Category Archives: Strategy RPGs

SRPG 99 – Go-jin Senki (PS1)

Go-jin Senki (鋼仁戦記), released 8/6/1998, developed by Santa Entertainment, published by Tonkin House

After suffering through Light Fantasy I and II, I was not happy to see Tonkin House’s name pop up with this game. While this game is nowhere near as bad as those, it’s still not a particularly good game and I didn’t finish it in the end. However, there is a translation patch so you are free to try it for yourself.

The setting is Kunagami, a world that is basically medieval Japan but with mechs called Goujin that are controlled by human spirits. The story begins with the king of Himuka, Raioura, attacking the Kuchina tribe’s village and slaughtering most of the inhabitants. One of them, Isamaru, is taken to a prison but is freed by Lakan, one of Raioura’s underlings who has defected to stop Raioura from his plan to take over the world. The story ends up involving not only Raioura, but evil demons and another member of the Kuchina tribe.

The story is told through a combination of VN-style narration and normal speech text boxes. The story is the best part of the game — while it’s not a masterpiece of RPG narrative, it’s interesting enough that I had some interest in how the plot would turn out in the end.

The game flow is a series of fixed battles with no alternate paths. You can retreat from most battles (keeping your XP and money), and you can do practice battles on any battlefield you’ve cleared so far, if you need to grind. The party limit is six, and you get a lot more characters than that. At first I was trying to use all of them but eventually I just focused on a small party.

The graphics in the battle are weird — they are polygon 3D figures on a normal 2D map. It doesn’t look that good and it slows everything down a lot.

Each character has a certain number of AP. Abilities take AP — in theory the attacks that take more AP are more powerful, but the system seemed poorly implemented because you can have a 16 AP attack that only does 10% more damage than a 4 AP attack (sometimes there are extra effects also, but the effects aren’t always good, like knocking a character back).

Characters recover AP between turns, but not very much — 1 at the start, but as you level you can recover a bit more.

A huge problem with the system is an inability to take back your movement after you do it. In general, the UI is plagued with issues — for instance, you often can’t check what abilities do, and you can’t see characters’ statuses in the screen where you are choosing who to send to battle.

Characters come in three types. “Generals” have two equip slots, one for a weapon and one for a magatama that gives a magic attack (or heal). Then there are fighters and spellcasters, that just have one slot. In general I found that the fighters were nearly worthless; I used all my generals and then spellcasters (one attack, one heal), and then filled the sixth slot with a fighter.

That leaves the Go-jin. You start with one, and get two more as you progress. A lot of effort was put into this part of the system — each mech has five equipment slots, and you can buy and equip a variety of weapons. Characters have specific skills that let them get extra effects out of the weapons (such as being able to attack everyone adjacent, or firing multiple shots). However, there are two aspects of the system that completely hamstring the gojin and make them essentially unusable in many stages.

Choosing a weak vs. moderate heal

The first issue is that people in Gojin don’t gain experience. Instead, any experience gained by the gojin is distributed equally to other characters. This means you have to constantly be switching around your characters (and the weapons).

But the much bigger problem is the “berserk” issue. Each map has a certain “power density” that adds each turn to your gojin’s counter. When that counter reaches 100, the gojin goes berserk and can no longer be controlled. I saw the enemies use things that (slightly) lowered their gojin’s counter but I never saw this. The main issue here is that so many of the battles are very long, with tons of reinforcements, that any gojin you send out are guaranteed to go berserk. I just stopped using them because of this, and I noticed that someone who did a complete playthrough on youtube did the same thing.

Another big issue with the game is that you can’t save during battle, and it’s pretty easy for the enemies to overwhelm you (they take a lot of hits to bring down and nobody can tank). I used save states, but even then I found the game tedious.

Eventually I got to a point about 70% of the way through the game where I was saddled with an NPC operating on bugged AI (she would only move next to the enemies and not take any actions), which took up a slot and left me with only 5 guys. I hit yet another stage with waves upon waves of reinforcements, and I finally decided that I was no longer interested in struggling through the slow battles and flawed system to see how things turned out. I probably should have given up a lot earlier but I tried to stick it out.

Next up is game #100! It’s Wachenroder, the second-to-last Saturn game for me to play.

SRPG 98 – Zanma Chou-ougi Valhollian (SAT)

Zanma Chou-ougi Valhollian (斬魔超奥義ヴァルハリアン), released 8/6/1998), developed by Datt Japan, published by Kamata & Partners

I will be playing 3 more Saturn SRPGs (there are a few more for the Saturn but I will be playing them in other versions). When I was checking out information about this game I saw that it was only 16 stages so I expected it to be a quick play, but each stage takes several hours so it was longer than I thought. Surprisingly this game has a translation patch, making it one of the few 1998 games that can be played in English (it’s also the first Saturn game I’ve encountered that is too expensive on ebay for me to buy it right away). Frequent and longtime commenter cccmar is listed in the translation patch credits as a “major tester”.

