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Atari A to Z Flashback: Air-Sea Battle

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An all-time classic of the Atari 2600’s library is launch title Air-Sea Battle, a simplistic but enjoyable fixed shooter with a variety of different ways to play.

Air-Sea Battle is an excellent example of what you could expect from early 2600 titles that promised “27 video games” or similar. Those “27” video games would be a lot of variations on the same theme — but there’d sometimes be some surprising and enjoyable differences between them!

Air-Sea Battle shines as a two-player game, even today, but it’s still an enjoyable high score-chaser solo. Which is your favourite of the 27 variations?

Find a full archive of all the Atari A to Z videos on the official site.


Around the Network

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Late again! Apologies. But I was up until 11.30pm last night editing the newest episode of The MoeGamer Podcast (coming later today!) so hopefully you’ll forgive me.

It was an interesting week last week, for sure! A lot of people were very keen on my article about respecting one another’s tastes, and this was really gratifying and encouraging to see. I know I’m not the only one who’s absolutely sick of low-effort reviews wasting everyone’s time; small-scale, niche-interest titles deserve respect as much as big-budget triple-A stuff — more so in many cases, in my experience — so it’s always depressing to see when a big, usually respectable publication shits out something as distasteful as what we saw this week.

But oh well. We can but try to make the world a better place by being the change we want to see in it. That’s certainly what I strive to do, so please, pull up a chair and check out what you might have missed in the last week!

MoeGamer

Super Mario Kart: Defining a Genre – The recent release of SNES games on the Switch has caused a lot of people to revisit some 16-bit classics. How well does Super Mario Kart hold up today?

Let’s Respect Each Other’s Tastes (Or, “This Game Isn’t For You, And That’s Okay) – The title is pretty self-explanatory, but it made a couple of people very angry indeed! However, it made a lot more people very happy, so I’m glad to speak up on this subject. It’s important. And if the idea of respecting others and not being a dick makes you angry, you probably need to take a long, hard look at yourself.

Warriors Wednesday: Filthy Garbage – Cao Pi’s adventures in Warriors Orochi continue as he gets his rebellion well and truly underway. This week, he’s trying to rescue his wife Zhen Ji from servitude to crazy snake guy.

Waifu Wednesday: Homura – A longstanding favourite in the Senran Kagura series, Homura is a wonderful character who has shown considerable depth and development over her long run with the series.

Star Fox: All Ships Check In!! – More SNES funtimes, this time with Argonaut’s polygonal classic — still a great, arcadey experience all these years later.

Final Fantasy Marathon: Mt. Gulg and the Big Rooms of Nothing – The Warriors of Light finally make it to where they were supposed to be last time. Ahead of them lies a significant, fiery challenge — and an equally fiery Marilith just waiting for a chance to pound on them.

Atari A to Z

Atari A to Z

This week, we rewire some houses, escape from Jellystone Park and blast everything in sight!

Patreon

Don’t forget that over on Patreon I post a daily behind-the scenes personal blog that is, effectively, a resurrection of my old #oneaday blog I used to host over at angryjedi.wordpress.com. At the present time, this also includes exclusive patrons-only weekly vlogs on Saturdays! If you’d like to get to know me a bit better, be sure to sign up; just $1 a month (about 80p) can get you in the club, and it also provides you with access to the MoeGamer Discord as well as helping to fund and support the things I do here on the site.

Find out more and sign up here!

Cool Stuff By People Who Aren’t Me

First up, Patreon goodness! Right now, I’m supporting chaotic “old men (and Octav1us Kitten, who I also support) attempt to talk about games, usually fail” collective Digitiser 2000, the ever-grumpy (and always hilarious) Cheap Show Podcast, the wonderfully supportive Normal Happenings, independent games writing collective The Well-Red Mage and fountain of retro computer gaming knowledge Rob “Hellfire64” Caporetto, all of whom you can find out a bit more about by clicking through to their profiles.

Here’s a selection of YouTube and podcast goodness from several of this lot:

And, of course, where would we be without the wonderful WordPress community? Here’s some highlights from around my Reader this week. If you know (or run!) a WordPress blog you think I should be following, please let me know!

