Posted on Leave a comment

Preview: Fighting Foes With Friends In Kirby Star Allies For Nintendo Switch

With the first month of 2018 having gone by, many of us are looking to the horizon for the next big Nintendo Switch games to hit. The console remains every bit as popular as it nears the end of its first year on store shelves as it did in the weeks and months following in its launch. 

At E3 2017, Nintendo announced a new Kirby title for the hybrid console. Since the announcement we’ve learned of both its proper title and release date. Kirby Star Allies releases near the end of March, on the 20th. With its release quickly approaching, Nintendo offered us the opportunity to go hands-on with the title at a recent preview event, and we came away quite impressed. 

Star Allies is, first and foremost a multiplayer title. In it, a team of up to four players travel through traditional Kirby-style levels, meaning that they’re left-to-right, 2D platformer-style. You can’t just play through the game like you would any old Kirby title, however; Every player needs to do their part in order to solve puzzles and get through the challenges that lie ahead. 

If you’re familiar with Kirby, you’ll remember that the pink puffball can inhale enemies in order to gain their powers. That remains true in Star Allies, but you can also use friend hearts to add enemies to your party. I. Tossing a friend heart at an enemy allows you to add them to your party to be controlled by either your friends or AI. If your team is already full, then the enemy you’ve befriended will replace one of your existing teammates, and if four players are playing together, one of them can choose to be the newfound ally.

We had the opportunity to play both solo and with a group of Nintendo employees, and both options worked quite well. We expected our AI partners to be overeager and bungle some of the puzzles that required teamwork, but to our surprise we never had any issue with them. The AI controlling your partners is intelligent and easy to work with, which will be a boon to those that prefer a single-player experience. Regardless of how many friends you bring with you, everything happens on one screen; there’s no split-screen shenanigans here. You can also use any of the Switch’s varied controller configuration for any player, meaning you can do single Joy-Con, dual Joy-Con or Pro Controller in either handheld or docked mode. 

Underneath Kirby’s sweet-as-candy exterior, we found an impressive amount of depth. This isn’t just another run-and-jump game, to get by you’ll need to use every skill in your arsenal. The first player, as Kirby can get not only get abilities by swallowing enemies (or allies), but can also combine abilities with those in their parties by having both simultaneously hold up on their analogue sticks.

In the demo we played, this ability was put to use in a simple puzzle. Throughout the level, bombs were found hanging about. Using a sword ability would cut the bomb down, but not detonate it; using a fire ability would detonate the bomb but not drop it, however, combining the fire and cutting abilities would simultaneously light the bomb’s fuse and drop it into place, causing it to explode and create a tidy new path for Kirby and friends to follow. In another instance, one ally turned Kirby into a curling rock to slide down a series of waterways, smashing through every obstacle along the path.

If you tire of an ability as Kirby, you can hold down the Y button to drop the ability, turning it into a power-up you can either grab again or leave in your wake. Though the demo we played was very limited, we did manage to glean some additional details. We found a door, for instance, that opened up to an area in which the team is split into two groups of two, and moves must be coordinated in order to make your way through. 

Each level contains a number of stars to collect as well as puzzle pieces. At the end of each level, the puzzle pieces you collect will reveal parts of a larger picture, similar to those found in StreetPass Puzzle Swap. The Nintendo rep at the event informed us there was some bonus to be unlocked for completing a puzzle, but declined to elaborate further.

The version of Star Allies we spent time with was not the final product, and it was stressed to us that the levels we played may either be altered or removed from the final game, but what we saw was very polished. While specifics weren’t given, the demo we played appeared to run in 1080p in docked mode with a rock-solid framerate of what looked like 30 frames per second. We were allowed a few minutes with the game in handheld mode as well and experienced no problems. 

Our demo concluded with a four-player battle against Whispy Woods, Kirby’s recurring foe. the fight began with Whispy in its familiar location as all four players railed against their arboreal foe. About halfway through, the boss took the middle of the playing field to separate the party into two groups of two, each taking a flank. The battle was standard fare for Kirby fans and didn’t rely much on the teamwork the earlier parts of the demo had, but it was great fun. Most impressive, however, was the fact that the frame rate remained solid, despite a massive amount of projectiles and effects appearing on screen simultaneously.

We came away from our brief hands-on experience with Kirby impressed. If the final game plays like the two levels we tried, Nintendo may have Switch’s next big success on its hands. The four-player focus feels like the right decision, offering a game that can be challenging for seasoned veterans, but friendly enough for newcomers. We’ll have much more on Star Allies as its release approaches; for now, why not let us know what you think of the game so far by leaving a comment down below.