The story is pretty light. Not only is it only 16 stages but each stage only has a bit of dialogue before and after the stage. It’s a serviceable story and has some twists, but I don’t think it would make you play just to see how the story turns out. I wanted to say a little about the story but I didn’t make any notes and I can’t find any description of the story online..it has typical elements of “beat the evil enemy” and some surprised betrayals and reveals.

The basic gameplay is standard player turn-enemy turn. You can move, attack, and use special moves (the “ougi” of the title).

Each character has a certain amount of SP that rises as they level (I think 5 is the max). You learn several regular ougi (costing either 1 or 2 SP) and one “super” ougi that is basically a boss killer move. Most of the characters will learn this around level 20-23, with the four magic users at level 25.

For equipment, you have a weapon, armor, and three accessory slots. There are treasure chests in the stages, and between maps you can buy equipment from a merchant that travels with you.

You can turn off animations

The main distinctive feature of the game are the combo attacks. You can have two characters participate in a single attack. As they do this, their “combo level” will rise, making their combos more effective in certain ways.

Each stage is quite long; the maps are large and you are typically presented with 30-40 enemies (sometimes a bit more). There is a basic strategy that works on most stages — enemies will mostly stay put unless you either enter their range, or reach some point on the map. Once you see enemies move towards you, you can just wait out of their range and try to draw them into a narrow area, and then take them down. The enemies tend to be pretty powerful in general, and you can’t rely on anyone to tank. Characters with high speed can often dodge the enemy attacks which is useful in drawing the enemies in without dying.

The only way to recover HP is with the ougis — most characters have a heal move, and two characters have area heals. In the beginning stages you usually have to use most of your SP for heals, but once you can rely on Tea and Rilfy to heal, you can spend more SP on the area effect attacks which help a lot. The super ougis are mostly for boss killing.

If the main character reaches 0 hp it’s game over (UGH), if anyone else goes to 0 they will have to sit out the next map unless you use a revive skill (which brings them back with 0 SP). Generally you do not want this to happen since you need your whole force to make the maps go smoothly.

You can save any time, so often you have to retry turns several times until you can get everyone in the right position so that no one dies.

There are a few maps where this basic strategy doesn’t work:

  • Stage 3 begins with new characters on their own in the middle of enemies so you have to rush up to save them; it’s hard to do this without anyone dying but with repeated attempts it is possible.
  • Stages 7 and 9 have summoning circles that Dark Cardinals can move onto and summon enemies. Stage 7 is particularly rough in this regard, you have to go quickly and face a lot of enemies to get there early enough (Rilfy’s teleport magic helps). Stage 9 is more forgiving; you need to get to the first one quickly but the Dark Cardinals by the other two won’t start moving until you get closer to them. I believe that the circles do run out of enemies eventually, but not until they summon 40 or so (on top of the 40 starting units).
  • Stage 10 you don’t have Rilfy so you need to be more careful with your heals.
  • Stage 13 seems hard at first with the separated parties, but it’s something of an illusion — the boss and his entourage begin moving towards you at the start of the stage, but stops after a few turns. So you can turtle up near the castle with the starting party (I also lost a mage on the other side and revived her with the MC for an additional unit)
  • Stage 14 – I think they may have made a design mistake here; you can get in the boss’ range near the starting point so you can take the boss down with a few super ougis and not have to deal with the majority of the stage — a welcome relief this late in the game.

Parts of the game seem underdeveloped to me. There are only 16 different enemies (not including bosses), and I think these are all palette swaps of 4 basic types. The same bgm is used for all the stages except the final one.

I have a feeling that most people are going to find this game too slow-moving and unrewarding. It’s far from the worst game I’ve played, but it does require a lot of patience (or just queue up a ton of podcasts).

SRPG 97 – Epica Stella/Vanguard Bandits (PS1)

Epica Stella (エピカステラ), released 7/30/1998, developed and published by Human Entertainment

There aren’t many SRPGs from this era with official English translations, but here is one. More surprisingly I actually played the English version (I’ll say why in a minute). The translation was done by Working Designs, who brought their usual “creative” translation efforts (including some unfortunate casual homophobia).

I started out playing the Japanese version.

Each character has a mech, and three equipment slots (weapon, jewel, and accessory). The jewel item can grant magic-type powers, while the weapon (and mech) grant general attack abilities. All of the power are based on the character’s stats — the attacks and spells work off the base stats with equipment bonuses, whereas the various “innate” abilities only work off base stats. When a character levels up, they get 3 points to spend on any abilities (with no automatic raises in any stat).