I Finally Got A Link to the Past Off My Backlog (Adventure Rules) – After many long years, Robert Ian Shepard finally clears out a significant blockage in his backlog: the SNES Zelda.

Irina’s Top 5 Waifus and Matt’s Top 5 Husbandos (I drink and watch anime) – Some very interesting choices in here. Though anyone who has been following Irina for any length of time will not be in any way surprised by her number one pick.

Concerning Remasters and Remakes, Fatigue and Exceptions (The Well-Red Mage) – Red ponders his feelings about remasters and remakes… and considers why his attitude towards such things might not be consistent or concrete.

The Downfall of the Will of Tobirama Senju (FuckBoiOpinions) – I don’t know Naruto at all, but this in-depth analysis by LiteratureFuckBoi is well worth a read. If you’re an anime fan and not following his blog yet, correct that forthwith!

Fighting Anxiety and Self-Loathing Through Celeste (Lethargic Ramblings) – Following on from his excellent post on Majora’s Mask from last week, Leth shares a deeply personal post about his response to critical darling Celeste.

New-old is the new… old? (Kimimi the Game-Eating She-Monster) – Do you like ’90s gaming magazines? Kimimi made a mockup of one that had me hunting for my chequebook and a stamp so I could mail off and subscribe.

Assassin’s Creed Odyssey and a Tale of Love (j-ga.me/s/) – Matt takes an in-depth look at how sex and relationships are handled in Assassin’s Creed Odyssey, and comes away wanting rather more than the game provided!

That’s yer lot for this week. New episode of The MoeGamer Podcast coming later today — it’s processing at the time of writing, so shouldn’t be too long — and more Senran Kagura funtimes throughout the week.

Thank you for all your support, a hearty welcome to any new readers I’ve picked up in the last week or so — and I hope you have a great week filled with joyful gaming. Take care!


The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi. Click here or on the button below to find out more.

Buy Me a Coffee at ko-fi.com

The MoeGamer Podcast: Episode 29 – The Happenings

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Greetings, lovelies, and welcome once again to The MoeGamer Podcast, featuring me and my fine friend Chris Caskie of MrGilderPixels.

The MoeGamer Podcast is available in several places. You can subscribe to my channel on YouTube to stay up to date with both the video versions of the podcast and my weekly videos (including the Atari A to Z retro gaming series); you can follow on Soundcloud for the audio-only version of the podcast; you can subscribe via RSS to get the audio-only version of the podcast in your favourite podcast app; or you can subscribe via iTunes. Please do at least one of these if you can; it really helps us out!

Or you can hit the jump to watch or listen to today’s episode right here on MoeGamer.

This was a super-fun show to record! Because so many interesting things have been happening recently, we thought we’d do a news-centric episode similar to what we did around E3, and just use the recent happenings as some jumping-off points for some interesting discussions.

Turns out we had a lot of interesting discussions just bubbling away inside ourselves, waiting to be released! Check out the YouTube video page or the Soundcloud page for a full list of timestamps of everything we talked about.

As always, we hope you enjoy the show — and if you have any topics or games you’d like to see and/or hear us cover, be sure to let us know! Thanks for your support!


The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi. Click here or on the button below to find out more.

Buy Me a Coffee at ko-fi.com

Atari A to Z: Fantastic Voyage

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Beep. Beep. Beep. Beep. Beepbeepbeepbeepbeepbeepbeep BEEEEEEEEEEEEEEEEEEEEEEE–

Better get used to that sound! It’s Fantastic Voyage, an extremely timely 1982 release from Sirius Software that adapts the 1966 movie (or possibly Isaac Asimov’s novelisation) about injecting tiny submarines into scientists to blast health problems from within.

It’s actually a very enjoyable shooter — albeit one that isn’t going to blow your mind with its visuals, being barely distinct from its Atari 2600 counterpart. It plays well, though… and you’ll be hearing that beep-beep-beep in your sleep!

Find a full archive of all the Atari A to Z videos on the official site.

Senran Kagura Burst Re:Newal: The Pairing of Sword and Shield

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We live in an age where remakes and reboots are very popular. Exactly how that came to be is anyone’s guess — improving technology leading creators to believe they can better realise the original intention of a work, presumably — but regardless of the reasoning, here we are.

