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This Week in Games - Build Mode




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FishLion



Joined: 24 Jan 2024
Posts: 372
PostPosted: Fri Mar 21, 2025 9:46 am Reply with quote
I really like the characters in Azuma so far, I am so hyped
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AiddonValentine



Joined: 07 Aug 2006
Posts: 2430
PostPosted: Fri Mar 21, 2025 2:27 pm Reply with quote
Building mechanics kind of brings me back to the crafting bloat that's happened in a lot of games. Crafting is fun, but unfortunately there's too much tedium associated with it nowadays. Slapping two items together in Star Ocean 2 and seeing what you get is fun. Having to grind up a bunch of basic building materials you craft into more advanced materials etc is boring. This is funnily enough what I thought Tears of the Kingdom did brilliantly by going back to basics. You don't need ten diamonds or twenty five rocks, you just need to fuse a sword with a rock to get a hammer. Same thing when you make a house, you just need the basic materials then can set it up the way you want. We maybe need to go back to wilder, looser ideas of crafting.

As for Silent Hill f, going to Showa Era Japan certainly is a unique idea. And if the rating description is any hint, we're gonna get put through the ringer. As expected, they're also doing melee weapons only considering Japan's gun laws. They better give me a katana at some point.

In other rando news that happened past the deadline, Nintendo announced they're putting some of KOEI-Tecmo's SNES strategy games on Switch Online, including their Age of Exploration game Uncharted Waters: New Horizons. Do not sleep on that one!


Last edited by AiddonValentine on Fri Mar 21, 2025 6:13 pm; edited 1 time in total
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LinkTSwordmaster



Joined: 23 Dec 2005
Posts: 591
Location: PA / USA
PostPosted: Fri Mar 21, 2025 4:52 pm Reply with quote
We're stuck on a different planet - A lot more than we can manage, But we gotta keep on standing...
Certainly not the coverage I was anticipating this week, but I'm glad to see there's a lot of good news about the new Rune Factory. I hope the dev team is aware of how precious it is to be able to just play the game and not-worry about stuff being gender-locked, I think above any other function of the game. Quite frankly, if you were to ask me about the lore of the larger RF series world, I cant say I've ever cared enough to pay attention to it.
AiddonValentine wrote:
Building mechanics kind of brings me back to the crafting bloat that's happened in a lot of games. Crafting is fun, fun unfortunately there's too much tedium associated with it nowadays. Slapping two items together in Star Ocean 2 and seeing what you get is fun. Having to grind up a bunch of basic building materials you craft into more advanced materials etc is boring. This if funnily enough what I thought Tears of the Kingdom did brilliantly by going back to basics. You don't need ten diamonds or twenty five rocks, you just need to fuse a sword with a rock to get a hammer. Same thing when you make a house, you just need the basic materials then can set it up the way you want. We maybe need to go back to wilder, looser ideas of crafting.

I think a big part of the problem is when it gets implemented as more of a retention method than a functional game feature. When Elden Ring went open-world-ish, it kinda felt like the bits of crafting that it has (beyond the traditional weapon enhancement stuff) was more or less just filler to explain why you'd go out of your way to pick up berries as you travel. On the one hand, if you come upon an unexpected situation where you need to toss fire or something, you can quickly craft it without having to scrub your run and backtrack to buy firebombs. At the same time though, it's just adding extra steps when you could have just gone prepared and bought firebombs. It can feel like added busywork when done wrong.

The crafting/building for me is only enjoyable when it plays well into the larger "action economy" of the game. White Knight Chronicles (more than Xenoblade X, it needs a modern remake) would give you important materials from your small town you could build. On the original 3D Rune Factory Frontier, the game was difficult enough that you had to smartly manage your time to grow and craft resources - this would allow you to prepare for the dungeon/combat challenges, which would in turn give you access to more things to craft and grow. It made for a very tight gameplay loop of balancing how much time you spent socialising, crafting/growing, and exploring/combating. There was a fun tension present that implied you had to focus on one goal and forsake another to proceed. If the dungeons/bosses on Rune Factory aren't challenging, then that means I don't need to prepare and farm/craft as much, which then frees up more time to socialise.