The big problem with the game is that neither the manual nor the game give you any information whatsoever on what the stat requirements for moves are, and this is a game where the difficulty ranges from cakewalk to impossible depending on how you spend your stat points. A further problem is that if you search the Internet for advice on how to distribute the points, you can find advice that is not well suited for people playing the game for the first time — they will say things like “DEF is a trash stat that you don’t need to put points into” or which may be true from the standpoint of a very experienced player who knows exactly which skills to get and how to cheapshot the enemies, but can get a beginner into hot water.

In any case, I followed bad advice (plus some of my own mistakes) and reached a point at about stage 7 where I simply could not beat the stage no matter what I did, because my units were too weak and didn’t have the right skills. Typically in this case I will just move on to the next game, but I decided to restart using the English version. I switched to the English version primarily because it adds animation skip, which the Japanese version doesn’t have.

Another curious thing about the English version is the “assist” bonus:

The English version shows a bonus you get to your attack based on how many other characters you have adjacent to the enemy. This bonus is not shown in the Japanese version nor is it mentioned in the instruction manual, and I’m really not sure what is going on here. Did WD think the Japanese version was too hard and actually add this system in? Or was it a hidden thing in the JP version that they simply hacked the game to display?

On this playthrough, I followed a fairly simple procedure for stat growths — I kept everyone’s stats pretty even, except for POW which I had 2-3 points above the rest. I think that if you do this, you’ll get a pretty decent team for the whole game. If you also look at a list of abilities, particularly the character-specific and elemental abilities, you can go for those and make your team even more powerful.

One playthrough of the game is 20 stages long, but there are 56 stages in the game. There are three separate routes, and one branching path on the “main” route. There’s a place from the main menu where you can see the total number of stages you’ve played, and a record of how many mech animations you’ve seen. Another curious thing is that in the Japanese version, these stats update automatically as you play, but in the English version you have to use this “load stats” command in the menu (which is not in the JP version). Many places recommend that after each stage you play, you quit to the main menu and use that load stats to make sure everything gets recorded. I wonder why that developed in the transition between the JP and EN version.

I only played the main “Kingdom” route, which is the basic expected storyline — you are fighting for the small kingdom against the big empire, and the main villain is someone in the Empire who is trying to use the power for his own greed. I don’t know much about the other two storylines (which people refer to as “Empire” and “Ruin”), but I would be interested to hear from people who have played them.

The turns are done on a speed basis. There seems to be some uncertainty over whether having a high AGL makes you take more turns — a lot of places say that it does, but I’ve also seen that people have used cheat codes to show that it doesn’t. In any case, on your turn you get 100 AP. You can move and then use one attack or power. The moves take AP based on the terrain, and the attacks/powers have a cost in both AP and TP (which I think may stand for “tiredness points” although the manual doesn’t say — in the English version they changed it to “FP”). When you end your turn, any AP you have left over reduce your TP. If your TP ever hits 100, you become frozen and all attacks have a 100% chance to hit (and there is no option to counter).

Managing TP is one of the key aspects of the battle system. You gain TP not only for using your moves, but also if you defend against an enemy attack or counterattack, you will gain TP there as well. So the goal is not to let your own characters’ TP get too high, but you want to try to freeze the opponents (particularly the bosses). There are certain attacks (like Turbulence) that make this much easier.

The other key is making use of back attacks and ranged attacks. A back attack cannot be defended against or countered. Range attacks often cannot be countered either — the enemy will usually defend, but that raises their TP/FP.

This game has the very annoying “Main character 0 hp = game over” element that I always dislike in games, but if anyone else dies they just lose morale and exit the battle. Every character has a morale value relative to every other character, but I’m not clear on whether this has any effect other than on the main route, you need a certain amount of total morale to avoid the bad ending. There’s another feature that I wasn’t really sure about either, the “emotion system”.

The diamond below the stats there is supposed to indicate the emotion of the character, and that can affect attack, evade, and other things. But I have no idea what causes it to change or how much of an effect it has — I just ignored that aspect for the game.

Overall this was an enjoyable enough game. I didn’t like it enough to do the other two routes. The story is a little thin, although the multiple paths do add some replayability. I think what most bothered me was just the opaqueness of the system (particularly in the Japanese version). Of course if I had been in Japan when this came out I would have just paid the $15 or so for the strategy guide to find out what everything actually did.