Kirby Star Allies is out on Nintendo Switch on 16th March, 2018.

Posted on Leave a comment

Video: Gobble Up these 26 New Facts About Kirby Star Allies

Kirby’s had a bit of a hard time historically on home consoles. Kirby’s Return to Dream Land went through so much developmental complications we assumed we’d never get it, and the only outing he received on Wii U was the spin-off Kirby and the Rainbow Curse.

But that’s all about to change with Kirby Star Allies, so we’ve rifled through footage galore to bring you 26 new lovely chunks of information in the video above that might otherwise have slipped you by, including an estimated 1536×864 resolution thanks primarily to Digital Foundry’s pixel counting technique.

Posted on Leave a comment

Mobile RPG Seven Knights Is Now In Development For Nintendo Switch

Netmarble Games has announced that a Nintendo Switch version of its smartphone RPG Seven Knights is currently in development.

The news comes as part of a new business strategy in which the company will aim to actively develop and invest in releasing titles for consoles and Steam. You can check out a trailer for the mobile version of the game above, and we’ve also included some notes from the title’s app store page below.

Join the saga of “Seven Knights”: an exciting RPG filled with heroics, adventure, and a diverse assortment of both friends and foes.

The land of Asgar is in need of brave warriors who can face the God of Destruction and preserve peace. It is up to you, along with Evan and Karin, to put together a band of warriors to save the land and achieve victory!

Features: 
[LIMITLESS 3D BATTLES]
– Enlist a versatile team to fight by combining hundreds of heroes in powerful combinations
– Watch your team battle with dynamic effects and diverse skill animations

[STRATEGIC PLAY]
– Power Up, Rank Up, and Gear Up to prepare your heroes in their quest to protect Asgar
– Customize your team’s formation and manage their skills to strategize for the upcoming battles

[NUMEROUS GAME MODES]
– Adventure Mode: Conquer the Continents as you train your heroes!
– Battle Mode: Duel with other players to prove your worth!
– Celestial Tower: Push yourself to the limit as you battle levels of increasing difficulty!
– Daily Dungeon: Gain a variety of rewards when you emerge victorious
– Castle Rush: Fight alongside your guildmates to earn the honor of being the best guild!

Seven Knights’ popularity is evidently clear considering the game has been downloaded over 10 million times, but do you think it will be a good fit on Switch? Let us know your thoughts below.

Posted on Leave a comment

Review: The Longest Five Minutes (Switch)

The Longest Five Minutes has one of the most interesting concepts we’ve seen from an RPG in some time. Starting immediately at the final boss battle, the game’s almost cringefully named protagonist ‘Flash Back’ has no memory of why he is suddenly fighting the Demon King, or even who any of his friends and allies are. During this battle Flash Back has lots of – well, flash backs – which play out as small chapters leading you up to this final moment.

Essentially, this boss battle is made up entirely of dialogue; there’s a timer in the corner indicating how long the fight has been going on in the present, and you’ll occasionally make key decisions that affect how your memories will play back to you. Certain moments in the battle or specific words that are said will trigger one of these memories, sending you back in time to play through a chapter of RPG action. You’ll be going back and forth from the present to past, learning all about how and why your heroes are in this fight to the death.

The RPG side of the game is actually very light. Each chapter has you playing through random parts of the story, not necessarily in the order in which they happened, and this creates a strange situation where you don’t really need to focus on the usual aspects of games of the genre. There is very little need to spend too much attention on levelling up your party or collecting every last item as you’ll soon be playing an entirely new chapter where your characters might be much more advanced, or weaker, than they are currently.

Instead, each chapter is all about ticking off objectives – usually one that is essential, and two that are optional, to progress the story. Objectives usually task you with the sort of things you might expect such as fulfilling side quests for NPCs, travelling to new destinations via the world map, and combat. Most chapters will lead up to a dungeon that plays out over several floors; you’ll need to make your way to the end, taking on enemies that spawn and fight in a very similar way to games in the Pokémon series, until you reach, and essentially defeat, the dungeon’s boss.

Just like before, the combat within these dungeons (which can also sometimes take place when travelling between key locations) is a very watered down affair when compared to your usual RPG. You play with a typical party of four that each have their own specialist areas such as physical combat, magical combat, and healing, but for the first half of the game you’ll get by without using the majority of these skills at all. You’ll likely be able to clear most battles by simply using each member’s most standard attack, and there is a mechanic available that lets you heal your entire party whenever you like outside of battle for a very small mana cost.