When I play Persona games, I usually turn the difficulty up to Hard so that it forces a gameplay loop where you either prepare sufficiently or you just outright die. It adds a tension and finality that (was narratively part of Persona 3 originally and) is otherwise lacking from planning your schedule wisely. With Rune Factory, I feel like they've unfortunately scaled back the difficulty a bit as time has gone on, at least with RF5.

Otherwise, there's a bunch of people saying that a 60fps mode was found in Xenoblade X and that there's a high chance the Switch 2 is going to be doing some special magic to it. We suddenly have a boon of some pretty high-profile JRPG franchises all releasing at the same time, and I'd say that XCX and Azuma are at the top of my lists for taking my time. And hopefully we get a Wizardry Variants Daphne review now that it's on PC and is relatively bug-free. I would be VERY interested in seeing ANN interview the Daphne devs since they have some unique takes on what a challenging F2P game can look like.
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FilthyCasual



Joined: 01 Jun 2015
Posts: 2465
PostPosted: Fri Mar 21, 2025 11:16 pm Reply with quote
Quote:
I feel like the Underground in the Gen 4 games left the Secret Bases redundant, but that hasn't stopped people from really bemoaning that the Bases weren't brought back in later generations.
The Underground was generally fun, but I always lamented that traps I'd spent days grinding resources for would disappear in seconds whenever someone raided my base. The Underground has fun interactivity with how you can chase down people who've stolen your flag, but I prefer how you have to search the overworld for Secret Bases. Plus setting up teams for other people to battle is super satisfying. It's funny how quite a few people just put up teams filled with Blisseys to make EXP grinding easier for others. There's also the Villa from Pokemon Platinum where you can buy various furnishings and decorate it. Unsurprisingly, the piano that plays Cynthia's theme was one of the last items you could buy.
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FinalVentCard
ANN Reviewer


Joined: 28 Oct 2018
Posts: 707
PostPosted: Sat Mar 22, 2025 1:35 am Reply with quote
FishLion wrote:
I really like the characters in Azuma so far, I am so hyped


Oh, heck yeah. I mentioned it in the comments for the Guardians of Azuma preview, but the new romance options are a heck of a lot better than RF5. I could go on about them, but I wanna err on the side of caution (embargo and all). Pilika was one of my immediate favorites, but there were two other characters I saw where I had to immediately make a detour during my guided gameplay session to meet them ("I know we're doing something, but I need to talk to this person, I love their design").

I didn't get as much time to see many of the male options, but the one I got to preview was a good bean.

AiddonValentine wrote:

In other rando news that happened past the deadline, Nintendo announced they're putting some of KOEI-Tecmo's SNES strategy games on Switch Online, including their Age of Exploration game Uncharted Waters: New Horizons. Do not sleep on that one!


Thanks for understanding that these were outside of my deadline window. I didn't know that we had two Nobunaga's Ambition games release on the SNES. It's cool to see that we had so many simulation games release way back then; bit of an under-represented bit of the SNES catalogue.

LinkTSwordmaster wrote:
I hope the dev team is aware of how precious it is to be able to just play the game and not-worry about stuff being gender-locked, I think above any other function of the game.


Throughout my experience covering the RF games for ANN, my limited insight has led me to understand that The Powers That Be are aware that this is a massively-requested feature from the American fandom. And to their credit, it was available in RF5. (RF5 just had such a lackluster dating pool.) The RF3 port didn't have it, but that was a remaster of a DS game--they would've had to make a whole new protagonist for that game, which likely wouldn't have been in the cards. Thanks for being so vocal about this as a feature; if I ever get another chance to interview Marvelous staff, I'll pick their brains about it Smile

LinkTSwordmaster wrote:

Otherwise, there's a bunch of people saying that a 60fps mode was found in Xenoblade X and that there's a high chance the Switch 2 is going to be doing some special magic to it.


I saw that going around. Very forward-thinking of Monolith! I was firmly in the camp that the Switch 2 wasn't going to be a blanket solution to Switch game performance because a game nevertheless has to be optimized for specific consoles--a game won't just run better on better software especially if, say, the physics engines are tied to the framerates. A lot of that is tied specifically to how the hardware or firmware processes data. A lot of games are going to need actual updates for that better performance, given the new firmware. Monolith has never messed around with their optimization (especially considering none of the Xenoblade games are bigger than 50 gigs).

FilthyCasual wrote:
It's funny how quite a few people just put up teams filled with Blisseys to make EXP grinding easier for others.


