Today's look is at the functional yet unexciting Action RPG Eiyuden Chronicle: Rising. You're probably wondering why I'd drop the one sentence summary at the beginning of the review instead of the end of it. The reason for that is I'm feeling generous. Not everyone should have to suffer the mundanity of an underemployed writer trying in vain to make "press A to jump and X to attack" sound clever... unless they want to. Maybe readers will "get lucky" and I'll veer into random topics or paragraph-stretching diatribes about a hitbox that wronged me. Sorry to say, but don't expect too much of either. I pressed my face so close to the TV that my eyelashes were brushing dust off the screen, and I still couldn't find anything to "justify" a spittle-encrusted rant. This is a Natsume - excuse me, Natsume Atari - video game, and they don't make faulty products. It would've been nice, however, if this 10+ hour adventure about a teenage girl and her stamp collection had some mechanical density.
Monday, May 25, 2026
2026 Special - Eiyuden Chronicle: Rising
Today's look is at the functional yet unexciting Action RPG Eiyuden Chronicle: Rising. You're probably wondering why I'd drop the one sentence summary at the beginning of the review instead of the end of it. The reason for that is I'm feeling generous. Not everyone should have to suffer the mundanity of an underemployed writer trying in vain to make "press A to jump and X to attack" sound clever... unless they want to. Maybe readers will "get lucky" and I'll veer into random topics or paragraph-stretching diatribes about a hitbox that wronged me. Sorry to say, but don't expect too much of either. I pressed my face so close to the TV that my eyelashes were brushing dust off the screen, and I still couldn't find anything to "justify" a spittle-encrusted rant. This is a Natsume - excuse me, Natsume Atari - video game, and they don't make faulty products. It would've been nice, however, if this 10+ hour adventure about a teenage girl and her stamp collection had some mechanical density.
Thursday, May 21, 2026
2026 Special - Faussete Amour
I think Faussete Amour is trying too hard to be two different games. It wants to have the tough-as-nails arcade action, but it also wants to be playful and creative. Comparisons to Bionic Commando and Ghouls n' Ghosts have swirled around this 1993 product by Naxat Soft for quite some time, but it's not as deep as either of those Capcom classics. The relaxed pace and emphasis on (tonally jarring) cute characters suggest that this could've been a mascot-platformer, just with a NSFW tag. However, those kinds of games tend to be more forgiving and geared towards a wide swath of skill-levels, but this... hmm... You know something? The more I think about this game, the more confused I get.
| I'm probably still going to get Twitch-banned for showing too much Baphomet underboob. |
The tone really is all over the place. There's dark fantasy, murder, implied content warning, nauseatingly cute SD character art, demons with their nipples out, and it's all topped off by Corque herself. Contact with anything remotely evil will strip the warrior of her ridiculous armor. Either she obtains a fresh suit from a nearby fairy, or risks being stripped of her underwear. Somehow, it's a less believable reason to lose a life than being reduced to a pile of bones. I'd be a hypocrite for suggesting this is tasteless but at least allow me say that it's dumb as hell. There must've been one or a dozen media properties that Faussete Amour got its inspiration from, otherwise I can't understand how someone would go about making something that tries to be dark but also cute but also a little horny. Only a little though! Naxat Soft isn't trying to make one of those other games for the PC Engine CD. Maybe my memory is faulty, and there's a property that effortlessly juggles all three extremes, but this game isn't it.
Then the final stage hits, and it's about as long as three stages smashed together. In case anyone was hoping for a miracle; no, there are no checkpoints. After surviving the gauntlet, Corque is thrust into a two-part final battle with Goat Bone and Baphomet. Both bosses have their own uniquely shitty traits. Strike Goat Bone, and he'll drop a green mutated orb out of his robes; which quickly bounds all over the screen. Baphomet has the aforementioned rocks, bad luck leaves, and hands with questionable hitboxes. None of the fights in this game are long. Instead, they're all designed to eat lives, force retries and eradicate the concept of fun.