Senran Kagura, a series which turned eight years old on Sunday, September 22, 2019 — the Sunday just gone at the time of writing — has been no exception to this, with its most recent “mainline” release in the series being Burst Re:Newal, which first hit Japanese shelves in February of 2018, and followed just under a year later in the West.

Burst Re:Newal, as the name suggests, is a reimagining of the first game in the series — or, more accurately, the expanded second release of that first game, Senran Kagura Burst — and it brings the beginning of the saga to a whole new audience. Let’s take a closer look.

The first thing worth considering when examining Burst Re:Newal is why it exists in this form in the first place, rather than as a simple port of the original 3DS version. To understand that, we need to contemplate Senran Kagura’s overall lore.

As we’ve mentioned a couple of times in previous installments of this series, Senran Kagura as a whole is split into two timelines. The first consists of the 3DS game Senran Kagura Burst, which in turn consists of narratives that explore both the Hanzou and Hebijo academies that train young shinobi girls, and Senran Kagura 2: Deep Crimson, which further explores the apocalyptic “main point” of the series, which is aforementioned shinobi girls battling against otherworldly forces straight out of Japanese legend, known as youma.

Without spoiling the details of Deep Crimson, which is beyond the scope of what we’re covering in the current feature, the conclusion of that game essentially “reset” everything, and the subsequent mainline games — including Shinovi Versus (which was actually released before Deep Crimson), along with Estival Versus and Peach Beach Splash — are considered to unfold in the second timeline that was created as a result.

We were left with a slight issue, though; Shinovi Versus was obviously originally intended as a direct follow-up to Burst, since it makes frequent references to the events of that game, but this whole “split timeline” thing made a bit of a mess of things, since those two games now canonically unfolded in two separate realities.

You could perhaps apply the somewhat generous (albeit plausible) interpretation that one of the discrete narrative routes through the original Burst led to Deep Crimson while the other led to Shinovi Versus, but now we have Burst Re:Newal to sort all that out once and for all.

In Burst Re:Newal, the events of Burst happen again in the second timeline — and in the process, develop the additional interpersonal connections necessary to incorporate the expanded cast introduced in Shinovi Versus, Estival Versus and Peach Beach Splash.

Confusing? Don’t worry about it too much. Burst Re:Newal is a great place to start if you’re new to the series, but if you’re an established veteran, rest assured that there are lots of nice little lore snippets throughout the game that will make you stroke your chin thoughtfully and go “Ohhhhhhh!”.

Whether or not those connections were originally intended by the writers — I suspect not, at least not when Burst was first composed — doesn’t really matter at this point; so far as the series as a whole is concerned, the second timeline is now the “main” one, and upcoming (possible) finale title Senran Kagura 7even will apparently bring everything back together once and for all.

With all the above in mind, today we’re going to be specifically examining Burst Re:Newal’s gameplay in general as well as how the Hanzou girls’ narrative route unfolds, and next time we’ll wrap things up with a look at both the Hebijo narrative and the two additional DLC scenarios that incorporate Yumi and Miyabi. Sound good? Good, ’cause that’s what you’re getting.

Get comfortable, we’re going to be here a while.

For the unfamiliar, the original Senran Kagura Burst was actually a 2.5D side-scrolling beat ’em up that felt distinctly like a modern version of classic belt-scrollers like Streets of Rage and its ilk. Many of the features that remain part of the series to this day were introduced in that original installment, but the perspective was very different; it wasn’t until follow-up Shinovi Versus that we moved into the 3D arena-based brawling that we typically expect from the series today.

Burst Re:Newal continues with this newer style of gameplay, which is ultimately to the game’s benefit; the dramatic, energetic combat of the series always felt a little cramped and constrained on the small screen of the 3DS, and moving to fully three-dimensional environments allows the girls more room to move around, along with plenty of delightfully ridiculous anime-style combat.

The basic gameplay of Burst Re:Newal is true to the series’ standard formula, with a few little twists. Each character has light and strong attack buttons, so you can unleash a string of quick but weak strikes with the former and finish off a combo with the latter. Most of these finishers provide the opportunity for an “Aerial Rave”, which knocks your foe(s) up into the air and allows you to pursue them for a bit of gravity-defying pummelling.

