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Wednesday, October 1, 2025

Shantae Advance: Risky Revolution

 This one has a bit of an odd story behind it.  It began development in 2002 as a followup to the first Shantae game on Game Boy Color, but was shelved when WayForward wasn't able to secure a publisher.  Many years later Matt Bozon streamed the unfinished prototype to see if fans would be interested in seeing the game get a wider release, and positive reception led him to dust off the twenty-year-old source code, polish and finish the game and finally release it, both as a limited-printing Game Boy Advance cartridge and an enhanced digital version across modern platforms.  So while it's the sixth game to be released, it's the second game in the chronology.  Fittingly it feels much like Risky's Revenge, though with a slightly different gimmick - you cross through doorways that take you between foreground and background layers, and there are large actuators you can hit that rotate the foreground and background to change the layout of the levels.  Transforming is also considerably quicker (you just hold down the button and press a direction), and each of your forms also gains several upgrades throughout.  With all that on the table, it's more Shantae - charming Zelda-likes with a solid (and often risque) sense of humor and some very polished gameplay and animations, and more of that format is never a bad thing in my book.


Developer: WayForward
Publisher: WayForward, Limited Run Games
Released: 2025
Platform: PC, Switch, Playstation 4, PlayStation 5, XBox One, XBox Series, Game Boy Advance

Saturday, September 20, 2025

Mordor: The Depths of Dejenol

I think most people of a certain age (or who at least peruse shareware discs for any period of time) are familiar with the Windows 3.1 title Castle of the Winds, but not too many know about Mordor: the Depths of Dejenol.  In some ways it reminds me of Castle of the Winds, utilizing a similar layout of tiled windows for its interface and crudely-drawn but charming graphics.  In most other ways, it reminds me of the countless Wizardry clones that came out throughout the '80s and early '90s - first person dungeon crawling action with high difficulty, much grinding for money, and absolutely no manual saving - only autosaves.  That means that if you die, you're dead; you either have to create another character and send them in to retrieve your body (grinding them up to whatever level is required to reach the area you died in), or just start from scratch.  A pretty unattractive prospect considering the wildly uneven prices for items in the games.  Weapons and most pieces of kit aren't too unreasonable - you start with 1500 gold pieces, a sword costs around 300, and some boots, glove and a cloak run about 150 apiece - but even some basic armor can easily run into five digits.  Recruitiable allies come in the form of monsters, which reminds me a bit of Wizardry IV, but they're also incredibly expensive, with five or even six-digit price tags attached.  Leveling up also requires you to return to town and spend money at a trainer, and the price only increases as your level goes up, so basically, this game is all about the grind.  Money, experience, and vanquishing thousands of thousands of monsters while hoping your luck holds out.  If you're the oldest of old-school dungeon crawler devotees and you've already mastered all the Wizardrys and Might and Magics and just about every other clone of them under the sun, this is another you might want to pick up.  Especially since, as of this writing, you can can still buy a brand new boxed copy on the author's website.

Developer: Decklin's Domain
Publisher: Decklin's Domain
Released: 1995
Platform: PC

Sunday, September 14, 2025

Rune Factory: Guardians of Azuma

A spinoff of the Rune Factory franchise, which is in turn an offshoot of the Story of Seasons franchise, Guardians of Azuma blends action-RPG, town building and farming sim elements into a single experience.  But does it prove to be a compelling experience, or does its odd blend of elements just become a mess?

Story of Seasons (formerly known as Harvest Moon) is a series I'm familiar with, though not overly; it began as a late-era release on the SNES, and after finding success there, has since had a long string of sequels and spinoff games, mostly on handheld platforms.  Once Marvelous took over localization for the series in 2014 they rebranded it to Story of Seasons, which is the title it continues to use today.  Rune Factory is a more fantastical offshoot of the franchise that works elements of dungeon crawling into the format, making powering up your character just as large a component of the overall gameplay.