SRPG 96 – Bounty Sword Double Edge (PS1)

Bounty Sword Double Edge (バウンティソード・ダブルエッジ), released 7/30/1998, developed by Headquarters, published by Pioneer LDC

This is the sequel to Bounty Sword, a real-time Super Famicom game I covered earlier. It was re-released on the Playstation in 1997 as “Bounty Sword First,” with some changes that made it significantly harder (permadeath being the most notable addition). It also was now labeled as part of the “Bounty Sword Trilogy.” The second game, Double Edge, came out in 1998, but there was never a third game — I’m not sure if this was because of poor sales of the second game or some other reason. I did not finish the game, mostly because I just don’t like these kind of real time strategy games — it still has all the flaws of the first Bounty Sword but somehow I found it even more annoying to play.

The game is called “double edge” because you can choose between two main characters. Both of them have the same goal — to find the 12 rings hidden on this island that has become a battleground for different nations seeking treasures. The male character is Kain, a young (though already burnt out) knight, who is the son of a Dark Knight that uses sword techniques that many feel are obsolete. The woman is Sara, although I don’t know much about her because I didn’t play her route (the instruction manual says she is the widow of a Holy Knight continuing her husband’s work).

The big difference between them is that if you choose Sara, you get a game over if you go over the time limit in a mission, whereas for Kain, you just don’t get any bonus money (as in the first game).

The game is relatively open; you travel around the island with each movement taking one day. The character you do not choose becomes a rival, who moves around themselves, and can find the rings and some recruitable characters before you do. You can get back the rings if you encounter them and fight. Although I am not certain, I do not believe that you can lose the entire game by taking too many days. From what I can gather, a significant plot event happens that divides the game into two halves; I believe the plot event happens at the same day regardless, but that might not be the case.

Some of the circles have battles, some nothing, and some plot events. On many of the dots you can choose “search” to fight a free battle, that doesn’t take a day — I think that if you are going for a “find all rings and companions before your rival” path (which requires knowing your rival’s movements from a walkthrough or previous experience), you would need to do a lot of levelling to make that happen.

Once you start getting the rings, you can use the rings to warp to various places on the island which reduces the number of days you need to spend travelling.

The battle system is fundamentally the same as in the first game. You set vague AI options for the characters and then watch them go fight. As I said in the introduction, I’m not a fan of these systems because you just sit and watch a lot of the time, and I always feel like success is based more on fighting against the system and overcoming its problems than it is on actual strategy. Also, the pathfinding is just as bad as it was in the first game, meaning that you have to constantly enter specific paths just to make sure that your characters can make it across a bridge or get around obstacles.

Each character has special moves; one change in this game is that you start each battle with 0 SP and it slowly goes up as the battle proceeds.

Another addition from the first game are the “void” units, the little robots you see in the earlier screenshot. You assign a void to each character, and although you can give them their own commands they tend to stay around the “master”. You can customize them in the shops or build new ones, and the parts you can assign will weight them more towards distance attacks, close attacks, magic, etc.

In the end, as I said earlier, I just don’t find these games particularly fun. I was able to beat Bounty Sword despite my dislike of the system, but I wasn’t enjoying this one very much. If the battle system doesn’t bother you there are probably things to like about it — the story seems potentially interesting and the “rival” system isn’t bad. But given the number of games I still have to play I’d rather move on to something else.

SRPG 95 – Seirei Shoukan: Princess of Darkness (PS1)

Seirei Shoukan: Princess of Darkness (精霊召喚 〜プリンセス オブ ダークネス〜), released 6/25/1998, developed and published by Shoeisha Software Solutions

This game is a lazy piece of shovelware garbage that was obviously put out just to capitalize on people buying things with bishoujo characters on the cover. Honestly I feel like that’s all I have to write about this game, but I will put more effort in than the developers did to write a full post.

Apparently some players think this character art in the cutscenes is good, but it looks awful to me. In any case, this is the opening scene, where the King of Light’s wife gives birth to twins. But the King of Dark attacks the castle in force. A soldier is able to escape with the two twins, but one of them is stolen by one of the Dark King’s forces. The soldier escapes with the other one (Fitt) and cares for him as a son. 15 years later, the son learns that he is the Prince of Light as the soldier finally dies of his wounds.

The rest of the “story” follows him walking down a road, where he just randomly encounters five elemental spirits that make a compact with him, and kills random servants of the Dark King. They reach the old castle and defeat the monster that originally stole his sister. They continue on down the road and meet the sister, who they beat and then she joins the party. They find a mascot character in a forest. Then the road leads them to the Dark King castle where there’s some philosophical discussion about light and dark needing each other but the party defeats him. The whole thing is only 13 stages and can be beaten in less than 6 hours.

The only thing about the game that shows more than minimum effort is the voice acting, which was done by well known (at the time) professionals like Seki Tomokazu, Ogata Megumi, and Hisakawa Aya.

