Friday 30 June 2017

Review: Episode Prompto (Final Fantasy XV DLC, PS4/Xbox One)

In terms of DLC, Episode Prompto is an experience of its own. It feels complete and fleshed out in its two hour play time and it delivers on its promise of giving a deeper look into Prompto. Episode Prompto is the strongest of the two pieces of Final Fantasy XV story DLC to date and gives much needed background to events that happen later in XV’s main story. Along with being able to play shooting mechanics very true to Prompto’s fighting style and having a decently detailed map to explore with different exploration methods, Episode Prompto feels like a well-rounded experience for a pretty reasonable price and this fleshed out DLC feels very much like a worthwhile chapter of its own.

Spoiler note: Due to the nature of when Episode Prompto is set in Final Fantasy XV's story, mild spoilers may follow

Prompto’s journey takes place fittingly from when he is separated from the group after Ardyn’s trick leaves him stranded and questioning his friendships. His main mission in Episode Prompto is to make his way out of captivity, but it’s also a battle of personal demons as he struggles to come to terms with his past. If you've seen the Final Fantasy XV Brotherhood anime or certain in-game cutscenes with Prompto, you'll know he already has some insecurities and the Prompto in this episode is still the happy one we know, but it mostly sticks to exploring the more emotional side of his character.

Prompto was always a character I thought was developed enough thanks to his Brotherhood episode, but I liked watching him grow throughout Episode Prompto’s journey much more than I had anticipated. Despite being two hours long, the story has a clear plot points with conflict and resolution, a start, middle and end, and while these are story fundamentals, in such a short amount of time, I really did feel like I went on an emotional journey with Prompto by the end of it. Like Gladiolus’ Episode, Prompto goes through a struggle and overcomes it, but to the merit of Prompto’s Episode, it features much more obvious highs and lows that made it really feel like its own Episode and even though other important characters are featured, Prompto is truly the main focus and I finished the Episode feeling a bigger connection to his character.
Since we know Prompto as the party’s shooter in Final Fantasy XV, Episode Prompto’s main fighting style is using third-person shooting mechanics and stealth, which suits Prompto’s goal of escaping captivity well. There’s a small variety of guns to use, such as rifles, sniper guns and even bazookas which all have their own specific purpose and were interesting to try out, even if shooting mechanics aren’t exactly my forte. I liked that since you can’t level up, choosing the right gun was the main strategy. Having to think of things such as if it was worth it to use up my super powerful sniper with limited ammo on a small group of enemies was an interesting new decision for me to make and I liked that were enough guns to give shooting variety, but not too much to be overwhelming. If shooting mechanics aren’t something you’re used to like myself, there is also the option of fighting melee style with a blade which came in handy many times I was surrounded by enemies and couldn’t decide which gun was best for the job. Prompto doesn’t have the same warp abilities as Noctis, but it was nice to have something more familiar to fall back on in sticky situations.

Along with new fighting mechanics, Episode Prompto features a new mode of transportation in the form of a snowmobile. Since I haven’t played the new update for XV, this was my first time driving off-road in XV and it was pretty cool, even if it wasn’t a perfect driving experience. I really liked driving downhills, speeding past enemies and occasionally taking them down with the vehicle and although the vehicle was much easier to control on downhill sections rather than rockier snow areas, it’s a novel vehicle choice that I’m really excited to try out more.
One thing that really pleasantly surprised me about Episode Prompto were the reasons to explore its map. Hidden around the first area are a bunch of Research Logs that gave a deeper look into XV’s world and events that related back to Prompto. These logs provided lore that told their own story and made this side of XV’s world feel more fleshed out. There are even a few side quests to help Prompto upgrade the snowmobile and while I didn’t do many of these, the fact that any were included helps Episode Prompto feel like a deeper experience than the last Episode and it’s something I look forward to going back to if I decide to go back to play through Episode Prompto again.

Side quests aren’t the only thing worth coming back to Episode Prompto for. Like Episode Gladiolus, there’s a Time Attack mode, but this time featuring a speed gem collecting time trial on the snowmobile to beat your own and others high scores. There’s also a battle with Episode Prompto’s co-star Aranea, which provides its own level of challenge with its lack of items and her powerful combat style that I was pleased to see differed a lot from the fight with Cor in Episode Gladiolus. With these features, a world with hidden lore and side quests, Episode Prompto feels like it really gave me a lot and as paid DLC, that’s something I very much appreciate.
Episode Prompto is a big step in the right direction for story DLC in Final Fantasy XV and adds a lot for fans of Prompto and XV’s story. The journey I went on with Prompto in the two hour experience was one that was touching and while I didn’t cry like the trailer had me thinking I would, I left the experience liking Prompto more and feeling like I really did witness a full story by the end of it. Even though I still prefer the melee combat in XV, the shooting elements had a nice amount of strategy incorporated into them and I like the thought put into making the combat fit the world, along with the other little details that made the places in this DLC feel interesting. Episode Prompto may only be DLC, but the well-told story and experience is certainly in my top chapters for Final Fantasy XV and I hope it’s what can be expected of the next Episode to come.

