel okay at best, and mediocre at worst.
- Seeing as the game throws a lot at you early on, it can be quite overwhelming to those new to the game.
- No matter how you look at it, this is still a grind-heavy game. This might not be the title for those who are looking for anything but that.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


Picture
We yearn for the mines!
]]>
<![CDATA[Game Review: Skies Above]]>Thu, 17 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-skies-aboveBy Al
Players: 1
Platforms: Nintendo Switch


We review a lot of roguelike games these days, but there aren't too many that we've seen that have such a retro look and feel to them. Skies Above is a roguelike action game that comes to us by way of developer HungryDingo. Having released on Steam last year, publisher Flynn's Arcade has recently brought it to the Nintendo Switch. It's that version we're going to be looking at today, and we'll see if this is a game that manages to stand out in a crowded genre. There really isn't any need for further intro, so let's dive right in!

Skies Above takes place on a world that is one day visited by large, space-faring creatures known as "Leviathans". These whale-like beings have been flying through space looking for a planet to call home, and they believe that they've found one. Their presence on the planet also brings a new magical energy that causes the world to develop quickly. Thinking they've found a peaceful home, the Leviathans begin a long sleep. That might've been a happy ending for them, if not for the fact that this world is also occupied by humans. Humans do what humans do best, and they come to rely heavily on the magic energy provided by the Leviathans. Once they've squandered the easy to get sources, they begin to harvest more from the bodies of the sleeping Leviathans themselves. Some of the creatures wake up and attempt to leave the planet, but the humans have created robotic sentries to keep them from doing so. Not all humans are bad though, and a group of rebels set up base in the mountains to help facilitate the Leviathans' escape. They do this by riding on the backs of the Leviathans, and taking out the sentries for them so that they can take to space once again. The game opens with the last surviving Leviathan attempting their journey to space, and you take on the role of the rebel who is going to aid them.
Saying that I was surprised to find such a deep story in a fast-paced roguelike action game would be an understatement, as I figured that this would be a game that only has the most basic of plots so as to get you into the action quickly. Not only are we given clearly defined reasons as to why you're playing as a guy riding on a flying whale's back, but the story has some weight to it. The parallels to the actual world, and the environmental concerns that plague it, are also all too real. It still exists mainly in the background, but it's quite good for what it is. There were also parts of it that I liked for reasons that might not have been intentional. I'm not sure if the developers were influenced at all by the likes of Dune, or The Legend of Zelda: Link's Awakening, but I couldn't help but see parallels in those works. Besides the environmental message, the rebels riding the Leviathans reminded me of the Fremen riding the sandworms found in Frank Herbert's Dune. As for Link's Awakening, the thing that drew me to this game originally was the last Leviathan, as I immediately thought that it resembled the Wind Fish. Whether or not these things are actual references, or exist solely in my head, doesn't really matter. They got me into a great game, and I'm all here for it. Anyhow, with that out of the way, let's move on to discussing gameplay.

Though I'm willing to bet that there's an entire genre of games with gameplay similar to Skies Above, I have never played anything like it before. The core gameplay loop revolves around defeating the robot sentries that are all dead set on taking out the Leviathan. You have a central hub where you fall back to between runs, but the main game takes place in the skies that ultimately lead to space. Taking out the robot sentries is rather simple, as you just have to jump onto them and leap away to destroy them. This can be done through simply jumping for the low-hanging fruit, but will most likely involve aiming with the right analog stick, and using a dash to attach to the enemy that you've targeted. You then stay latched onto the enemy until you jump away from them, and you can then grab onto another nearby enemy, or get back to the Leviathan below. You can technically stay in the air as long as there are enemies, but the amount of dashes you have available to you is low at the beginning of the game. You can also chain together attacks for bonuses, and you may want to occasionally wait out enemies so that they form a more favorable set of positions. Standing still is a bad tactic overall though, as the robots will constantly attack the Leviathan until they are destroyed. Different enemy types also have different actions, but they're all taken out in mostly the same way.

