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Showing posts from September, 2022

Gothic wa Mahou Otome

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  Microtransactions, archetypal anime girls and an overload of monetary systems are enough alarm signs that the game should be nothing more than a product to shamelessly steal the money from the average otaku. Though since a game is not what it seems to be, but rather what it actually happens to be, a small peek at the mobile game "Gothic Wa Mahou Otome" immediately reveals its quality as an action game, where the tactile control in combination with shooting game mechanics gives birth to one of the greatest exemplars of the aesthetic capability of movement in the genre. The key of its success is in the scoring system. To obtain points, naturally a player has to hit the enemies in a stage. However, numerous variables are added that let the player increase their score. Firstly, the avatar is surrounded by a visible ring for the player, which extends its radius if they keep shooting down enemies. If the target is within this circle, the power of the shot is increased, and with t

Sayonara Wild Hearts

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  The game presents itself as a story of a broken heart, with a path to self-realization and self-love, but immediately turns itself into psychedelics as soon as it gives the player the control. It decides to become a rhythm game, except there's no real sense of tempo because the visual cues are treated more as quick-time events, as environmental obstacles in the story, than the player having to immerse themself in the music, like Tetsuya Mizuguchi's "Rez", or having the challenge feel in flow with the story at hand, like Keiichi Yano's works such as "Gitaroo Man" and "Osu! Tatakae! Ouendan!". It is a fast-paced chase sequence, except that the presence of checkpoints at every corner and an unlimited amount of attempts reduces the weight and intensity of the tracks, as if the game couldn't stand the player losing, unlike high velocity games such as Toshihiro Nagoshi's "F-Zero GX". The psychedelic stylization with rapid camera