Man, I wish the folks I was doing record swaps with were that generous. Would've been a completely different experience with Secret Bases, for sure. Always nice to see folks using multiplayer as an opportunity to share goodwill like that.
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AiddonValentine



Joined: 07 Aug 2006
Posts: 2430
PostPosted: Sat Mar 22, 2025 3:07 am Reply with quote
FinalVentCard wrote:

Thanks for understanding that these were outside of my deadline window. I didn't know that we had two Nobunaga's Ambition games release on the SNES. It's cool to see that we had so many simulation games release way back then; bit of an under-represented bit of the SNES catalogue.


KOEI sure did churn those things out back in the SNES era where they had everythng from an airline business simulator to a Revolutionary War simulator. Nobunaga's Ambition of course was so instrumental to Japanese turn-based strategy it ended up crossing over with Pokemon. Also have mention that stuff like Nobunaga's Ambition: Lord of Darkness and Uncharted Waters: New Horizons were composed by none other than Yoko Kanno.

Quote:
I saw that going around. Very forward-thinking of Monolith! I was firmly in the camp that the Switch 2 wasn't going to be a blanket solution to Switch game performance because a game nevertheless has to be optimized for specific consoles--a game won't just run better on better software especially if, say, the physics engines are tied to the framerates. A lot of that is tied specifically to how the hardware or firmware processes data. A lot of games are going to need actual updates for that better performance, given the new firmware. Monolith has never messed around with their optimization (especially considering none of the Xenoblade games are bigger than 50 gigs).


I've seen that going around, but also people who found it have made it clear the mode...doesn't really work. There are objects hardcoded for 30 FPS as well as having only 30 frames to use and there's not a whole lot you can do with that. I wouldn't be surprised if Monolith Soft were messing around with it, but just disabled it and moved on. It's like people who were trying to turn the Symphonia remaster back to 60 FPS and the whole game had a stroke.
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LinkTSwordmaster



Joined: 23 Dec 2005
Posts: 591
Location: PA / USA
PostPosted: Sat Mar 22, 2025 11:56 am Reply with quote
AiddonValentine wrote:
There are objects hardcoded for 30 FPS as well as having only 30 frames to use and there's not a whole lot you can do with that. I wouldn't be surprised if Monolith Soft were messing around with it, but just disabled it and moved on. It's like people who were trying to turn the Symphonia remaster back to 60 FPS and the whole game had a stroke.

Thing is, you throw in more powerful hardware and some potential for DLSS and frame generation, suddenly something that might have been an early/incomplete attempt at the code & gotten left on the system, may be fixed later for an eventual Switch 2 patch.
FinalVentCard wrote:
Throughout my experience covering the RF games for ANN, my limited insight has led me to understand that The Powers That Be are aware that this is a massively-requested feature from the American fandom. And to their credit, it was available in RF5. (RF5 just had such a lackluster dating pool.)

Thanks for being so vocal about this as a feature; if I ever get another chance to interview Marvelous staff, I'll pick their brains about it Smile

That is good, I really hope they keep the standards and quality of the series increasing with each new release.

It's important to remember that one of the original, more fascinating elements of the oldest of Harvest Moon games, was seeing the world progress and time pass around you. Feature-wise, I don't think the Gamecube's Wonderful Life game was anything special (small town, options limited), but I think it endures in a lot of peoples' memories as one of their most memorable Harvest Moon experiences due to how completely it lets you experience a small virtual life simulation as your character visibly ages.

As time has gone on, they've slightly kinda stepped away from that - you used to see "rival" romances develop, and if you waited too long to marry, another character would move faster and start a family. Reportedly though, this had the side effect of leaving the Japanese audience feeling like they broke up a fated pair or NTR'd someone from their destined family, so most modern Harvest Moon games now leave the romance options stuck in a forever-single limbo if you don't choose to marry them.

I personally think they should have let those "rival" romances continue - they were a nice way to see the town & all of the characters in it grow. The moment you remove that system though, it becomes very clear that the intent of picking a relationship is the same as picking what crops, outfit, and decorations you want around your town and farm - the game is a customisable sandbox where you get to choose everything you want to pursue.... so at that point, locking the romances behind gender becomes pretty dumb.