Since Skies Above is a roguelike game, it makes sense that there would be a lot of additional skills and gameplay mechanics to unlock. Some of these additional skills will affect your basic attack, while others will add completely new actions for you to perform. These additional abilities are ways to destroy sentries that don't require the latching on mechanic, though they often have to be charged up between uses. Also, since the Leviathan's main goal is escape, each run essentially is an endurance run to the end. Upgrades to the Leviathan itself will increase its life, its speed, and even give it the ability to perform attacks, or heal itself. There's even a fishing mechanic that grant temporary boosts to the next run, and a friendly robot that can take out the sentries too. All of the upgrades require different in-game resources, and collecting these will be your main goal for the first few runs. Though the game doesn't really offer anything truly unique or ground-breaking, it does do a great job in granting the player new gameplay mechanics at a constant and steady pace. It'll take you quite a few runs to reach the game's final boss, but you'll be rewarded for your continued efforts all the time. It makes for a gameplay loop that is not only satisfying, but it also addicting.
I honestly think that Skies Above is one of the best roguelike action games I've played in a long while, and my only real complaint would have to be that the learning curve can feel quite steep early on. As I stated earlier, I've never played a game that had latching onto enemies and chaining together jumps as its main form of attack, and I felt very lost when in my first run. That run only lasted a minute or two at most, and I couldn't have killed more than ten enemies in that time. I was almost ready to write off the game as simply being bad or unplayable, but I of course had to soldier on for the sake of this review. Things didn't improve much over the next few runs, but I was finally able to get the hang of things by the fifth run or so. From there I was able to increase the skills needed to get good at the game, and I was also able to focus on upgrades that suited my particular gameplay style. There were several times where I still felt like I was fighting wonky controls, and others where I missed certain upgrade materials because of strange collision detection, but I came to appreciate how fast and frenetic the action could be at times. I'm glad I didn't give up on the game in that opening hour, and I suggest that anyone trying out the game give it the same chances I did.

If there's one aspect of Skies Above that I feel is executed to near perfection, it would have to be its presentation. The game features amazing pixel art and animation, as well as a surprising amount of variety in the stages. The game's world is basically just the literal skies above the planet, but there's still a lot to see. Not only do each of the areas look unique, but they're also broken up by special areas or NPC encounters. There's also a level of detail here that is almost breathtaking despite its simplicity. Since the Leviathan is large, most of the other graphical elements are small by comparison. They could've very easily been rendered as tiny blips on the screen, but they manage to come off as detailed in spite of this seeming limitation. It also holds up well on the Switch, as I didn't experience any notable performance issues no matter how intense the action got. Add to this a soundtrack that is worth listening to on its own, and you have a game that just looks and sounds well above other indie titles of similar scope.

You can currently pick up Skies Above on the Nintendo Switch for a very reasonable $7.99, and this is also its price on Steam. The infamous "Switch Tax" is still a thing even in the console's twilight years, and I'm pleased to report that there's not a single hint of that here. This is a highly replayable game that I sunk far more hours than I intended to into it, and I think that it's worth every penny. It does technically have a finite ending, and there is a limit to how much you can unlock, but it also has in-game achievements, and is just so good that I think it can be played for countless hours on end. Having said that, I should also mention that I was able to essentially 100% the game in about six hours, though I still think that's a perfect amount of time given the price point. It may not have the infinite longevity of some other roguelike games, but it does a good job of keeping you invested to the very end. I don't regret a second I spent with it, and I'm sure you won't either if you give it a chance.
I don't think I'm going to shock anyone when I say that I give Skies Above the fullest of recommendations. It's a must-buy for fans of roguelike action games, retro arcade titles, and even those who have fond memories of the Wind Fish in Link's Awakening. I honestly can't think of anything overly negative, beyond its rather rough opening sections. Despite that, I think it's totally worth grabbing right now, and I can't wait to see what the developer has up their sleeves for their next title. Also, it seems like publisher Flynn's Arcade has put out yet another banger, so it's probably worth keeping an on them too. With that, I'll see you in the next one!