Each level can be started in one of two states: Flash state is the character’s standard form with no changes to her base attack and defence power, while Frantic (or Yin) state causes her to explode out of her clothes in order to completely sacrifice her defensive potential for considerably increased attack power. Both forms have slightly different movesets, too; in Frantic mode, for example, you can indefinitely chain weak attacks into endless combos, while in Flash you’ll eventually reach a finisher even if you never hit the strong attack button.

There’s a third form, too. Repeatedly attacking causes you to build up your Ninja Art gauge, with the rate of gain increasing according to the length of your combo and the damage you’re outputting. Building up your Ninja Art gauge to at least one level in Flash mode allows you to carry out a magical girl-style Shinobi Transformation (complete with momentary nudity, just for genre authenticity), which increases the girl’s stats as well as completely restoring her HP and allowing the use of Secret Ninja Arts. Each girl has three of these, which cost one, two or five Ninja Art gauges to perform; the latter only becomes available after a specific point in the narrative, but the first two can be used at any time.

Secret Ninja Arts are generally offensive in nature, but they are where some of the most significant differences between the girls are seen. They are by no means a “win button”; in order to use them effectively, you’ll need to understand their area of effect, range and effectiveness in different circumstances, and use them with suitable timing. You’re invincible while a Secret Ninja Art animation is going off, but that goes for your opponents, too; there’s no sense unleashing one of your most powerful attacks while your foe is doing one of her own, completely shielding her from damage!

Burst Re:Newal adds a couple of additional systems atop these base mechanics. First of these is the Burst meter, which gradually builds up as you rack up combos and deal damage, much like the Ninja Arts meter. When it’s full, you can tap a button to enter Burst Mode, which causes cherry blossom petals to fall in the ground while your damage output increases immensely for a short period while the meter drains. Once it’s empty, a super-powerful Burst Attack that draws in enemies and deals enormous area-effect damage goes off; finishing off an opponent with one of these causes a special cinematic defeat animation that causes them to end up completely naked.

I’ve addressed this before, but it bears reiterating. While Senran Kagura is most widely known for its more fanservicey elements — particularly the clothes shredding/stripping system — these presentational features are there for more than titillation.

From a mechanical sense, your opponent’s clothes getting shredded indicates that you’re building up some good momentum in the fight and getting some long combos on them, while yours getting torn indicate that you might need to play a bit more defensively.

From a presentational sense, it’s perfectly logical that high-speed shinobi combat involving a variety of extremely sharp objects would result in you never being able to return that top you’re wearing to Dorothy Perkins.

And from a symbolic sense, Japanese media often makes use of nudity to represent vulnerability, understanding and honesty. If you’re naked, you have nothing to hide. If you stripped your opponent bare through your combat skills, you’re proving that you completely understood how your opponent thought and behaved, and successfully, completely and utterly overwhelmed them using that knowledge. And the fact the girls rarely seem truly ashamed by being stripped demonstrates that they accept the fact that sometimes in the shinobi world, carelessness can leave you completely defenseless and vulnerable.

Probably Burst Re:Newal’s most significant addition to the base Senran Kagura formula, however, is the use of visible attack telegraphs. In previous games, there were certain audio-visual cues you could use to determine when opponents were likely to strike and with which moves, but Burst makes these completely explicit using visible, glowing markings as well as more subtle animations.

This adds a really nice rhythm to the combat as you find yourself anticipating enemy manoeuvres, leaping and darting around the field as you weave in and out of incoming attacks. If you’re feeling particularly brave, you can stand your ground in one of these telegraphs and attempt to block an attack or parry it by blocking with perfect timing; the latter in particular is very beneficial, since performing it successfully both stuns your opponent for a brief period and immediately causes you to gain a level on your Ninja Arts gauge. You better get that timing right, though; while orange telegraphs can be blocked normally with imperfect timing, failing to parry a purple telegraph will shatter your guard and stun you as well as dealing significant damage.

The aforementioned Yin and Yang modes add some additional wrinkles to the mix, too. Spending time fighting in either of these modes causes you to build up a progression meter for each on a per-character basis, with helpful passive abilities unlocking for the character at each of five “levels” you reach. The Yang gauge, for example, allows you to unlock abilities to chain a parry into an Aerial Rave and increase the character’s attack power according to how long your combo is, while the Yin gauge’s ultimate ability allows you to restore your health with every hit.