Things do start to get a little tougher towards the end, but if you experiment with your party’s different abilities, you’ll likely be absolutely fine. This easier approach might sound slightly disappointing on paper but it actually suits the style of the game really well; this isn’t your typical, hardcore, life-consuming RPG, but instead is perhaps best appreciated when played in short bursts and looked at as a story-telling adventure with some easily accessible RPG-style gameplay at its centre.

There are actually only a couple of places in which the game falls a little short. Firstly, the narrative can sometimes take strange and unnecessary directions; the more you engage in conversation with the locals, the more you’ll get from the game (and add on to the already 10+ hour campaign), but having an entire chapter that revolves around men ‘peeping’ on women in baths seems completely out of place.

Secondly, the lack of challenge from the game’s combat system effectively makes your in-game currency, and the weapon shops, resting inns, and supply stores, almost entirely useless. We never once bought any additional equipment for battle during our entire run-through – you’d only end up losing your items when you get sent off to the next chapter anyway.

Back to more positive aspects of the game, though, it is also worth mentioning the inclusion of the three optional mini-games. Often used to fill an objective task in various chapters, these mini-games offer a very welcome break from the dramatic storyline and are actually great fun in their own right. A particular highlight was Haunted Run, a simple auto-runner that has you jumping over ghosts and collecting coins. These games offer more of a challenge than the main quest and you are free to play them for as long as you like while in a relevant chapter.

All in all, this is a game that puts a heavy focus on its storytelling and, if you allow yourself to completely dive in to this and fully explore the world around you, you’ll likely enjoy the adventure. There are plot twists with multiple potential story arcs, a lovable cast of characters (apart from possibly Regent who we could happily fire from a cannon), and the whole aesthetic of the game is to die for. The visuals suit the vibe perfectly with artwork that will drench you in nostalgic wonder, and there are two or three musical themes playing throughout that are so beautiful we almost ended up sharing poetic love songs around the office.

Conclusion

The Longest Five Minutes uses a truly gripping concept, throwing the classic RPG formula on its head by having you put the pieces of an already existing story together as you go. While the combat and general gameplay are almost too easy-going, the story, characters, and overall aesthetic had us always wanting more, never wanting to put the game down. The asking price is perhaps a little steep for the amount of content available, and the strange take on a usually well-understood genre may throw some players off, but there is an indescribable charm that is worth exploring here.

Posted on Leave a comment

Megadriver’s Latest Album Is All About Shmups

Nintendo Life shmup heads rejoice as Brazilian metal band and inventors of the game metal genre Megadriver have just released their latest album. For Great Justice is a twenty track metal cover album with some very iconic tunes from several classic shmups, including songs from Thunder Force IVAfter Burner, Gradius III, U.N Squadron, R-Type and (of course!) the infamous Zero Wing. The album is dedicated in memory of Spanish artist Daniel Vendrell who designed the above artwork used for the album cover and sadly passed away early last year.

You can buy and stream the album from Bandcamp or listen to it on Spotify. Just make sure you play it very loud indeed. Any memorable tracks from your favourite shmups covered on the album? Hit us up in the comments below. In case anyone is wondering: No, they are not called “Genesider” in the USA.

Posted on Leave a comment

Analogue’s Christopher Taber Opens Up On The Super Nt And Future Projects

Tomorrow, Analogue will start shipping its latest system, the Super Nt. Like the company’s other consoles – such as the wooden Neo Geo and Analogue Nt Mini – this is a classic reborn; Nintendo’s 16-bit legend reimagined with Field-Programmable Gate Array technology to deliver an experience which aims to better the original.

Analogue founder Christopher Taber has spoken to Polygon about the history of the company and why he chose to tackle one of the most iconic gaming systems of all time. He reveals that he started out collecting games before eventually moving into repairing and modifying classic consoles. The legendary wooden CMVS was his first project, and one he openly admits was aimed at too small an audience. The Analogue Nt followed – an attempt to make the perfect aftermarket NES using original components – but Taber then hit upon what has become something of a defining system, the FPGA-based Analogue Nt Mini.

Taber explains why FPGA technology is so revolutionary when it comes to retro gaming:

Emulators are great, and the guys who make them work their tails off to get [them] to work. But, ultimately, they’re making one-off patches to fix when the ROM is off by a microsecond, when it goes into Mode 7 or whatever. An FPGA works on a circuit level — it runs in parallel, like a true PCB. It works by replicating the cause, not the effect.