Check Out Skies Above on Nintendo Switch:
https://www.nintendo.com/us/store/products/skies-above-switch/


Story: A
Gameplay: A
Graphics: A
Music/Sound: A+
Value: A+


Overall: A

Pros:
+ A unique take on the roguelike genre. Though I'm willing to bet there are other games with similar gameplay mechanics, I haven't personally played anything like it.
+ The story is surprisingly deep, and has some truly funny moments scattered throughout.
+ While the game can be a bit hard to get into, it does a great job in piecing out unlockables to the player in a steady manner. You'll continuously be given new abilities and gameplay options right up to the very end.
+ It's easy to tailor the gameplay experience to a particular style of play, and the difficulty seems almost perfectly balanced too.
+ Features impressive pixel-based graphics, and a soundtrack that is arguably even better.
+ Packed full of content and replayability for a very low price point of just $7.99.
+ This game finally allowed me to fulfill my dream of being able to ride the Wind Fish from Link's Awakening!

+/- Though it took me a while to be able to do it, you can pet the dog!

Cons:
- The first couple runs can be hard for new players, and it can be discouraging having some runs end with hardly anything to show for them.
- Even though I appreciated how quick some of the runs were, it can be a bit off-putting to have most of them end in just a few minutes.
- I personally feel like the content-to-price ratio is perfect, but I was able to essentially 100% the game in about six hours.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


]]>
<![CDATA[Game Review: Matchmaker Agency]]>Wed, 16 Apr 2025 07:00:00 GMThttp://a-to-jconnections.com/gaming/game-review-matchmaker-agencyBy Manuel
Players: 1
Platforms: Nintendo Switch, PC (Steam)


It's not often that full-on management simulation games fall into our laps here at A-to-J, but it's a genre we're always excited to see more of. Matchmaker Agency gives you the ability to take charge of the love lives of an infinite number of clients. It's developed by Niji Games and MelonCat, and published by Soft Source, and it's out now on the Nintendo Switch and PC. We're going to be taking a look at it on the Nintendo Switch today, and see if this game is something you'll want to pick up for yourselves. There's quite a lot to discuss here, so let's dive right in!

Matchmaker Agency places you into the role of yourself. You can of course name the main character anything you want, but I think the idea is that they're meant to be a representation of you. You are also able to name the titular matchmaking agency. Once names are settled on, the story begins. It seems that your family has been known for their matchmaking prowess for generations, but it's something that seems to have skipped a generation. Your grandparents were the last ones to run the agency, as your parents moved away with you when you were still young. It's now years later, and you're all grown up. Your grandparents unfortunately have recently passed away, and it's up to you to take up the family legacy. The once great agency lays in shambles, and you begin the long journey to get it back to good standing. You're not alone in these endeavors, as you have a familiar named Charles to help you out. Charles is a talking cat, and mostly acts as a tutorial. They're also the only other character you'll regularly interact with throughout the game, though the game does give you a bit of plot progression elsewhere. Most of the clients your agency deals with are generic NPCs, but some are unique and will unlock more features in the main game. There's also something like a villain to be had with your landlord, though they're not exactly pure evil. There really aren't too many details to discuss regarding the plot, but I'm impressed that the game delivers as good as a story as it does. Management sims don't always have well-written story modes, but this one isn't all that bad. Having said that, most people will be playing this for the management part of the equation, so let's move the discussion there next.
Discussing all aspects of Matchmaker Agency's gameplay is far beyond the scope of this review, but I'm going to do my best in giving an overview of what the game actually consists of. In case it's not obvious, your main goal here is to find the perfect matches for your clients. This does give you that ever-important feeling of accomplishment, but it also gives you the money you need to keep the doors open. That landlord I mentioned earlier might not be an all-around bad guy, but he's more than eager to come down on you hard if you miss a rent payment. Keeping clients satisfied is the name of the game, as they provide money for successful matches, and for being brought into the agency in the first place. Amassing a large roster of clients will become second nature later in the game, but can be a daunting task in the opening sections of the game. Each client will is important, and you'll have to do tasks like passing out fliers, running an ad on the radio or TV, or even getting a celebrity endorsement. Clients will flock to you relevant to the method of advertisement you chose to go with, but they'll also come in greater if you have a high reputation. Reputation is built and lost on the backs of clients, so you'll have to maintain a decently high one if you want to get all the perks it unlocks. Once you've built up an active list of clients, you can then start the matchmaking process. This is where the real fun begins, and where the game probably shines the most.
The first thing you're going to want to do when you get a new client is to learn what they're looking for in a partner. Each client has a file, and there will be information already filled in on said file when they join. These documents list their likes, dislikes, ideal partner, and even their sexual preferences. Missing info can either be ignored, or filled in by interviewing clients further. You're able to interview up to three clients each week by default, and it is possible for these interviews to fail. Most interactions in the game take place in a style reminiscent of visual novels, and the interviews give you dialogue choices that can make or break a conversation. You can always choose to sabotage a client's love life, though this might not be the best course to take early on. Either way, you can start matching clients up whenever you feel you're ready. This action is as simple as picking two clients whose profiles seem to match, and you can then pick a location for their first date. You'll only have a few options available to you at the start of the game, but you'll unlock more over time. These dates have several random events that occur during them, and you can affect the choices the clients make during these events. This may feel like something obvious for a management sim, but it's explained in universe as a special power that's available to you via your family's skill at matchmaking. These choices can make or break a date, though I found the "bad" choices to be quite obvious for the most part. You then get an update regarding how the couple hit it off, and you can either gain reputation and money if you made a match, or lose some rep if they didn't hit it off. Successfully paired clients then leave your roster, and you can begin the process again the following week.
While that basically is the entire gameplay loop, there's also a lot of little things that are worth mentioning. Each action takes up one game week, so it's best to carefully plan what you're going to be doing several weeks in advance. Clients don't like to sit around not being matched up, and an unhappy client can potentially hurt your reputation. There will be times where you simply don't have the right set of clients available, but that's why keeping a steady stream of them is important. It's also worth noting that you don't have to take on all potential clients, and this is something you'll want to do if you're getting too many men, or vice versa. There's also the plot-relevant clients that you'll want to match up as soon as possible. These characters not only have backstories that are interesting, but they often open up new gameplay options, or dating locations. There really is a lot to see in this game, most of which I simply don't have the time to explain. You can go on dates in several locations, give clients items to boost the chances of success, unlock skills that make choosing options in dates and interviews easier, and even spend your hard-earned money sprucing up the matchmaking agency itself. It's a surprisingly deep game that has a rather relaxing gameplay loop. I hesitate to use the word "cozy" to describe it, but I found myself losing hours to it simply way of how simple and fun it proved to be.