As you play and progress through the game, the growth of these meters will affect and support your playstyle; when maxed out along with overall character level (which caps at 50), each of these girls has the potential to become an intoxicatingly powerful force of nature that rips through their opponents with ease — though they are by no means invincible, as some of the later (and secret) encounters in the game will take great pleasure in teaching you, and they all still play very distinctly from one another thanks to their movesets.

Burst Re:Newal adds another subtle but significant feature that makes character progression much more straightforward than in its predecessor: Secret Growth Medicine, which is acquired through completing missions, hidden in boxes around each battlefield and purchasing it from the in-game shop using the money earned after each mission. These medicines, which are in abundant supply, can be used to immediately level up characters, allowing you to relatively easily get the whole cast up to the cap of level 50 pretty quickly. You still have to grind a bit to max out the Yin and Yang meters — assuming you want to, of course; it’s by no means a necessity to clear the game — but getting your characters up to decent levels puts lucrative Hard difficulty clears within anyone’s reach.

Mechanically, Burst Re:Newal is by far the most solid of all the Senran Kagura brawlers, which makes sense given that it’s the latest release at the time of writing. It’s clear that Tamsoft and Honey Parade Games have learned from the previous installments in the series and applied that knowledge to refine and improve their craft; the final result, while superficially similar to its ancestors, has its own distinct feel that is slick, satisfying and highly enjoyable to play.

All right. Let’s change perspective now; it’s time to examine the narrative that unfolds through the Hanzou narrative arc, positioned as the most suitable place for those new to Senran Kagura to start. Which makes sense; it’s the story that was told in the original Skirting Shadows/Portrait of Girls release back in 2011.

The Hanzou girls’ narrative introduces us to Asuka, Ikaruga, Katsuragi, Yagyuu and Hibari: the five “Elite” students of at Hanzou National Academy. Hanzou is, from the outside, a normal school; however, it runs shinobi training in secret, and the Elite positions — of which there are only ever five at a time — are even more secret than that.

As we join the story, the girls are learning how to leverage their unique talents and call upon Secret Ninja Arts using the power of nature. They learn that each of them has a guardian spirit of sorts, and that by calling upon this spirit of nature, they are able to accomplish seemingly supernatural feats. Naturally, as you might expect, each of these guardians is thematically appropriate for the character in question.

Asuka’s guardian is a toad, which might not sound all that flattering until you consider how respected frogs and toads are in Chinese and Japanese culture. The toad is seen as bringing good luck to travellers, and is often associated with returning safely from a journey or other challenge; in Feng Shui, it is also associated with luck and harmony. All of these things describe Asuka perfectly; although not the oldest of the group, she becomes the central “leader” figure, and is seen as a constant source of love, positivity, support and good fortune for the rest of them.

“Somewhere along the line,” muses Ikaruga towards the end of the game, “Asuka became the heart of our group. My position as class representative is but a facade. But I have made my peace with that. Class representation is a simple matter of seniority. Leadership is a matter of spirit. So I will do all I can to let Asuka fight with a clear mind.”

Ikaruga’s guardian is a phoenix. This works as a piece of symbolism on several levels when we consider her background: she was adopted out of a life of poverty to become the new heir of a group known as the Houou. “Houou” (sometimes spelled Hōō or Ho-oh) is a Japanese word for a phoenix or phoenix-like creature, so Ikaruga literally had a phoenix-esque “rebirth” out of her old life into a new one… courtesy of a “phoenix”.

Ikaruga’s adoption was also an attempt to revitalise the Houou group — which, naturally, is actually a front for shinobi activities as well as a powerful business organisation — since the family’s blood heir Murasame displayed little talent in the shinobi arts. In other words, she was brought in to bring new life to the Houou — much to her adoptive brother’s chagrin, since part of the deal involved her inheriting the family sword Hien (“swallow”). Legend dictates that a worthy wielder of Hien is able to draw forth the azure bird kept within — and wouldn’t you know it, Ikaruga is able to do just that using one of her Secret Ninja Arts.

Ikaruga feels a great deal of guilt about this. She knows that she has greater talent than her brother and is a more worthy wielder of the sword, but it doesn’t stop her feeling guilty about it — particularly as Murasame has continued to not take her position all that well.