Each character goes in stat order (I guess the WT stat). You have three “orbs” to spend each round to act. You can spend the orbs in any combination you want, but a 3 orb attack is going to be more powerful than three 1-orb attacks. The special moves also get stronger with more orbs. A huge problem with the game is that you can’t move through your allies, which often traps people behind others, especially in the narrow areas that are in most of the battles. You also can’t take back your movement.

“Well,” you might say, “Why not just split up the party so that you don’t get trapped?” You can’t do that because if the spirits get too far away from Fitt, you can no longer control them. This will cause them to either freeze in place for the whole battle, or rush ahead at maximum move into the middle of the enemies.

There are also unskippable battle animations.

If Fitt dies you get a game over, if the spirits die they will come back the next battle and there is a part after the battle where you can increase your “love” points with the spirit by answering a question (which seems to have little effect on the game). Fitt can also use a guard move to take damage for the spirits. The game overall is easy, but if you have trouble you can just retreat (and keep your XP from the fight) and try again.

Outside of battle, there are no towns or shops. You can equip things, and use items.

There is no reason to play this game. Because it’s so short I can’t say it’s my least pleasant playing experience of this blog, but as I said in the opening, it’s an insultingly lazy effort that exists just to pander to the bishoujo fad.

SRPG 94 – Masumon KIDS (PS1)

Masumon KIDS (マスモンKIDS), released 6/25/1998, developed by System Soft, released by Toshiba EMI

Master of Monsters is a game that initially came out for Japanese computers in 1988 and was ported to a bunch of different systems — the Genesis and Playstation versions came out in English and so are known to some Western gamers. I’ve never played it, but it seems to be a strategy game based on summoning monsters.

This was apparently supposed to be an easier version of the game that was more appropriate for younger gamers who wouldn’t be able to get into the complicated original game. It barely squeaks by as a strategy RPG under my definition but in the end I didn’t play much of it.

The story, as far as I got, involves tracking down four Holy Knights to join your team in opposing the forces of evil. I didn’t get this far, but the instruction booklet mentions that part of the game takes place in the present day, and you see reincarnations of the characters there. That seems like an interesting concept but I’m not sure how well it’s implemented.

The battle system is based on the MoM roots. You have your main summoner character plus any of the Holy Knights you found so far. There are a couple of summon circles on the map, and if your summoner is standing on them you can summon people for your team. One unfortunate decision (that I saw a lot of Japanese reviews complain about) is that each stage has a fixed set of 3 monsters you can summon. It’s different for each stage, and while the monsters can gain levels, no monsters stick around after the battle, so they’re essentially just meaningless grunts. Only your summoner and the Knights preserve their levels. This is what makes it feel to me more like a strategy game than a strategy RPG.

Each stage seems to work the same way. There is an enemy summoner (or two) that starts on a summoning circle, and will use each round to summon monsters to fill any of the 4 empty spaces around them, and then all the monsters will come attack you. Eventually the enemy summoner will run out of monsters to summon.

All of the summons are pretty weak, but your non-summon monsters are not really strong enough to clear the stages on their own (I was able to sort of do it for the first few maps, but not really). I think the intent is that you keep your summoner on the starting circle and summon lots of monsters until the enemy runs out, and then go in and finish him off.

This takes a long time, though, and I think if you played the whole game this way (especially if you didn’t use emulator speedup) you would be looking at quite a long game. Although there is a youtube playthrough of it that seems to be around 20 hours so maybe it’s not as long as I think.

Summoning the monsters requires gems, which you can buy at a shop between levels or recover from battle by stepping on a square where a summoned monster died (you or the opponent). You can also buy spells as well, which is the only thing you can equip on your summoners. The spells have a certain number of uses, and I think when they run out you have to buy a new one.

So this game really wasn’t my cup of tea; I certainly didn’t want to play 31 stages of it. I looked around at Japanese reviews and it seems like a lot of people complained about the same things I did, but I think if you are more tolerant of these kind of “grunts vs. grunts” games you might get more out of it than I did.

SRPG 93 – Langrisser V Finished (PS1)

Stage 31 – This is another one like the “escape fire” stage from earlier where you just have to take a few units up to activate switches while the rest wait for the reinforcements.

Stage 32 – This is Rainforce’s last stage. Ballistas in this game are much weaker than they are in previous games. I never fully learned how they worked; they can’t fire every round but there were also times for me when they couldn’t fire for several rounds. Their move was so low in any case that I usually just went with high elves instead if I wanted some ranged units. This is not a bad map since Rainforce never moves so you can clear out the rest of the enemies and then get him.