Wednesday, May 20, 2026
2026 Special - Valis (PC Engine CD)
Valis: The Legend of the Fantasm Soldier committed most of its energy to being better than its Mega Drive counterpart, and then just sort-of settled with that. I can't help but think that releasing both within mere months of each other wasn't healthy for Riot, let alone the games. Oh, excuse me, I might be attempting to condense this review a bit. The frequent visits to Vecanti have frazzled most of my remaining nerves. I will say this though, the final PCE CD Valis game left me wanting more.
This retelling of Valis 1 features numerous improvements. For starters, Yuko can turn while crouching, making it much easier to destroy enemies attacking from multiple directions, or slide away from danger (instead of towards is). Speaking of her slide, it does damage now! That's actually pretty cool, even if most of the time I only slid for style points. Compared to the MD version, which broke as easily as a wet toothpick once I got the weapon & spell I wanted, this carries some difficulty. However, I still wouldn't be surprised if series regulars finished it in the first few attempts.
What's here is extremely straightforward. From the streets of Tokyo to Rogles' Lair, Yuko runs left to right or vice-versa, blasting incoming monsters with her sword. Enemy encounters are a little more creative than usual. They're much more likely to attack in numbers and from different angles, demanding players to prioritize threats. Most of these fiends are eliminated in a single shot, but any damage they do isn't easily recovered. Every single attack takes away two blocks of health. The most common healing item is a small heart, and it recovers just two blocks. Yeah, the game is being a little stingy, but attacks are easier to avoid, so I suppose I can see the point. The challenge isn't found in death pits or oversized hurtboxes, but in wearing the player down until they've reached a boss with precious little health remaining.
Another change from the MD version is that respawning enemies are back with a vengeance. They'll reappear the instant an opening becomes available. One example that comes to mind occurs in one of the vertical stages. While climbing pillars, Yuko will spot a spider clung to a ceiling. She jumps up to slay the fiend, but it reappears the instant she tries to jump again and resume her quest. There's no way around these annoyances, so just keep moving and blasting. Each stage only lasts a couple of minutes anyway, which is a good or bad thing depending on one's point-of-view. My point-of-view? It's a little disappointing. I was struck hard by the "that's it?" feeling when I reached Rogles. His castle consists of three hallways and a short elevator. Surely a final boss could do a little more for themselves. This also affects the rest of the game, which never gets a chance to breathe.
While I can't say I was ever truly hurting for power-ups, it's quite odd that getting and keeping my preferred weapon is more difficult than it should be. I like the "S" weapon. It causes a giant sword to fire from Yuko's sword, and then that sword splits into a spread of smaller swords. Very lovely. Valis doesn't like me having the S weapon. During a long fall, several different weapons were placed where I couldn't see what they were, until Yuko had already grabbed them. Just before the anticlimactic encounter with Rogles, five weapon power-ups were arranged in a row. The only catch is that they're so close together that it's impossible to grab the S without also grabbing something else. Yuko has to collect the same letter twice in a row if she wants to increase her weapon power, so this just felt like the game making fun of me. Oh, and losing to a boss causes Yuko's power-level to drop, because of goddamned course.
Valis: The Legend of a Fantasm Soldier is fine. Just plain fine. I'm out of here.
Wait, I forgot. There's one other important thing. Use the wind spell. It creates a shield that practically doubles Yuko's health.
Tuesday, May 19, 2026
2026 Special - Valis IV (PC Engine CD)
Witness above you, the mundane sight of Amu running towards an enemy after jumping over a pit. This is the first pit in the game, and Laser Soft placed an enemy directly after it. You might not realize it yet, but this is the call-out. Valis IV is letting everyone know that it's not above putting enemies in spots where they're most likely to push Vecanti's last hope over the edge. The gloves are off, the claws are out, and there is fire brimming from the palms. The player is a scourge that must be driven to madness, and the easiest way to accomplish that is with a ledge and a gentle push. Let's look ahead to act 1-5, wherein Amu jumps across moving platforms.
Now, what the screenshot doesn't show you is that this flying lobster actually stops right here, begging and pleading for Amu to land on it, all but guaranteeing her humiliating demise. This is the game operating as intended. If you haven't already developed a sixth sense for avoiding these life-stealing moments, then you're going to have an extremely bad time. I have more screenshots that show basically the same thing occurring in other parts of the game, but let's just skip ahead to something a little different.