“[The family tree] is simply a straight line from the head of the family to me,” Ikaruga explains as she considers her shinobi ancestry as part of a school activity. “My brother’s name is not included. My name is where his would have been. Time has not made it any less of a burden to bear.”

Katsuragi’s guardian is a dragon. This is an entirely appropriate figure for this rambunctious, courageous and determined young woman. In traditional Japanese art — most commonly seen in tattoo art in the modern world — dragons are associated with wisdom, strength and generosity, with that strength typically being used to do good for mankind.

While Kat is a pain in the arse for the others at times thanks to her extremely gay and overtly sexual nature, it’s impossible to come away from an encounter with her not thinking she’s wonderful. The rest of the group refers to her as Katsu-nee (“Katsu the big sister”) with good reason — she’s always there to support everyone, and often has wise words to share. When she’s not trying to grope her friends, of course.

Katsuragi’s strength comes from her background, and this bit of backstory is one area where Burst Re:Newal incorporates a few new elements that were not in the original 3DS version. In the first timeline, we learned that Katsuragi’s parents were renegade shinobi; they had refused to carry out an order they disagreed with, and this forced them into exile. Before they did so, however, they ensured that Katsuragi would be able to safely live her life and train as a good shinobi — and in exchange, Katsuragi’s main motivation for fighting is to become strong and influential enough to get them pardoned.

In Burst Re:Newal’s second timeline, all this is still true, with a hell of a twist: the mission they baulked at completing was the assassination of Kurokage, Yumi’s grandfather and mentor to the Gessen girls. Unable to bring themselves to murder this man who these youngsters loved so much, they chose to let him live, ultimately leaving their powerful “gauntlet” weapons to Yozakura — which, in turn, explains why Katsuragi only has boots as a weapon, without matching gauntlets.

From this, then, we can see that Katsuragi is strong because she has to be; her life situation is as a result of her parent’s wisdom and generosity, and she herself is wise enough to understand that, and does not resent either them or shinobi culture for leaving her this way. It’s just the way of the world, she thinks, and all she can do is make the best of things.

“They left me to protect me from whatever punishment might still come their way,” Katsuragi muses when a chance encounter with her childhood dog Choco leads her to the hidden shinobi village where her parents are hiding out. “If I go to them now, I’d put us all at risk, and their sacrifice would be for nothing. It’s enough for me just to know where my parents are. To know they’re safe.”

Yagyuu, meanwhile, is associated with the squid, and her guardian is arguably the most prominent and visible during her special attacks. The squid is associated with agility and grace, as the real-life squid is a tricky prey to catch. They are also highly defensive creatures, able to blend into environments and make use of their ink to escape their foes. They’re adaptable and creative — and deeply mysterious. Not coincidentally, these are all adjectives which apply equally to Yagyuu herself.

Yagyuu loved her sister a great deal, but lost her in a car accident. She has never quite been able to let go of her sadness over this event, but found a certain amount of solace in how much Hibari reminded her of her sibling. Despite this, Yagyuu remains a very closed, private sort of person; throughout much of the Hanzou story, she blends into the background, happy to just support everyone else from the shadows.

It’s fitting that her main rival in the narrative ends up being Mirai, whose greatest fear is that of being ignored by everyone and not taken seriously. While Yagyuu wants to blend into the scenery like a squid, Mirai desperately wants people to pay attention to her; to understand who she is, what she’s capable of and why she fights. But more on Mirai another time.

Yagyuu’s subtlety and defensive nature manifests itself at another key point in the Hanzou story, too; during a period where Hibari is having something of a crisis of confidence, she continues to watch over her from the shadows and protects her from attack, ending up getting shot in the process. She unthinkingly made use of herself as a literal shield to protect the person she loves more than anyone else in the world — but this, in turn, ended up causing a number of other problems. She ultimately comes to realise that isolating herself or putting herself in harm’s way out of fear of losing others is not the way forward; “to live alone, out of fear of that loss, would hurt far worse,” as she puts it.