Guardians of Azuma (apparently a spinoff rather than a numbered sequel, though I'm unsure why that's the case) is the first Rune Factory game I've actually played, so I went in with only a vague idea of what to expect.  The general concensus I found was that these kept the farming gameplay of the parent series, just mixing in elements of action-RPGs and dungeon crawling.

That's pretty much what I got with Guardians of Azuma, though it also had quite a bit more going on than I anticipated. In fact the farming element is largely de-emphasized in favor of other pursuits.  Each weapon, subweapon and skill (farming, smithing, cooking et al) has associated skill trees, with each earning exclusive points through use.  Completing tasks during the day also earns you "All-purpose Experience" when you rest that can be spent on anything.

Combat in the game isn't especially deep, but is well-polished and fun.  In addition to your main melee weapon (which can also take the form of shortswords, greatswords, talismans, etc), you also have a bow for ranged attacks, as well as subweapons like your drum (which heals your allies and damages enemies) or a sacred sword that burns away corruption as well as dealing heavy damage.  Perfectly-timed attack dodges give a couple seconds of slowed time a la Bayonetta, and special moves run off of "RP", which slowly regenerates on its own or can be restored by food items.  One can also access special moves that run off "spirit bars" which fill gradually as you inflict damage with weapons or take damage yourself.

Farming does indeed function as it usually does in these sorts of games - plant and water seeds, harvest the crops to sell, get more seeds to plant, et cetera.  However, it also ties into a larger town-building element.  There are many quests to complete in each town, and doing so raises your village level.  As your level increases, more types of buildings and decorations can be placed and more villagers arrive, allowing you to staff buildings to provide services and automate tasks like lumber harvesting, mining and even farming.  Each unique building type placed also increases your character's stats.  Villagers all have a random assortment of traits which make them more suited to certain tasks than others, though this has a pretty minimal effect overall.

Finding crafting recipes is another major trope for games like this, and Guardians of Azuma has no shortage.  Most enemies drop materials, one can chop wood and mine spaces on the map to gain other types, and and hunting down frog statues in the field earns you food recipes (unlocking more as you report back to Croakie in town).

Another trope of these games is building bonds with named NPCs, and indeed, it's no different here.  Giving gifts, spending time and completing requests earns affinity levels that also unlock story scenes; not completely unlike the Persona games.  (It seems every RPG is doing Persona better than Persona these days.)  Of course per series tradition, marriage can follow if you raise affinity high enough with particular characters; and yes, same-sex marriages are allowed.  Most named NPCs can also accompany you as you head into battle, and keeping them in your party (and hearing their interactions) will also raise your affinity level with them.  Their AI also surprisingly good, though they do have their own HP and RP meters to keep track of, so keeping them in good shape with your extra items will go pretty far in helping you build bonds and clear dungeons.

Perhaps most surprising is how engrossed I found myself with Guardians of Azuma's narrative.  It incorporates surprisingly well into the theme of passing seasons and prosperity, and its cutscenes contain quality voice acting, emotive characters and even a surprisingly decent sense of humor, which is something I didn't expect.

So yeah, I was pleasantly surprised with Rune Factory: Guardians of Azuma.  You can still see the Harvest Moon roots, but only just; at its core is a fun title that feels a bit like a blend of Dark Cloud and Ys, with quite a lot of content to see and some substantial replay value if you want to see all the romance options.  It may not be one of the genre's best or even a super deep game in general, but I was just after a fun RPG to play on my Switch 2, and it fits the bill quite nicely.  A fun way to spend a month while I wait on year-end releases like Ghost of Yotei, Dragon Quest 1/2 HD-2D Remake, Metroid Prime 4 and Outer Worlds 2.


Developer: Marvelous
Publisher: Marvelous
Released: 2025
Platform: Switch, Switch 2, Windows
Recommended Version: I have only played the Switch 2 version but it runs flawlessly on there; no slowdown, stuttering or other issues.