Though you can only play Matchmaker Agency's story mode at first, you do unlock a fully-featured free play mode too. Part of me wishes that this was unlocked from the get-go, but I can see why the developers would want to put players through a full tutorial first. Admittedly, the main game itself doesn't have many actual goals beyond paying off your rent, but I appreciated the additional laid-back vibes of the free play mode. Being able to set my own pace really opened up the game for me. I went for riskier choices in the matchmaking and date stages, and I even had fun sabotaging some couple too. It's a truly endless mode that is only limited by your own imagination. You can even create your own characters in this mode that you can then match up. Not only does this allow players to put a personal spin on things, but it also fixes the problems of randomization the game has. Despite the fact that the game will still give them random things to do and say, it does allow for players to create scenarios that mirror real life. Want to match up your friends, or see them go on absolutely nightmarish dates? You can do that, and more, right here! It truly is a blast to play, even though it isn't without its issues.

I may have mostly positive things to say about Matchmaker Agency, but there are a few negatives that I should point out now. First off is the game's localization or translation. Both Niji Games and MelonCat are based in Indonesia, so I can only assume that's why some of the game's dialogue feels a bit off at times. I never thought that it was anything game or immersion breaking, but there are plenty of spelling and grammar errors, or just odd wording in general. I'll admit that I found many of these issues to lead to humor rather than annoyance, but I can also see where some people might not be so forgiving. My next issue has to do with how the game handles randomization. I'm not sure if there's only a small pool of options to choose from, but the game sure odes repeat itself a lot. Not only will you see a lot of same events take place over and over again, but you'll often see characters with the same names keep joining your client roster. This would be bad enough on its own, but there's also the wonkiness that comes with randomly generating a characters appearance. I once had the same exact client name three times in my roster, with each of them looking more ridiculous than the next. I much rather the game had made a couple hundred fully designed characters than what we get here, as this issue did affect the fun I was having more than once. I tried to stay positive, but it can be a little hard when the game just feels like it's not even taking itself very seriously. I don't mean in the content either, I can't help but feel like this is some sort of mobile project that simply got ported over to reach a new market. I still think it's a decent enough game, but it's far from a polished experience.
Considering that I'm of the mind that at least part of this game was created with the mobile market in mind, it makes sense that I didn't find it all that impressive visually. The game is cute enough for what it is, but there isn't a whole lot to look at most of the time. Your agency is pretty bland, and many of the management gameplay sections are either a single still image, or a wall of text. It isn't an ugly game by any means, it just doesn't do much to stand out visually. Then there's the problems with client creation that I mentioned just a bit ago. What makes that entire thing all the worse is the fact that the story-related character designs are really good. Each of them are unique, and it's clear that they weren't created using the standard client generating tool. It's sad that you only get a handful of them, since the random ones don't hold up well in comparison. If I had to describe the graphics in a single word, I'd have to say that they feel uninspired. It also doesn't help that the music is only just okay too, as a good soundtrack would've really helped the overall presentation. The music does have something of a cozy vibe to it, but that's just about the only positive thing I can think to say on that topic. It's rather disappoint that the game couldn't stick the landing, but I still don't think it's all horrible, especially considering how small of a release this really is.