Okay, so now we're in act 9-4. Lena has to slide underneath the pillar and over the chasm, a common problem that was drilled into our heads back in Valis III. Note the heroine's current position in the first image. This is actually the wrong place to initiate the slide from. If she slides here, then her next slide has to be back to the previous location, so she can reposition herself and try again. If she insists on sliding forward, then she'll fall into the far-right hole. Instead, Lena should be standing as shown in the second image. Then she can slide safely past both chasms. There's probably one person out there saying "pshaw! That's nothing! I've been walking to the very end of every ledge to make a jump for almost 50 years!" Sure, that's a fair statement to make, but is it really something to be proud of? Let me rephrase that. Have we gained anything from having to play video games in such a meticulous manner? Weaving through gobs of bullets in an STG requires pixel-perfect movement, but it's still fun. This is just arbitrary suffering.
| The 4th boss is where any illusion of fairness disappears. |
It should come as no surprise that the final act is relentlessly cruel. The entire rest of the adventure, with all its death traps and obnoxious enemy placement, was designed to prepare players for the worst. Well, the worst has arrived in the form of a very long act that contains multiple mid-bosses, gratuitous pits, and a finale that's just plain fuck. As is series tradition, Galgear has two forms. The first throws around a lot of hard-to-avoid projectiles but dies fairly quickly. Try to avoid losing too much health. Although the second form's hands can sometimes house herbs, it's not a factor one can depend on.
I sincerely believe that there's a great game in Valis IV. It just needed a few tweaks; a couple design-decisions reversed. Increasing Lena's attack power and ditching the de-leveling mechanic would be enough to make this the best game in the series. I'd go so far to suggest that adjusting the hurtbox, slide, and pit frequency, would make this one of the best action-platformers on the PC Engine. There's so much good here and I... I didn't really talk about any of it did I? My review time was spent in the weeds. Maybe the problem with Valis IV is that it's all weeds.
Monday, May 18, 2026
Turbografx look - Road Spirits
Today is going to be extra special, because I'm looking at the top five outfits in Road Spirits, a racing game by Arc System Works for the PC Engine CD. This Outrun-like boasts an impressive-sounding 17 races that take place all across the globe. From the West Coast to Key West to Easter Island, you're a rad racer trying to outrun the clock. Succeed, and a cute young lady will encourage you to challenge the next track. Fail, and who am I kidding? Anyone with enough driving experience to hold down the accelerator during straightaways and release it slightly while turning is going to do just fine.
I don't want to sell this game too short, because it runs and plays quite nicely. There's also a tinge of depth in handling curves. Too much gas can cause a spin-out. Getting the right balance between letting off the accelerator and tapping the brake is what leads to world records. However, each stage takes about three minutes to complete, and visuals aside, there's very little that sets them apart from each other. Also, unlike Outrunners or similar arcade racers, the incentives to use manual transmission - such as better acceleration and higher top speed - are either nonexistent or not pronounced enough. Progress between races is saved, so take breaks between races to avoid burnout.
On the plus side, the soundtrack is composed by none other than Katsuhiro Hayashi, whose legendary works include Quartet, Galaxy Force 2, and so much more. He did a superb job here, crafting some pieces that are so good they'll increase your maximum health. It's exactly like picking up a life container. However, my advice is to listen to the OST while driving in the real world. Road Spirits tends to drown out the music with engine noise and squealing tires. For all the food delivery drivers out there, I recommend throwing this on while driving through a quiet neighborhood, especially if it's raining.
| #4 |
Let me just say it right now that I die for layers. The coat, its trim, all good. Sure, I'm not 100% sold on the color combination, but everything else works just fine.
| #3 |
Yes! This is what I'm talking about! Look at that eye-catching belt buckle! The minimalist necklace is brilliantly executed. And she absolutely kills it with the red coat and black shirt No survivors.
| #2 |
Sometimes, you just have to dress simple and let the accessories work their magic. Earrings, wristwatch, the hat; stellar!