Score: 8.6/10
This score is much higher than my score in time attack.
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Will you try Episode Prompto? If you have, what did you think? Are you as excited as I am for Episode Ignis?
Leave a comment below, send me a tweet at @JRPGJungle, hit me up on FacebookYoutube or Instagram and let's talk!

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Friday 23 June 2017

First Impressions: Touhou Genso Wanderer Reloaded (Japanese Demo, PS4/Switch)


(Before the localisation trailer, I knew this game as Mystery Gensokyo TOD Reloaded, hence the previous title and how I refer to it in the video and post!)

When I saw Mystery Gensokyo: Tower of Desire -Reloaded-, I thought it’s main character looked familiar, but I couldn’t put my finger on why. Turns out after doing some research, Mystery Gensokyo is the first Doujin spin-off style game I’ve played and despite having no experience with the genre or the Touhou series it was inspired by, TOD Reloaded doesn't seem like a bad place to start. With Roguelike gameplay that’s just the right amount of complicated and plenty of banter I could only halfway understand, Mystery Gensokyo TOD Reloaded was an interesting roguelike I'd like to get to know better.

Feel free to watch the video version here!

TOD Reloaded begins with a pretty but strange scene that sets up its premise. Main character and shrine maiden Reimu is curious about a mysterious gold ball her friend Rinnosuke is holding, but this ball ends up possessing him, causing Reimu to flee and make her way back to her shrine. It’s a quick scene that makes room for the roguelike gameplay exploration to start pretty quickly, arguably too quickly since the opening scene felt little vague, but nonetheless I enjoyed getting into the action almost immediately.
If you’ve played any roguelike games such as Sorcery Saga or The Guided Fate Paradox, you’ll probably recognise the roguelike elements of TOD Reloaded just like I did. The language barrier wasn’t the simplest in story moments for me in this demo, but since TOD Reloaded uses mechanics typical of roguelike dungeon crawlers, I was able to pick up the mechanics quite quickly. A few things made it an interesting and refined dungeon experience, such as having shortcut-ed special attacks to hit long range and in multiple directions or the ‘i’ function, exclusive to Reloaded, that speeds up movement speeds in long, curvy dungeon sections that prevents them from feeling long, leaving plenty of time to fight the amusingly moe-style enemies found in dungeons. I was able to travel through most floors in a short amount of time and partnered with the usual traps and equipment leveling often featured in this style of dungeon crawler, TOD Reloaded’s roguelike dungeons are something I’d like to spend more time with.

While dungeons get straight to business, the story takes a bit more of a relaxed approach, with a lot of long banter sprinkled throughout. Moments of long character dialogue can be found almost everywhere you go in TOD Reloaded, probably to the delight of Touhou fans, but a little overwhelming for someone new to the series like myself, especially since my Japanese is okay at best. Characters met along the way had a lot to say and they seemed be quite humourous in their delivery most of the time, which I tend to enjoy in most JRPGs but perhaps the language barrier was a bit big for me with the talk about ghosts, shrines and references to cultural things I just wasn’t familiar with. I can imagine enjoying it in a localised version, so I’m curious to see if a Western version can tell me what I’m missing out on. Regardless, I did like seeing how much dialogue was even given to characters such as shop staff or random NPCs standing around in the pretty explorable little towns between dungeons and I think the moments have potential.
Mystery Gensokyo TOD Reloaded is an interesting roguelike so far with some nice additions that make travelling through it’s dungeons very easy. Unleashing powerful attacks was easy and I found it fun quickly tearing through floors and watching my equipment level up while reaching my goal. Since I played in Japanese and haven't had much experience with the Touhou series, a lot of the humour and banter moments were probably lost on me, but with it’s good gameplay I’m curious to explore this aspect more if it ever comes out in English. My first doujin game experience with Mystery Gensokyo TOD Reloaded was just as good as original dungeon crawlers made by bigger developers, so I can definitely understand why more of these Touhou games are coming to the PSN in Japan and while I’m still more attracted to original stories, TOD Reloaded was an intriguing first look at this type of game.
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Will you play Mystery Gensokyo TOD Reloaded? What's your favourite roguelike?
(Mine is probably still Socery Saga: the Curse of the Great Curry God!)
Leave a comment below, send me a tweet at @JRPGJungle, hit me up on FacebookYoutube or Instagram and let's talk!