Even though there are a plenty of issues with Matchmaker Agency's gameplay and presentation, I can't deny the fact that I spent hours and hours playing the game up to this point. I got so involved with my most recent runs, that I realized I was accidentally putting off the review so that I could see every little thing the game has to offer. While there is something of an end to the Story Mode, this is a game that has near infinite possibilities in its free play mode. Seeing everything is a task that I'll probably never complete, and I'm fine with that. I know I knocked the game earlier for looking and feeling like a mobile release, but I also liked that I had it on my Nintendo Switch. This meant that I was able to play it in short bursts just about everywhere, and I suggest you pick up that version if you choose to get it. Not only is this a feature-rich game, but it also comes with a very reasonable price tag of $19.99. You really do get a lot of mileage out of your dollar here, and I see myself playing this long after I wrap up this review. Praise for the Switch release aside, I should mention that the PC release seems to have quite a few game-breaking bugs in it. I didn't experience any issues with the Switch version, but many reviews and posts on Steam call out several bugs that are reported on by several different users. My advice is to be wary of that version if you're at all interested, or simply to get the Switch version to avoid all that.

In case it's not obvious so far, I give Matchmaker Agency the fullest of recommendations. At the end of the day, this is simply too fun a game to ignore. Even some of the wonky elements, like poorly generated characters or mismatched date events, end up coming off as amusing rather than bad. It's a must-buy for simulation fans, or those who like casual, stat-heavy games. While I wouldn't go so far as to suggest that it's one of the best games I've played so far this year, I will say that it's most likely to stay in my gaming rotation the longest. This is a release that is sure to fly under your radar, so I suggest you grab it now so it doesn't pass you by. You don't even have to thank me on this one. See you all next time!

Check Out Matchmaker Agency on Nintendo Switch:

https://www.nintendo.com/us/store/products/matchmaker-agency-switch/


Story: A
Gameplay: B+
Graphics: B
Music/Sound: B
Value: A

Overall: B+

Pros:
+ A fully-featured management simulation game that has a neat premise.
+ The plot is cute and funny, and who doesn't like a talking cat?
+ There's a randomness to just about every aspect of the game that keeps it feeling fresh and interesting long after you think you've seen everything.
+ The story-related clients all have unique designs and backstories that provide a nice contrast to the endless sea of randomly-generated clients.
+ The unlockable free play mode, and the character creator, adds an entirely new dimension to an already great game.
+ You can play this game practically forever, and the fact that it's priced at just $19.99 feels like a steal.