2026 Special - Freedom Planet 2
Back in the ancient era (2015), I reviewed an utterly fantastic platformer by Galaxy Trail. Re-reading it now, I probably shouldn't have spent so much of Steam's 1,350-word limit talking about Jamiroquai and Earthworm Jim, but I was trying to set the scene. Freedom Planet was - as I affectionally meant it - a relic. The dream project of a developer with a deep love for not just Sonic the Hedgehog, but all of the classics and obscurities that made the mid 90s a time to cherish. It took the better part of a decade and a lifechanging catastrophe, but a sequel was released. I purchased Freedom Planet 2 day one, spent a few hours enamored with its greatness, and then forgot about it.
For the few out there who haven't played either game, let me try to explain the basics. After deciding which hero to play as, players are thrust into a world that's divided into action-stages and hubs. Hubs are where Lilac and co. converse with the locals, do some shopping, and get the most out of life in Avalice. Action-stages are... well... Picture something Sonic-like, but with all the dials turned to eleven. This is an explosive epic that's bristling with energy. Utilize your chosen heroine's powers to their fullest to swiftly smash every robot that gets in their way. Each stage culminates in a battle with a dangerous end-boss. Generous checkpoints and a very customizable approach to difficulty ensure a challenge fit for most any skill-level.
Let's talk a little bit more about Neera Li, since she's the first character that I (finally) completed the game with. Her cryo-staff has different moves depending on what direction the player is holding the d-pad when they press the attack or special button. I got a lot of usage out of the down-attack. It's more of a slam than a down-stab, and the special version tosses icy mines. Mainly though, its large hitbox is ideal for most situations. Stabbing left or right seems to be the more common maneuver, but its emphasis on range at the expense of coverage makes close encounters a little tricky. Still, anyone can appreciate the projectile special, as it it's a freezing disc that flies a long distance and bounces off of walls. Throwing one out, then running into a frozen enemy less than a second later provides a subtle hit of serotonin. Landing her up-special is also quite glorious. No matter the game, battering a mech to pieces with a tornado never gets old. Also, I mean, I have to say it. Neera Li is just too cool. Her no-nonsense attitude while she glides through the chaos flicks all sorts of "Hell yeah!" switches.
In the previous game's review, I've talked up its level-design for not falling into the usual tropes of "this is the puzzle stage" or "this is the high-speed stage", and the same absolutely applies here. Galaxy Trail did a wonderful job giving these stages their own identity, oftentimes with unique enemies and obstacles. A typical Sonic-like has a high road and a low road. Freedom Planet 2 has several intersecting roads, demanding numerous playthroughs for anyone seeking that perfect route. I must admit that they're all pretty amazing. The seamless shifting between every road as each heroine puts their entire skillset to work is matched only by the intensity of increasingly frequent robot encounters. The late-game turns that dial from 11 to 13 to even... 14! There's so much going on at once, yet I feel blissful instead of overwhelmed.
There are a couple of times where maybe Freedom Planet 2 went a little too far. Ancestral Forge immediately comes to mind as one of the only stages to wear out its welcome. I like the atmosphere in the beginning, but mostly, it's key mechanics. Grab a key from an altar, use it on a different altar, explore the newly opened path to obtain another key, all that stuff. This process is necessary to unlock a gigantic door that leads to... the second part of the stage. Yeah, I don't know about all of that. A first-time run is going to take anywhere from 20 to 25 minutes, which is easily twice as long as most other stages. There's another stage that requires eight keys to power an elevator, but the floors retain all of the excitement found elsewhere in the game.
Since I'm on something of a complaint streak, I'll also add that the invincibility period after taking a hit is too short. There's a potion that boosts it to three seconds, but I think that's excessive. The hitbox on Neera's stabbing attack could've been expanded slightly, if only to avoid situations where she's right on top of the enemy and can't seem to hit them. Down + attack still works, though it feels weird having to rely on it so often. If there are other hitboxes that I don't agree with, I'll try and give them a mention. Spirits know that I'm really having to dig to find issues with Freedom Planet 2. The first game had a less-than-amazing shmup stage, something this critic could point to and say "Ah hah! See? I don't have to come up with insightful criticisms!", but the sequel's shmup stage is too short to warrant a nitpick.