Stage 33 – I made this stage a lot harder on myself than it had to be by misreading the goals. I thought you had to defeat Glob within 20 turns, but the goal is to either defeat Glob or wait until turn 20 (and don’t let the Technician die or get blocked in so he can’t reach the device in time). As turn 20 hit I was afraid I had to repeat the stage again but I got the victory.

At this point I had pretty much given up on making Mariandell and Clarett good — I was told that the magic users were overpowered but I really struggled to use them well. They were occasionally useful to Decline + Magic a tricky boss, but in general I found that the other units (even Alfred!) were far more useful to me. By the end I had everyone in 4th class except Sigma who was a Hero (5th class).

However, this meant I did not get Teleport.

Stage 34 – Even when glob breaks the bridge, as long as I moved fairly slowly and took out the enemies as I went, the meteors I got hit with weren’t a big deal.

Stage 35 – This is an interesting scenario where your guys are split between multiple paths and have to fight on their own. Clarett and Alfred couldn’t deal with it and had to retreat. I also had to reload a few times when I moved too far too quickly and got creamed by magic spells, but in the end even with the 20 turn limit I was fine. By now I was mostly just going for the enemy commanders.

Stage 36 – The last stage is not especially difficult, and Omega is not really a final boss. You start with just Sigma and have to release your trapped companions (although they can release each other too). There aren’t very many enemies, and Omega will get distracted fighting the guardians. I took him out with Decline-Magic before he even attacked my own forces and then cleaned up the remnants.

It’s been a while since I beat a Langrisser game so I forgot how brutal the endings are for your characters if they got killed even once. Clarett turns into a dictator and her people turn on her. Alfred dies at sea due to pirates. Brenda also died (I forget how). Langford and Sigma are the only ones who had happy endings.

So that’s the end not only of L5 but of the “real” Langrisser games. I would say I liked this one better than 4 and much better than 3, but that 2/Der is still my favorite. This one had a weird plot that jumped all over the place and involved spaceships, and I just prefer the traditional grid format to what they did here.

I’m going to be on vacation for a few weeks so I don’t know what posts (if any) will be up; I’m hoping to do a Langrisser retrospective and then I am currently playing Rhapsody: A Musical Adventure. I should have a post up next Saturday at least.

SRPG 93 – Langrisser V Part 2 (PS1)

I was out of town for a few days and I hit a tough stage so I’m not done with L5 yet; should be done by next weekend. I’m not saying much about the storyline because it’s all over the place — the parts don’t really fit together that well and it’s constantly jumping from one thing to another and introducing new elements out of nowhere.

19 – I believe this is the first stage with undead. Clarett’s monks didn’t work as well as I had hoped, but they still did OK. It’s not that hard to protect the villagers, and the boss will run out of bodies to summon eventually.

20 – This is another “protect the NPCs while they leave the map” stage. You can destroy bridges to try to stop the enemies but I don’t know how much of a difference that makes. I think protecting all of the NPCs is really difficult but you can let one or two die and it’s OK.

21 – Nothing tricky about this stage.

22 – I had a really hard time with this stage, to the point where I considered using level select to level up. The DeathLord that starts in the middle of the stage seemed unkillable by even my most powerful units. What eventually did work was to use Decline on him and then have every character that could, use damage magic on the DeathLord. Even after that the stage isn’t a cakewalk (there are a lot of units, with reinforcements, and annoying magic/arrow units that are difficult to reach) but it was manageable.

23 – This is the end of Gilmore. You have to beat this big robot thing first, but he’s very slow and his attack doesn’t do that much damage even though it works on a large range. I believe I used decline/magic to beat him as well. You have to be careful of Gilmore’s ballistas that can sometimes target a weaker commander (like Mariandell) and take her out, but as long as you can get within attack range and not die they go down pretty easily.

24 – This is the “find Langrisser” stage (wasn’t there one of these in a previous game?) There are a bunch of chests, and once the Langrisser is found you have to leave the stage with it. I think I could have beaten all the enemies but I basically got Clarett down to near the bottom of the stage, got all the treasures and beat Omega, and then left (I think only two groups of enemies were still there).

25 – This stage just takes too long — you have 20 turns but it’s plenty of time. What takes forever is moving up the mountain, especially since there are so few enemies. You also have to sit through Landius and Langford wasting their turns.

26 – As long as you know what is going to happen in this stage it’s quite easy; just have someone near the statues to deal with the (very slow) reinforcements. If some units were left at the bottom that helps in stopping Alvis from reaching the stairs (he’s pretty slow).

27 – Even though all the enemies rush you at the beginning here, I didn’t find it very difficult. Pikemen deal easily with the horses, including the boss.