Thanks so much for stopping by!
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Wednesday 21 June 2017

My Favourite JRPGs From E3 2017


E3 2017 wasn’t amazing for JRPG fans this year, but that doesn't mean it was without a few great JRPG announcements inserted between the usual E3 stuff. There were a few good surprise announcements in Nintendo’s show and other trailers for big titles sprinkled through the week of E3 that still made it a fun week to be looking out for game news. There are certainly some JRPGs deserving of hype that had me either excited for their story, gameplay or long off releases that I’ll be keeping in mind for awhile, so here’s a list of what I was personally excited by during E3 this year.

Friday 16 June 2017

First Impressions: SINoALICE (iOS, Android, Japanese Version)

I didn’t know I wanted to see all of my favourite childhood characters turned sinister until the announcement of NieR Automata director Yoko Taro’s smartphone game SINoALICE. Partnering with successful developers of smartphone games Square Enix and PokeLabo games, SINoALICE has a lot of potential as a quick and fun RPG experience, with bite-sized pieces of dark story that are quick and easy to cycle through, along with weapon-based combat that combines familiar elemental JRPG mechanics with interesting new ones. Although it has a few technical bumps in its current form, what I’ve played so far has given me confidence that with enough support technically and events to keep it fresh, in good time SINoALICE could be the dark and unique smartphone JRPG that the smartphone world was missing.


SINoALICE’s characters are all based off fairy tale characters that will be easily recognisable to most players. There’s Alice, Snow White, Cinderella and other familiar bedtime story characters, but they’re intriguingly different to the ones we know. They live in the Library world and share a wish to revive their creator in order to continue their story and get the ending they desire. In order to revive the creator, they must fight Nightmare creatures that destroy stories and will eventually have to fight each other. Their dark desires and tendencies were interesting to see detailed in the small bits of text displayed alongside battles, which made it easy to consume the stories little by little on the go.
Like the small pieces of story, the three round battles are also very quick to get through but are involved enough to feel satisfying. Enemies are all assigned an element and in order to deal the most damage to them, you can attack them with their opposing element and your own character’s best weapons to beat them with ease. Together with a party of 4 CPU’s, the three wave battles have all gone by for me fairly quickly so far, even with a boss battle at the end of most of them, but the higher level ones are just long enough to need strategies such as choosing the right weapon or summon to win and keep things interesting.
Challenge comes into SINoALICE in some of the later chapters of the stories. Attacking by using your weapons costs SP plus the weapon itself temporarily and in later chapters, in order to pack a punch they need to be used more frequently. SINoALICE allows you to carry more weapons into battle as you level up, but the more weapons you have, the more SP you are using, especially if you’re restoring your weapons to use them a second time round (which I’ve needed to do a few times). While the first couple of chapters I played through in Alice’s story weren't that challenging, I’m enjoying the balance between health and SP and am interested in how this will continue in later chapters.

The equipment/SP balance be better value if you level up your equipment using the experience giving rewards from battle. Since you can (and should) equip multiple weapons that are used very quickly, being able to raise the level and rank of your equipment is a good way to become stronger, aside from just grinding your characters in the unique, fun touchscreen quick Nightmare Cleaning mechanic to get quick EXP. Both work as good alternatives to replaying levels over and over and I liked the feeling of choice and involvement in these aspects instead of paying to restore things or for better resources.
Being a smartphone game, SINoALICE features a familiar gacha system to help get better equipment. Unlike some other gachas, characters aren’t won through this system, which made the system feel a little fairer than most other Gacha systems, as I wasn’t going to be that sad if I didn’t get the weapon I wanted because I could still upgrade what I got or unlock a character that better suited the equipment I won. It’s this kind of thing that makes me feel more comfortable in playing SINoALICE, as so far I haven’t at all felt the need to use real money in it to improve my experience.