He also explains the rigorous testing process behind checking the console’s compatibility with the SNES library; Analogue is working with a network of beta-testers and collectors to ensure every game works as it should:

These guys play every game to check for inconsistencies. With the Nt Mini, we’ve eliminated every reported bug through firmware updates, and we remain committed to that. We’re dedicated to it on that level.

The Super Nt is unique in that it will give players the opportunity to experience the cult SNES title Super Turrican in its intended form. Taber has worked with Factor 5 president and co-founder Julian Eggebrecht to bring the “Director’s Cut” to the console, a version which massively improves on the one which actually made it to retail

Eggebrecht reveals that the amount of money that changed hands to secure Super Turrican (and its sequel) on the Super Nt is “nominal” and that the release is more about rewarding fans with the definitive version than making cash:

We definitely aren’t feeding the team off it or anything. But Super Turrican is very important to me, because it was Factor 5’s big chance to go from a local European developer to make it out in the wide world, having a game in the U.S. and Japan. It made my career, in a way. When I went to CES in 1993 and I met people at LucasArts, they had all played Super Turrican. And that’s why they wanted to work with me, and that’s how my later career happened. Of course, I didn’t have the heart to tell them it was an incomplete version.

Naturally, the question of what Analogue is working on next crops up, and Taber reveals that as a kid, he was a Sega fanboy first and foremost. That could be the biggest hint yet regarding the company’s next project:

I mean, hey, I’m a Sega kid. Who knows? Maybe we’re already working on it.

Finally, Taber explains why he created the company, and what drives him forward:

Not everybody wants a museum-grade experience when they boot up their old console. But, for the people who do want that, I want them to know that we can make that happen.

We’ll be reviewing the Super Nt when it launches, so keep an eye out for that if you’re interested in seeing how this uber-SNES shapes up.

Posted on Leave a comment

Rise & Shine In Development For Switch, But It’s Still “Hanging By A Thread”

Spanish developer Super Mega Team has revealed its platformer-cum-bullet hell title Rise & Shine is coming to Nintendo Switch, but that development has really only just started. In fact, upon further investigation the studio revealed it’s only just received dev kits so there’s a long way to go before the port is done and dusted.

The team has revealed development is, “hanging by a thread,” mainly due to some, “Unity plugin compatibility issues,”  and that it still doesn’t have, “the game itself running on the console.” However, there has been some progress, with the studio revealing, “we got the title screen working today.” Porting isn’t an easy process, especially for titles that weren’t made with Switch in mind, so here’s hoping the talented team behind the game manage to get the indie title working on Nintendo’s hardware.

Have you played Rise & Shine? Do you it’ll work on Switch? Let us know your thoughts in the usual way… 

Posted on Leave a comment

Video: Super Mario Odyssey Producer Finally Addresses Mario’s Nipples

In the build up to Super Mario Odyssey, there was an amusing meme that emerged from some prerelease footage of the game which showed off Mario running around on the beach with his shirt off. Naturally, the internet immediately went wild over the fact that Mario’s nipples were so prominently displayed, and now Yoshiaki Koizumi, Odyssey’s producer, has spoken with his thoughts on the subject.

In a recent video interview, Koizumi answered a slew of fan questions relating to the game, addressing the topic of Mario’s nipples and lack of a belly button. Koizumi said he was surprised by the internet’s reaction, but he seemed quite amused by the reception. Another interesting tidbit was the final confirmation that Toad’s head is indeed is head, not just a hat that he wears. It’s a great interview all in all, hopefully Nintendo starts doing more of these.

What do you think? Did you always wonder that about Toad? Have you been enthralled by Mario’s nipples? Share your thoughts in the comments below.

Posted on Leave a comment

Video: Feast Your Eyes on Bayonetta 2 on Switch Compared to Wii U

Bayonetta 2 may once have been a Wii U exclusive, but all of that is about to change with the unsurprising re-release of this excellent game on Nintendo’s latest machine. It’s still sporting a 720p resolution just as the original did, but various little details here and there have been improved to make it shine brighter than ever, and more importantly, keep that frame rate nice and high.

Check out the video above to see the two versions go head-to-head, and let us know whether you’ll be grabbing this when it comes to Switch.