28 – The goal is to beat Ferakia before she reaches the crystal, but she’s so slow it’s not very hard to do (she also got stuck behind some of the other enemies).

29 – This is another long “wait until the NPCs leave the stage” map. Omega becomes a lot stronger starting here and he can take out almost any unit from a distance. I used Langford’s horse units to take him down. I did not try to defeat Rainforce and the other reinforcement, I just escaped.

30 – You start with just Mariandell and Sigma, but I found they could hold their own against the enemies. Langford dealt with Omega again, and I had enough pikemen to deal with the horses.

Only 6 stages left. I believe that all my characters are at 4th class (Clarett might still be 3rd).

SRPG 93 – Langrisser V Part 1 (PS1)

Langrisser V: End of Legend (ラングリッサーV 〜The End of Legend〜), released 6/18/1998), developed by Career Soft, published by Masaya

This is the last “real” Langrisser game, in a sense. Perhaps the subtitle of the game suggests this was already planned, but after this game, Career Soft went on to develop the Growlanser series. There were a few more games with the Langrisser name but none of them seem to be well regarded (I’m not sure the DC one is even a strategy RPG).

The system of L5 is essentially the same as IV, with some refinements. The biggest change is that troops now take turns with their commander, rather than having their own place in the turn order — this is a welcome change that is a big improvement. 4 and 5 were first released on Saturn, and then ported to the Playstation. Whereas 4 was remade to match 5’s system, 5 was more or less a straight port so I decided to play the Playstation version instead.

In some ways L5 is scaled back: like 1, 2, and 3, there are no branching paths. Also there are only six commanders in the game for you to have in your party.

The storyline begins near the end of Langrisser IV. The main characters at the start (Lambda and Sigma) are magically-modified/developed humans, made in Gizarof’s lab (the main villain of L4). The beginning questions that establish your character are done by Lambda asking about the character. After my messup with L4’s class paths I’m mostly answering whatever I feel like in the questions and going for the Hero class which you can get regardless of your answers.

Stage 1 – This is everyone’s favorite “run away” Langrisser starting stage. Their lab is attacked, and Lambda and Sigma escape, while another one of Gizarof’s projects (Omega) is defeated by the enemies.

Stage 2 – This is also a “run” stage although I did manage to beat the grunt enemies first. Serena and Wiler (from L4) show up as well.

Stage 3 – Finally I have some pikemen from Alfred, so I sent him upwards while everyone else went around.

Stage 4 – In Stage 4 you are pursuing Wilar up to the top of the map; it seems at first like you might have to hurry but Wilar moves quite slowly until you attack him the first time so you can take your time.

Stage 5 – Brenda arrives here in the middle. Even though horsemen are a bit hard to use in this game because of their size (and the slow speed of the commanders), they’re quite helpful at least in the early stages. She is the key to doing this mission.

Stage 6 – Alfred seems like he is in big trouble trapped in the fort, but when you get near him he can open the gate and escape, at which point you can clear the enemies easily.

Stage 7 – This stage starts everyone off in gas that lowers your HP, but despite that (and having no heal spells yet) I didn’t find that it hurt them enough that it affected their fighting. This is around the stage where Langrisser IV ends; up to now, Lambda and Sigma were doing a mission for him but now with Gizarof gone they decide to go after the Langrisser for their own purposes but soon go to the continent from the original Langrisser games for a totally different purpose.

Stage 8 – This stage has Emily (from L4) as enemy reinforcements. I tried to fight her but even my pikemen couldn’t hurt her so I just fled south on the bridge after beating all the other enemies (which is the victory condition).

Stage 9 – This is a classic “save the villagers” stage. Our fourth party member Clarett appears here although doesn’t join yet. You get bonus love points for all the girls if you can save all the villagers; I lost one villager which still gets you a few points.

Also how stupid is Jessica? The enemy takes some people hostage so she gives them both Langrisser and Alhazard, and then just heads back to the continent!

Stage 10 – This is an annoying stage because of having to save both Jessica and Clarett as NPCs. At some point don’t SRPG designers figure out that “save the NPC with dumb AI” isn’t good game design?

Stage 11 – Pretty slow stage, I had the villagers take the top way around. We’re trying to help Clarett take back her kingdom, and also the past life of Sigma and Lambda are involved.

Stage 12 – I split my force into two here. The goal is to get the tax revenue stealers before they escape the stage. I was a bit worried that I hadn’t done things right but fortunately the tax stealers need to reach the top right before they flee.

Stage 13 – We’re freeing some “liberals” from the prison, but then the enemies decide to open the cells and kill them instead. I told the prisoners to stay put and nobody even got into the castle to harm them.

Stage 14 – We use an ancient flying machine to get the drop on the enemy forces. This is a sky stage with all flying units but it’s not too bad.