Cons:
- There are plenty of issues with grammar, spelling, and word usage that can take some out of the game.
- The random aspects of the game can sometimes create characters that look horrendous, or names that feel like they repeat dozens of times in a single session.
- If you're not a fan of RNG, then this might not be the game for you.
- At the end of the day, I can't help but think that this feels a bit like a mobile release just ported over to other platforms.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


Picture
The opening actually reminded me a lot of Stardew Valley.
]]>
<![CDATA[One Glimpse of Panties and The World Ends: A Punch Line Review]]>Mon, 14 Apr 2025 19:49:51 GMThttp://a-to-jconnections.com/gaming/one-glimpse-of-panties-and-the-world-ends-a-punch-line-reviewBy Manuel
Players: 1
Platforms: PlayStation 4, PlayStation Vita, PC (Steam)


Looking older anime-themed games is something of a hobby of mine, as you can often find overlooked gems in the sea of licensed games. Punch Line is a visual novel that also features some adventure game mechanics, and it released quite a while ago on the PlayStation 4, PlayStation Vita, and PC. We're going to be taking a look at it today on the PlayStation 4, though I might suggest that those interested get the PC release instead. We're getting ahead of ourselves just a little bit though. There's a lot to go over in this one, so let's dive right in!

Punch Line places you in the role of Yuta Iridatsu, a resident of Korai House. Korai House is an apartment building where the main cast live, and where much of the game takes place. There was a time where Yuta was able to go about his life freely, but that all ended when the bus he was riding on was hijacked by a terrorist group known as Qmay. This hijacking also involved a local hero named Strange Juice, and ultimately came to an end when Yuta unlocked a superpower within himself after he caught a glimpse of Strange Juice's panties. Glowing with power, Yuta was able to subdue the terrorist leader, and save everyone. This wasn't exactly a happy ending though, as Yuta found himself totally spent, lying near the water with Strange Juice. He'd then get another look at her panties, and something would fall out of the sky and cause Yuta to pass out. This is where the game actually opens.

Yuta wakes up in a seemingly abandoned room in Korai House, and a cat spirit named Chiranosuke informs him of everything he's missed since the bus incident. It seems that Yuta's spirit has somehow become separated from his body, which still occupies his old room. Who exactly is inside of his body is a matter to be revealed later, but the duo can keep an eye on him thanks to the many cameras Yuta's sister set up in the room. Though they can see him, they can't enter the room as a mysterious force blocks them. Seeking a solution, Chiranosuke tells Yuta of a book known as the "Nandara Gandara" which can be used to reunite his spirit with his body. This book apparently is hidden somewhere in Korai House, but Yuta can't simply grab it due to being a spirit. All is not lost though, as Chiranosuke teaches Yuta how to harness spirit energy to move objects, and influence the world around him. He does this by scaring the other residents of Korai House until he gains an appropriate spirit level that will allow him to perform more complex actions, and then setting off a series of tricks that will set off a chain reaction of events that will get him the book. Things are never simple though, as Yuta still has that problem with seeing panties. It turns out that Yuta can actually end the world if he sees panties twice in a row, and that's a surprisingly easy thing to do when you're a spirit. This is just something he's going to have to overcome though, as he needs that book, and he needs to get his body back.

I'm going to circle back around to discuss more of the plot in just a bit, but I wanted to take a brief look at gameplay first. At its core, Punch Line is a standard visual novel. Unlike most visual novels that have several dialogue choices that move the story one way or another, this plays out mostly in the form of a kinetic novel. That means that choices don't matter all that much, and the story will continually flow on its own. This of course makes sense since Yuta himself rarely has the ability to directly interact with the other residents of Korai House, but it can be a bit disappointing for those looking to shape the story as they see fit. This doesn't mean that there's no player input at all, it just comes in a different form.

The bulk of the actual gameplay is pretty much only present in the trick sections of the game. These play out as minigames where Yuta has the ability to interact with the rooms of each resident of Korai House. His actions are limited, but he can knock over objects, flip switches, and throw things into people's pockets. His abilities grow throughout the game, and more complex actions can be taken before long. Panties are his main enemy though, and a meter will start to fill if he stares at them for too long. Though the game says that it only takes two glances to end the world, it's more of a timed event. There are false actions that can be taken, so it's best to have a plan of sorts before acting. Staring at panties for too long, or simply performing the wrong tricks, will result in a Game Over. Not all is lost though, as you can simply restart the section from the beginning. There is no penalty for failing, and there are actually some benefits to doing so if you're an achievement hunter. It's a really simple system that's easy to understand, but it offers a nice break from the visual novel aspect of the game.