While I’ve been enjoying my time in SINoALICE so far (particularly the last few days where maintenance periods have been much less), it still has a few kinks in it that make it not as easy to jump into as other smartphone games. I’ve had a few experiences where I’ve finished a battle and it hasn’t gone to the reward screen correctly unless I disconnect my internet, only to take me back to the top screen. It’s also had to boot back up while starting a few times, but this error seems to have been fixed as SINoALICE has more maintenance's. These are all problems I’m sure will be fixed very soon (possibly even by the time this is up) as it’s been pretty dedicated to fixing and smoothing things out in its first week and I’m sure that if it sees a localised release, these problems will likely be long gone by that point.
SINoALICE brings Yoko Taro’s standout unsettling narrative-sense into a bite-size form, with it’s storytelling and quick battles fitting well on smartphone. The weapon-based combat and gacha system created a unique take on turn-based smartphone gameplay and with access to plenty of characters and story apps without paying for a thing, whether or not players choose to pay for the experience, it’s easy to get into SINoALICE regardless. I enjoyed the innovative character leveling systems and branching stories and while the experience isn’t 100% smooth yet, I’m looking forward to sticking with it for awhile and hope it sees a localisation at some point to better understand these dark characters.

SINoALICE can be downloaded now on the Japanese App Store or Google Play Store.
No word about a localised version yet (but fingers crossed!)
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Do you want SINoALICE to be localised? Which character design is your favourite?
Leave a comment below, send me a tweet at @JRPGJungle, hit me up on FacebookYoutube or Instagram and let's talk!

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Friday 9 June 2017

Five Ways Persona 5 Was Influenced By Old Persona Games

When I started going back and playing the old Persona games, I didn't realise how much more they'd make me appreciate Persona 5. Persona 5 takes a large amount of its influence from older Persona games in the series but makes what it takes way better, making Persona 5 still feel like a Persona game but at a higher than ever quality. The Persona series has a few key themes, such as the use of Demons/Personas, rumours and the social aspects that make Persona unique to its source material Shin Megami Tensei. Persona 5 takes what it can from its roots, whether intentional or not, and in my opinion masterfully succeeds in weaving them together into a fantastic experience of its own. Here are some of the things I noticed from other Persona games that may have inspired Persona 5 and how Persona 5 usually makes them way cooler.

Rumours
I'm currently playing Persona 2 on my Vita (at a snail's pace) and one of the first things I thought was really unique about it was its rumours mechanic. This rumours mechanic made me realise how rumours play a strong role in most Persona games, with most stories starting with a rumour, such as the Midnight Channel one in Persona 4 Golden. Rumours are also an integral part of Persona 5, as they often lead the Phantom Thieves to their next target and directly affect their credibility as a group. While Persona 5 may not feature a whole mechanic based around making rumours like in Persona 2, they impact the story in interesting ways and the story wouldn't be the same without them.

Talking to Demons
Since I played Persona 2 after playing a bit of Persona 5 in Japanese, I was surprised to see a Demon Negotiation System in it as well. Persona 3 and 4 didn’t feature Demon Negotiation, so it’s interesting to see a throwback to this in Persona 5. Persona 5 does the demon negotiation system so much better than Persona 2 however, by making it feel more like an extension of its social mechanics more than anything else. Persona 2’s Demon Negotiation system usually lets players do one basic action to gain a demon’s trust and potentially spur a conversation with one, while Persona 5 offers the conversation from the get-go, adding to the social nature of Persona and making for some amusing mid-battle conversation.

Big Dungeons
One of my favourite dungeon experiences in Persona was Persona 3’s Tartarus, a massive dungeon that was the focus of Persona 3’s dungeon crawling elements and featured randomised floor layouts to keep things interesting. While Persona 5’s main dungeons feature a set dungeon layout, there is the sub-dungeon Mementos that brings the randomised layout element back in for side-quests in a fun new way. While the original Tartarus didn't feature a cat car to drive through in, Mementos’ constantly expanding nature reminded me a lot of the enjoyable Persona 3 dungeon experience and serves as a good, functional throwback to Persona’s old dungeon system.

Weather
Weather may not be the most riveting topic in most cases, but the way Persona uses weather has always been fascinating to me, probably because I hadn’t experienced many weather mechanics like it until Persona 4 Golden. Persona 5 brings in a few new weather effects, such as Pollen Warnings and Rainy Seasons that can affect Shadows in Mementos, by making them less aware during Pollen season. I particularly like this one on a personal level, as while I’m not a person who suffers from Pollen allergies, it is something I hear a lot of people talking in my everyday life in Tokyo, especially in April, so I got a little kick from seeing this in Persona 5’s version of Tokyo, as it strikes me as really realistic.