Stage 15 – In this stage, you’re supposed to retreat when the reinforcements come, that’s what I did but I had Alfred near the edge to deal with the horsemen — I think I might have been able to defeat all the enemies but I decided to leave.

Stage 16 – One of your characters has to be at the top right but I don’t understand the purpose of the person, they just have to waste their turns. We’re supposed to protect a hostage from the enemies but the enemy AI was messed up; they attacked me instead of heading for the prisoner.

Stage 17 – Nothing much here, just took people forward and fought.

Stage 18 – This is the halfway point of the game, where Clarett takes back the kingdom from the usurper and pledges to start a democracy. Now the idea is that we are going to travel back to where we started the game (we’ve been seeing how things are going there — Lanford from L4 is having to deal with a rebellion). But things will intervene to stop us.

Overall this is a decent game so far. I would prefer the L1-2 grid style and the game can be slow moving at times. The characters are good and the story is entertaining as well. Lambda turns out to be a princess and Sigma is the resurrection of a knight who was killed by Clarett, although he hasn’t recovered his memory yet so there’s still some ambiguity there.

SRPG Game 92 – Tokyo Majin Gakuen: Kenpucho (PS1) – Story

I had initially planned on two posts, one covering disc 1 and the other disc 2. However, I think the story is too long for me to cover it in detail, and I’m not sure there’s much purpose to a short description of each chapter. Instead I will just talk generally about the story in this post.

As I said before, the game takes place among these high schoolers (this is Maria, their English teacher and homeroom teacher — her full name is Maria Alucard. Aren’t people wise to this trick by now?). All five of the core characters discover that they can call on a certain “power”, and they sometimes have memories of past lives (or maybe their ancestors) in the Edo and early Meiji periods.

The other characters that join also have the same power, which manifested at the same time in a previous year.

Uramitsu, one of the characters who can join

The story as a whole is episodic in nature. The episodes often play off of common superstition or urban legends, such as groups of crows attacking people, or water demons. The enemies even include Lovecraft’s Cthulhu demons (explicitly so, not just ones that resemble them) and Neo-nazis. There’s also a lot of mythology and historical occultism, as well as feng shui and other Chinese mystic practices. It seems sort of like they just threw everything into the pot.

On the first disc, it becomes clear that all of the incidents are centering around a group called the Kidoshu, headed by a mysterious figure that is also a high school student gifted with the “power”. Many of the enemies in this section are normal people who have been gifted with (or forced to take) a demonic power that even turns them into Japanese-style ogres.

The final episode of the first disc involves the fight against Kozunu, who is the leader of the Kidoshu.

However, it’s probably not a huge surprise that this is not the real final enemy (since you have another disc to go). Kozunu was being manipulated by someone else.

Disc 2 begins with some interval stories — a class trip where we fight against yakuza trying to shut down a traditional village, and then a shrine festival where we fight the lingering spirit of the disc 1 boss.

The final wrapup of the storyline involves the attempt to release a sealed dragon (sealed by the ancestor of the main character, and protected by other ancestors or past lives of the other characters).

The final fight is pretty tough — you have to defeat these balls, but the dragon (who can’t be attacked) can hit you with a huge area attack.

In addition to this broad storyline, there is a lot of high-school stuff and little side stories to amplify the bare outline. One thing I did not manage to get was the date “Christmas event” in chapter 20; it involves a lot of flags and specific things that I didn’t know about. However, it sounds like on the extra disc (which I’ll get to in 1999) you can see the events even if you didn’t fulfill the conditions.

I’m actually not quite done with the game because once you finish, there are several Gaiden chapters that fill in some gaps of what went on in the game.

Overall I am going to give this an A because it did hold my interest to the end. The battle system has some flaws but is overall interesting. I think my biggest complain with the battle system is that you often don’t get much time or leeway to fight; instead you end up having to finish the battles in 2-3 rounds because the enemies can do so much damage that you can’t afford to let them survive for very long.

I would recommend this game if you like visual novels. I think that if you are not so much a VN fan, the battles alone may not keep your interest.

As I said above, there’s an extra fan disc in 1999, and the series continues in 2002 with a second game set in the Meiji period with the ancestors (or former lives) of the main characters. There was supposed to be a third game that would have taken place in between the two, but for whatever reason development was cancelled.

Next I am going to play Ys VI — I was looking back over some old posts and I mentioned in my Ys V review that I bought the game for PS2 about 20 years ago but never played it. Now seems like a good time. I will then try the next Famicom game (Mirai Senshi Jarvas, which is supposedly a kusoge so I probably won’t play it for too long). The next SRPG is Langrisser V.