Seeing as I basically explained all you have to know about Punch Line's gameplay, I guess it's time to circle back to the plot. Though the game features a relatively small cast, each of them are fleshed out with lengthy backstories that make them all relevant to the main plot. Mikatan Narugino is an idol who is also the hero Strange Juice, Ito Hikiotani is a video game otaku and a hikikomori, Rabura is an exorcist who doesn't believe in ghosts, and Meika is an inventor and the landlady of Korai House who also serves as the intel behind Strange Juice. There's also Chiranosuke and Yuta themselves, as well as the mysterious person who occupies Yuta's body. Though the main plot seems to be able getting Yuta's spirit back to his former self, there's also the entire Qmay thing too. The game opens with a terrorist attack, and these attacks continue in the background throughout much of the game. It seems that an asteroid is on a collision course with Earth, and Qmay seeks to reveal the conspiracy that surrounds this planet-destroying event. This involves satellite nukes that hopefully will knock the asteroid out of its orbit, a religious cult, a series of US-backed fallout shelters, and more. It's a surprisingly complex plot that still falls back on the panties tropes, but I'm here for it. The plot really kept me invested, and I found the writing to be quite original.
Not only is there the main throughline of the plot engrossing, but the characters are all well-written too. Though Yuta is only able to interact with Chiranosuke for the most part, the other characters have relationships that grow and evolve throughout the course of the game. Mikatan struggles to balance her various activities, and to hide her Tsugaru dialect, Ito secretly keeps a pet bear in her closet that turns out to be tied to everything going on, Rabura tries and fails to get her exorcism jobs off the ground, and Meika just gets herself into the middle of everything. The interactions between the characters can easily turn into fluff and filler, but they never come off that way. The story pacing is tight, and most players will find themselves halfway through the game before they realize it. I beat the game in a couple of marathon sessions, and I had a blast playing it. There is something about the game that I've left out up to now, and I'm sure that there are many of you out there who are wondering why I've yet to mention it.

I went into Punch Line thinking that it was a purely original game, and was quite impressed that it featured fully animated cutscenes. Not only that, but it's structured like an anime too. Each chapter of the game is an "episode", and these even come complete with openings, closings, and mid-breaks. The presentation is spot on, and I felt like the game captured the essence of an anime show perfectly. Then I learned that this game is just an adaptation of an already existing series. I'm sure that there are others out there who knew about the series, but I was not one of them. Despite having several big names involved with the production of the show, I'd never heard of Punch Line before playing the game. Out of curiosity I went and watched the show, and learned that the game is practically one-to-one with its plot. It does add a lot of extra content, mainly involving the relationships between the residents of Korai House, but it retreads much of the same material. This doesn’t have to necessarily be a negative, but it does make the game feel a lot loss original. Also, since it follows the anime plot so closely, there isn't much need to play the game and watch the anime. Most people can get by with one or the other, and that makes justifying Punch Line the video game's existence just a little bit harder. Having said all that, I still think the game is amazing, I just had to adjust my praise for it accordingly.

Considering that Punch Line takes most of its cues from the anime it’s based on, it makes sense that it would be quite impressive visually. These characters and their designs come from an A-list group of designers and studios, so I don't think I have to go into too much detail regarding how great they all look. It even goes above standard visual novels, as the game uses 3D models instead of 2D images. This allows for far more expressive actions, and lets the game recreate scenes in ways that still images simply can't. The game does make use of clips taken directly from the anime, though most of the longer scenes are shown using in-game graphics. Part of me feels that the game would've benefited from more of the latter, as the anime cutscenes often took me out of the game. They're obviously a treat for the eyes, but they just served as a reminder that I was playing a straight video game adaptation of the show. Actually, the cutscenes lead me to the only real complaint I have regarding the visuals. Though many scenes are taken directly from the anime, or recreated using the 3D characters on the 2D backgrounds, others are simply still images with voice and text laid over the top of them. These felt very lazy when compared to the rest of the game, and I have to wonder why the developer chose to go that route for some of the more important cutscenes. I'll admit that it's a small thing to latch onto for a complaint, but it really did bother me while I was playing the game. That small issue aside, I have nothing but praise for the game's visuals.
If there's one single aspect of Punch Line that is near perfect, it would be its sound. The soundtrack features much of the music from the anime itself, and I think has some compositions that can only be found here. I may be wrong on that last part, but I'm not wrong in saying that most, if not all, of the music is composed by Tetsuya Komuro. Explaining who Tetsuya Komuro is to those who aren't familiar with his work is too daunting of a task for this review, but suffice it to say that he is an extremely famous composer, musician, and producer. Seeing him involved in a project like this blows my mind, but I won't look a gift horse in the mouth. Each piece of music in the game is awesome, and they always fit the scene they're in perfectly. It's not just the instrumental music though, as the game also has memorable opening and closing themes too. The opening actually features Shoko Nakagawa and Dempagumi.inc., both of whom are favorites of mine. I literally have no negatives at all when it comes to the music, and that's just one aspect of the sound design.