Posted on Leave a comment

Review: Radiant Historia: Perfect Chronology (3DS)

The 3DS may be getting on these days, but it’s certainly got plenty to show for its half-dozen years on the scene, including an astoundingly impressive collection of RPGs. ATLUS has been a prolific contributor to this corner of its library, and alongside original titles such as Shin Megami Tensei IV, Persona Q, and Stella Glow, it’s also brought several DS games forward through remakes such as Etrian Odyssey Untold and Shin Megami Tensei: Devil Survivor Overclocked. Radiant History: Perfect Chronology — an updated version of a 2011 DS release — is the latest title in this trend, and it’s a fantastic treat for JRPG fans. Though it looks largely the same as the original outing, Radiant Historia is absolutely worth playing in 2018, with an exciting, time-travelling tale, uniquely engaging combat, and excellent new additions for veteran players.

Radiant Historia kicks off in situ, in the middle of a war between rival states. Desertification has attacked the continent of Vainqueur, and with arable land shrinking by the day, the kingdoms of Alistel and Granorg are locked in conflict over the remaining patches of green dotted in among the endless sand. You play as Stocke, a member of Alistel’s Special Intelligence force, and start out by leading him on a rendezvous mission alongside two eager new recruits, Raynie and Marco. Things go south rather quickly, however, and before long Stocke is watching helplessly as his comrades fall in an ambush, before finally being captured himself.

Luckily for Stocke, that tragic outcome doesn’t have to be the end; a magical tome called the White Chronicle grants him the ability to travel through time, jumping between two parallel timelines to right wrongs and bring about the ‘true history’ that will set the continent back on track and save humanity. By travelling to the Velvet Room-esque realm of Historia at a save point, you can hop back to any previous ‘Node’ in the story — junctures where significant decisions will impact the timelines – and, if something goes wrong or isn’t working out in the present, try to fix it by turning to the past.

This choose-your-own-adventure format helps keep Radiant Historia’s narrative compelling throughout, and while it’s still a largely linear experience – there are usually right and wrong choices at each Node, with wrong decisions quickly leading to a bad end before sending you back to try again – the time-travel makes you feel like an active part of shaping the story. It’s an excellent trick, and in fact, it’s perhaps more appropriate to think of the time-travel as a gameplay mechanic first and a story mechanic second; like switching colours in Ikaruga or worlds in A Link To The Past, timeline-hopping in Radiant Historia is a novel way to uncover new areas, events, and abilities.

Strong writing and a likable cast also go a long way towards making Radiant Historia’s ride so enjoyable. Stocke in particular is a refreshingly self-sufficient protagonist; rather than guiding a naïve adolescent through their awakening on their way to save the world, you’re steering an already-competent character through the twists and turns of time, and that makes a big difference. Stocke’s companions are just as personable, and as the cast grows along the journey through Vanqueur’s several kingdoms, each new recruit is a welcome addition to the group.

Building off of its time-travelling narrative, the rest of Radiant Historia’s gameplay puts several twists on the classic turn-based RPG template. The first of these is the overworld map: instead of traversing a single, connected world, you’ll move your party between different discrete areas by selecting your destination with a cursor. It’s more like a single-screen Super Mario World than the traditional Dragon Quest-style map, and it gives the game a fast, focused feel, with more emphasis on individual areas than the marching between them.

Once you enter a particular spot – whether that’s a town, dungeon, or field – you’ll find memorable locales comprised of several scrolling screens, linked up and schematised on the bottom screen. There’s more to do in these areas than in typical JRPGs, with a number of different types of environmental puzzles to work through, and clever uses for the many new abilities you’ll unlock as you progress.

Foes walk around on-field, and you can slash them with a tap of the ‘Y’ button to stun them, either for a chance at a preemptive strike or to avoid them entirely. When you do decide to engage an enemy, you’ll discover the second way in which Radiant Historia breaks from genre conventions: its enthralling, position-based combat. While much of the system looks familiar – it’s turn-based, and your party of three can attack, defend, use skills or items – enemies are laid out on a 3×3 grid, which is used to wonderfully creative effect. Your foes will deal more damage from the front lines, and less in the back, so it’s in your interest to manipulate their positioning with your team’s geometry-based skills.

In addition to standard RPG specials like ‘Power Strike’ or ‘Fireball’, your characters also learn moves with effects such as ‘Push Back’, ‘Push Left’, and ‘Pull Forward’, and you can use these techniques to literally and figuratively put foes in their place. Hurling an enemy in a certain direction will cause them to share the same square with any other adversary they might bump into along the way, so that if you ‘Push Back’ twice on a row of three foes, they’ll end up in one sorry lump at the back of the grid. This stacking then enables you to perform regular attacks to hit every enemy in the same square simultaneously, and the damage output this provides is considerable. After you’ve tried it once, you’ll be hooked; like the Press Turn system in Shin Megami Tensei titles or Sessions in Tokyo Mirage Sessions, the positioning in Radiant Historia is a gleefully fun combat mechanic that makes it feel like you’re breaking the game, even as it’s balanced with it in mind.