Style
Persona 5 is a decidedly stylish game, which is a fitting evolution of Persona’s previous stylish tendencies. I’m still regularly surprised at Persona 2’s occasionally plain menus and maps, despite featuring characters just as colourful as the current Persona cast. Between Persona 3 and particularly Persona 4, Persona’s stylishness seem to have been slowly growing, with Persona 4 being the biggest jump in style and Persona 5 having stylishness in every aspect of it. It’s evolved from stylish characters and music to eye catching menus and some of the coolest load screens I’ve ever seen in such a way that it’s pretty much a Calling Card for the series. Persona 5 is so stylish in fact that I actually can’t imagine how Persona 6 will top it, but if Persona 5 has proven anything to me, it’s proven that a great series can continue to get even better every time.

Persona 5 is available now at Play-Asia.com!
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What updated mechanic did you like in Persona 5? What things keep you coming back to the Persona series in general?
Leave a comment below, send me a tweet at @JRPGJungle, hit me up on FacebookYoutube or Instagram and let's talk!

Thanks so much for stopping by!
Make sure to follow @JRPGJungle on Twitter and Instagramlike JRPG Jungle on Facebook and Subscribe to the mailing list and Youtube Channel for updates on content and random musings on JRPG news and games. You're awesome! <3

Friday 2 June 2017

JRPGs I Played in May 2017

Remember how last month I was tossing up between three JRPGs? What if I told you I played none of those games and spent most of the month finishing Persona 5 and beginning a platinum run for it? Would you be surprised? Probably not.

I eventually chose my May JRPG as Summon Nights 6, only to see it be delayed, which pushed me towards taking a little more time on my Persona 5 review and getting back to NieR Automata to try finish it properly. I also took some brief time to try some new experiences, such as Fushigen TOD Reloaded and some Japanese App Store experiences. Although I'm sure I'll have more of a direction in what JRPGs I play next month, I enjoyed trying new experiences and spending more time with some new favourites, so here's a look at what I played in May.


My favourite JRPG of May 2017:
Persona 5
Since I didn't play any new releases this month, and I fully finished Persona 5 mid-May, I’m putting Persona 5 as game of the month for the second month in a row. Finishing it was bittersweet because I found it so wonderful and while it ended in a way I was satisfied with, it was sad to know I wouldn’t experience the magic of my first playthrough with it again. I spent quite a few late nights with Persona 5 because it was sucking me into the deeper meaning of each dungeon and other plot twists along the way made me not want to put it down. I’m satisfied enough to try platinum it, just like I did with Persona 4 Golden and I’m enjoying my second playthrough at my own pace. I’m taking time to enjoy the little things in Persona 5 like the trend recommending NPCs and vague nods to future story events from other characters. Honestly, it’s just a really fantastic game and I’m going to be playing it on and off for a very long time, I’m sure.

Fire Emblem Heroes
Another month of Fire Emblem Heroes and playing it in small bursts, except this month is a little special. In the Gacha draw focused on Female Mages, I got my favourite Fire Emblem character Tharja, gave her all of my level crystals and put her into my party. My party is full of half five star ranked characters, so I’m hoping to either get more five star characters to join or to rank my other ones up. Anyway, I’m still playing and it’s still pretty fun.

Persona 2
I didn’t play nearly enough Persona 2 in May because I was writing a lot when I was on the go, but I did notice something a little interesting. My battle skills in Persona 2 improved drastically while I was also playing Persona 5. Persona 2 is pretty light on explaining mechanics, so it was almost like I needed Persona 5 to remind me how to play Persona properly and then jump back in with the knowledge I needed. I’m hoping to story picks up a bit more soon at this point, but it is a lot more enjoyable now I’m playing better.

Final Fantasy XV
I logged into Final Fantasy XV briefly to check out the 1.10 update and check out some Stinky Tofu (no, really). It isn’t a huge update, although the new Stinky Tofu recipeh did provide some very interesting stat changes when I tried to do this latest timed quest (which is tough by the way!) with it’s HP dropping capabilities while boosting other stats (you can imagine my shock when I saw my 9999HP Gladio go to 900. That was sort of scary.). I also did the one-question survey where they asked what future content fans would like to see in XV and if you guys did it, I’d love to know what you answered with out of sheer curiosity. Avoiding spoilers, I chose the Story Content regarding a Disappearance, but all of the ideas are ones I wouldn’t mind seeing in XV.