Those looking for an English dub track might be disappointed to learn that there isn't one here, but the game does feature full voice acting from the Japanese cast. I have a preference for this anyway, so I'm not one to complain. The game is mostly a visual novel, so you'll get all the text translations you need anyway. The anime cutscenes are hard-subbed in English, and there's lots of overlaid text for things that are written in Japanese that help keep the immersion high. The localization is actually pretty spot on and thorough, and that's not something I can say about every game. I did notice a small issue though, as there were a couple sections of spoken dialogue that were left completely untranslated. These all took place whenever characters spoke over a still image of Korai House, so I'm willing to bet that they were somehow overlooked in the localization process. These sections are thankfully both short and rare, so it's not like they're going to be game breaking for those who can't understand them.

Though playing Punch Line today may be a bit difficult since half of the platforms it's on are rather dated, you can still pick it up on Steam, or play it on a PlayStation 5. It comes in at a very reasonable $39.99, and seems to go on sale quite frequently. It took me about 8 hours or so to beat the game, and that was with me skipping some openings and closings here and there, and mostly breezing through the trick gameplay sections. Game time can of course vary due to reading speed, or trouble with the gameplay sections, but you're looking at a decent length ten hour game at the very least. Though it's probably not the most replayable game out there, you do get a lot of bang for your buck. There are achievements to collect, multiple endings to see, and even a gallery of panties to unlock if you choose to give in to those urges. Not only do I think this is a fun game on its own, but it acts as a nice companion piece to the anime. It retreads much of the same material, but there's a lot more character building in the game over the anime. I wouldn't say that it's the perfect replacement for the show itself, but you could actually simply play the game and get the full Punch Line experience if you so desire.
Though it may not be for everyone due to its ecchi content and frequent references to panties, I still say that Punch Line is worth playing today. Choosing a platform to play it on might not be as easy as it was when it was first released, but it's totally still doable. It honestly is worth picking up simply due to the many big names that surround its creation, and it's a wonder that it doesn't seem to be very well-known today. It also has a self-contained story that wraps itself up nicely by the end, so you don't have to worry about getting into a long-running franchise if you choose to play it. There's also so much more to the plot that I didn't get into, and you're sure to fall in love with it like I did. Pick it up now however you can, and thank me later. I'll see you in the next one.

Check Out Punch Line on PlayStation:
https://store.playstation.com/en-us/product/UP4293-CUSA12986_00-PUNCHLINEGAME000


Story: A+
Gameplay: A
Graphics: A
Music/Sound: A+
Value: A

Overall: A

Pros:
+ A fun and unique visual novel that features a very wacky storyline.
+ The cast of characters is rather small, but each of them are well-developed and the interactions between them drive the game forward.
+ The visuals are all amazing, and the game even incorporates clips from the actual anime it’s based on.
+ Not only is the game fully voiced by the original Japanese cast, but it also has music from the legendary Tetsuya Komuro.
+ Can serve as both a companion piece to the anime, or even a replacement.
+ Fleshes out the story in ways the anime could only dream of, and has a lot of bonus content too.
+ Though priced at $39.99, it seems to go on sale quite frequently.

Cons:
- It mostly retreads material covered in the anime. Those who have already seen it may not find this game as enjoyable as those who haven't.
- The gameplay is very simple, and the visual novel aspects of the game play out more as a kinetic novel than anything else.
- Playing it on a PlayStation console is a bit more challenging these days, though it's still totally doable.

A copy of this game was provided to us free-of-charge by the publisher for the purpose of this review. This did not affect our review in any way.


Picture
What even is this line?!?!
#PunchLine
]]>