I think you could reasonably state that there's a positive argument for some of the Cyberpunk 2077 romances to be gender-locked because they're wanting you to roleplay a living individual with limitations, preferences, and their own personality - it's why while I'd rather play as Kotone in Persona 3 and "insert myself" into the story, in a sense, I'll still play and put up with roleplaying as Makoto because it's still a coherent narrative experience. The part where it gets "dumb" is that in a series that is generally about personal growth and acceptance, Persona is also known for historically scrubbing same-gender romances from post-PS1 titles. In turn if Harvest Moon is a series that is forgoing narrative reasons for various NPC romances to blossom in favour of player freedom, that freedom should also extend to being able to pick from any of the romanceable options within the game's cast. It's just as much an issue of having representation as it is keeping the game feature-complete.

I cannot fathom releasing a remake of Persona 3 in this day and age, and then watching the devs bend and twist to try and justify removing Kotone's campaign, and then turn around and sell you back the FES and cell phone content (of all things?) - keeping in mind fans are doing just fine modding her campaign back in. The very least that the Rune Factory and Story of Seasons devs can do is keep up with all of the great re-releasing they've done to get the series working on modern systems, and to continue to replace the missing "rival" romance progression with the ability to just pick whoever you want to see your character with.

To this day, I hold Rune Factory Frontier as one of their most well-designed, feature-complete Harvest Moon titles that has ever been made, and it emotionally guts me that I just cant connect and roleplay very well as the amnesiac male protagonist. I realise that similar to the remake of RF3, you probably cannot add an entire new Frontier character/campaign, but I'd also note that I had a rough time vibing with the existing female RF4 protagonist as well, just because I didn't like her (younger) design and her romance options were locked to a much less-interesting cast of male singles that looked like the same guy, but with different-colored hair. I've held the Harvest Moon series in high regard since the N64 days, and it's important that they continue innovating & improving on older titles, where I'd probably argue that Persona has had some back-slides as a series, now & again.
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CreativelyFwrd



Joined: 04 Oct 2024
Posts: 16
PostPosted: Sat Mar 22, 2025 12:52 pm Reply with quote
LinkTSwordmaster wrote:
As time has gone on, they've slightly kinda stepped away from that - you used to see "rival" romances develop, and if you waited too long to marry, another character would move faster and start a family. Reportedly though, this had the side effect of leaving the Japanese audience feeling like they broke up a fated pair or NTR'd someone from their destined family, so most modern Harvest Moon games now leave the romance options stuck in a forever-single limbo if you don't choose to marry them.

I personally think they should have let those "rival" romances continue - they were a nice way to see the town & all of the characters in it grow. The moment you remove that system though, it becomes very clear that the intent of picking a relationship is the same as picking what crops, outfit, and decorations you want around your town and farm - the game is a customisable sandbox where you get to choose everything you want to pursue.... so at that point, locking the romances behind gender becomes pretty dumb.

I think you could reasonably state that there's a positive argument for some of the Cyberpunk 2077 romances to be gender-locked because they're wanting you to roleplay a living individual with limitations, preferences, and their own personality - it's why while I'd rather play as Kotone in Persona 3 and "insert myself" into the story, in a sense, I'll still play and put up with roleplaying as Makoto because it's still a coherent narrative experience. The part where it gets "dumb" is that in a series that is generally about personal growth and acceptance, Persona is also known for historically scrubbing same-gender romances from post-PS1 titles. In turn if Harvest Moon is a series that is forgoing narrative reasons for various NPC romances to blossom in favour of player freedom, that freedom should also extend to being able to pick from any of the romanceable options within the game's cast. It's just as much an issue of having representation as it is keeping the game feature-complete.


I'm fine with gender locked content. It feels like it adds more depth and personality to the characters. Persona 3 Portable is a good example because your social links and interactions change depending on if you play as a boy or a girl because naturally someone like Kotone and Junpei hanging out will have a completely different dynamic than when Makoto and Junpei do. It always feels kind of lazy when games make every character able to be romanced by either gender and they act the same regardless of your MC.. Plus it means you can't have funny scenes like the one in Rune Factory 4 where during the boy's sleepover event I think it was Leon who thought you might be into guys due to a certain response so he asks you not sleep near him. If everyone is bi then you can't really do that Laughing Similar to the camp scene with Yu, Yosuke and Kanji in Persona 4.
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