Fushigi TOD Reloaded
Since I enjoy finding random JRPG demos to play on my PS4, when I saw in screenshots the roguelike-JRPG elements I remembered from Sorcery Saga: the Curse of the Great Curry God, I decided to give Fushigi TOD Reloaded a go when I saw it on the Japanese PSN Store. A lot of it’s dungeon mechanics do remind me of Sorcery Saga (minus the curry brewing) with it’s roguelike nature and mechanics. It seems to be a pretty dialogue heavy game with lots of talk about ghosts and things I don’t know the meaning of in Japanese and probably some throwbacks to the Touhou game is was inspired by. I enjoyed its music and gameplay, so I may talk about it more in a First Impressions sometime, but my first (accidental) look into a Touhou Doujin game was pretty interesting and made me want to get back into roguelikes more.

Omega Quintet
Let me be straight: I only played Omega Quintet for about five minutes while getting footage for my last video, but I was reminded that I still really want to play Omega Quintet. I had enough hype a couple of years ago to buy it in Japanese when it came out because I feared that it wouldn’t be localised, and even though I don’t have the now-available English version, I was reminded by the cute singing and dancing, and the fun Final Fantasy XIII-esque combat system that I would like to eventually play this Idol-JRPG to completion. Whether I play it in English or Japanese and even whether it’s good or not, there is a still a piece of me that really wants to play it.

NieR Automata
I only played a tiny bit of NieR Automata last month thanks to cranking out my Persona 5 review (and Persona 5 in general), but I have an itch to get back into it and get those main endings I haven’t seen. I actually tried to play a few times this week but my PS4 was having errors, but hopefully I’ll have better luck before June’s releases to at least finish route C. The plot is getting weird and I like it.

Phobos Children
I had the idea of re-purposing my horribly cracked old iPhone into a phone with the Japanese App Store (I still use the Australian one) so I could play all the Japanese mobile games I see ads for on the train and on Twitter here. My good friend Dennis (the lovely designer of my logo and video intro, check out his work!) suggested a game called Phobos Children and knowing there were also a bunch of other games I probably wanted to play, I took the small amount of time to finally make this happen and played a bit of Phobos Children.

I haven’t played that much, but I liked the gameplay of Phobos Children a lot. Battles are done through tapping buttons coming up the screen and pressing matching colours to make combos was pretty fun. There were a few localisation imperfections in the dialogue, but regardless I found myself kind of wishing I had my other phone with me on the train for something different to play, so I hope to return to it in future (hopefully when I get an iPhone to HDMI cable to stop looking at my super cracked screen).

Dissidia Final Fantasy Opera Omnia
Dissidia Final Fantasy is the first game I go to at arcades here because it’s so pretty and has so many Final Fantasy characters I love in it, and I’ve been interested in checking out the cute character sprites I’ve seen from Dissidia Final Fantasy Opera Omnia on Twitter, but it’s not available in English yet. With my Japanese App Store iPhone in hand, I checked out a little bit of Opera Omnia and while I haven’t made any real progress in it yet, I love how many characters are available and the fact that they actually interact with each other in cutscenes. This is one game I definitely plan on returning to and since I haven’t had much experience with the other Dissidia titles, I’m interested to see what it’ll be like.

June JRPG Plans
Episode Gladiolus feels like it was forever ago, so it’s very much about time for Final Fantasy XV’s Episode Prompto to come out and reveal just what that sobre trailer means. On top of finally playing Episode Prompto, I’m also hoping it includes a trailer for Episode Ignis because Ignis is my favourite character from XV and after seeing how fun it was to play as Gladio, I’d like to do the same with Ignis. I also really like Prompto, so I’m curious about what they’ll do with his character story-wise and if they’ll add special mechanics like they did in Episode Gladio.
As for full JRPGs I want to play in June, I’m planning to play the Japanese Valkyria Revolution demo to help me make my decision. I played the God Wars: Future Past demo a few months ago and thought the mythological story looked interesting so that’s definitely on my list, but the Valkyria Revolution trailer looks really good too. There’s also my hope to continue playing through NieR Automata and with most of the new JRPGs next month coming out after the 20th, I’ll hopefully get a bit of time.

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What JRPGs did you play in May? What will you play in June?
Leave a comment below, send me a tweet at @JRPGJungle, hit me up on FacebookYoutube or Instagram and let's talk!

Thanks so much for stopping by!
Make sure to follow @JRPGJungle on Twitter and Instagramlike JRPG Jungle on Facebook and Subscribe to the mailing list and Youtube Channel for updates on content and random musings on JRPG news and games. You're awesome! <3