Similarly, you can also manipulate turn order almost at will. The upcoming sequence is displayed on the touchscreen, and on a character’s turn, you can choose to swap places with anyone yet to act – enemy or ally alike. Again, this sounds game-breaking, but it’s all part of the system; swapping turns will leave you vulnerable by reducing your defence. Still, if you’re strategic, it’s well-worth it for the combo potential – by carefully considering who in your party can push, pull, or slide enemies to the side, you can dial in deadly dances and plenty of piled-on attacks before your foes have a chance to retaliate. These ‘combos’ aren’t just for show, either; they’re counted up and ranked, and higher level strings will grant more money and experience after the battle.

All of these systems come together to make combat in Radiant Historia truly, endlessly fun. Not since Bravely Default have we been so engaged by a JRPG’s bead-and-butter encounters; they’re snappy, puzzle-like, and kinetic, with room for experimentation and creative play. Combined with the avoidable, on-screen enemies — which essentially let you choose your own encounter rate — it makes for a perfectly-paced portable adventure, as fun to dip into for a few minutes at a time as it is to spend an afternoon with.

Of course, all of this was true of the original DS release as well. So where does this 3DS update stand? For starters, there’s a decent chunk of additional story content, thanks to new character Nemesia and her airship Dunamis, which can travel to new ‘Possible Histories’. Effectively acting as a third, parallel timeline, this lets you explore Sliding Doors-style ‘what-if’ side-quests, and see various story beats play out differently than in the original game. These alternate histories are excellent fan-service for repeat players, and they’re also thoughtfully integrated with the original story – when you begin the game, you can choose to either play through with them peppered throughout (‘Perfect’ mode), or only available after completing the main story (‘Append’ mode).

Veterans of the original will also find a new Hard difficulty, which lives up to its name – you’ll have to master the battle system and exploit buffs and debuffs heavily to survive. We wouldn’t recommend it for first-timers, if only because the Normal mode is so well balanced, but it’s a good option for combat-minded players looking to relive the adventure. (On the flip side, a welcome ‘Friendly’ difficulty setting does away with most combat entirely.) Another noteworthy battle-related addition is Support Skills, where characters outside of the active three-person party will occasionally jump into the fray to attack, heal, or cast spells with no MP cost – a nice touch that feels perfectly in line with the rest of the combat.

While these gameplay additions stand out, in terms of visuals, Perfect Chronology is more notable for not looking too different to its DS original. The main tweaks here are a new anime opening, event art at key story moments, and new character portraits – and whether or not the last of these is an upgrade is up for debate. The anime art style looks good on its own, and the new portraits allow for different facial expressions, but they also lack the unique personality of the original art. The DS portraits blended fantasy style with the look and feel of an import-only Saturn JRPG cover, and while there’s still an appreciable touch of that spirit in the design, the cast now looks significantly less distinctive; several characters could fit in comfortably in most contemporary anime without raising any eyebrows.

Other than those changes, however, Perfect Chronology largely looks like a DS game. The sprites are crisper but otherwise the same as the originals, though they remain appealing and well animated. The bigger disappointment is the total lack of stereoscopic 3D, especially because the environments – chunky though they may be – have an isometric, diorama-like look that would really pop in 3D. Perfect Chronology is far from an ugly game – there are some lovely dual-screen scenes, and the painterly art-style is soft and appealing – but after ATLUS’ impressive overhauls of the DS Etrian Odyssey games in the 3DS Untold remakes, we expected more of a visual revamp here.

The music, on the other hand, needed no upgrades at all; Radiant Historia’s original score is a orchestral tour de force from Yoko Shimomura (of Street Fighter II and Super Mario RPG fame), and it sounds as wonderful here as it did on the DS. There are a few new tracks, and they blend in well – the score drifts deftly from military marches to elegiac melodies, with rousing battle themes and character tunes between, and it’s a beautiful background to the game’s narrative twists and turns.

The other audio update in Perfect Chronology is the addition of voice acting, and this does feel like a significant leap. The quality is as high as you’d expect from ATLUS’ excellent track record, and it’s a thorough dub, with most lines in significant scenes fully voiced. A few NPCs can sound a bit hammy, but the main cast is very well done, and the voicing does well to add further personality to the party