Which brings us to Hibari, who, in many ways, is one of the most important figures in the overall Hanzou narrative. Hibari’s guardian is a rabbit, which is appropriate in many ways; rabbits are seen as nervous, flighty creatures, which certainly describes Hibari well, but in broader Japanese culture they’re also associated with always moving forward and advancement without looking back. In a very “meta” sense, Hibari’s role in the story is to push it onwards.

It is a mistake she makes that causes Hanzou’s conflict with “evil” shinobi school Hebijo Clandestine Girls’ Academy to escalate and, more crucially, it is her temporary defection to Hebijo in shame that causes her to understand that despite the labels “good” and “evil”, there really aren’t all that many differences between her friends and their rivals in Hebijo.

“The Hebijo are taught just like we are,” she observes as she’s being given the Hebijo campus tour. “It makes sense, when you think about it. I’d just never given it any thought before. The Hebijo students are the enemy. Cold-blooded minions of evil. Not like us. At least, that’s how I always thought of them. That’s when it hits me: the only difference between Hebijo and Hanzou Academy is who’s employing us. As shinobi, our business is the same. Come to think of it, it’s kind of silly for our two schools to be fighting each other in the first place. What is a good shinobi? What is an evil shinobi? These little questions are swelling up inside of me.”

Hibari’s realisation here is probably one of the most important moments in the whole series, as it’s this knowledge — which she subsequently shares with her peers, who have already been starting to think similarly, based on their past encounters with their respective rivals — that forms the basis of the entire way in which these girls interact throughout every single subsequent game in the series. It’s the idea of mutual understanding and respecting of one another’s differences; just because you’re technically on different “sides”, it doesn’t mean that you have to hate each other.

Asuka comes to this conclusion, too; on two separate occasions in the narrative, her airheaded clumsiness causes her to lose her wallet to a thief — who is subsequently frustrated that how terrible she is with money means that she never has more than 500 yen in her pocket at any one time — and on both occasions, she’s bailed out by Homura, leader of the Hebijo elite class. Despite Homura’s burning desire to fight, defeat and even kill Asuka, Asuka can tell there is a good heart buried underneath all that rage — so she makes an effort to reach out a hand of friendship. A hand that Homura tentatively takes.

“It’s not even that we feel awkward around each other,” muses Asuka as the pair walk home after sharing a sushi dinner together at the restaurant run by Asuka’s grandfather, legendary shinobi Hanzou. (Yes, the school was named after him.) “It’s more like that comfortable silence shared by old friends. What an odd feeling. We didn’t meet all that long ago, and most of our time together so far has been in life or death battle on opposite sides. But she still feels like an old friend to me.”

Much of Asuka’s narrative revolves around her struggling to understand a statement that her grandfather made to her when she was younger: “your strength is a mere sword, and a sword is meaningless if not joined with a shield.” The relationships she builds over the course of Burst Re:Newal’s narrative help her to come to a gradual understanding of what he meant by this, with Homura slotting the final piece into place.

“When your grandpa was in his prime, he was always on the front line for his friends, in every battle, no matter how dangerous it got,” explains Homura as they walk home. “Crazy, huh? And yeah, he was strong, but he’d always come back wounded. Even so, he never asked for any kind of reward. Just wanted to protect his friends.”

“That’s the sword and shield,” Asuka muses to herself, drawing a smile from her new friend.

She still has a lot to learn — and continues to do so over the course of the subsequent installments in the series — but figuring out this core piece of information comes to be the main driving force behind not just Asuka, but everyone who comes into contact with her at one point or another.


More about Senran Kagura

The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi. Click here or on the button below to find out more.

Buy Me a Coffee at ko-fi.com

Warriors Wednesday: Daddy Dearest – Warriors Orochi #57

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Cao Cao, father of Cao Pi and Warriors series fixture, has been conspicuously absent for much of Warriors Orochi.

Okay, we’ve sort of seen him a few times when Da Ji has been up to her illusory tricks at various junctures, but the man himself has been nowhere to be seen… and strongly implied to have died before the events of the game even got underway.

You can’t keep a good Cao down, however, as Cao Pi and friends discover while attempting to take Mount Tennou for themselves as their campaign against Orochi continues to escalate.

Waifu Wednesday: Asuka

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It would be remiss of me to run a Senran Kagura feature and not give good old Asuka a bit of time in the Waifu Wednesday spotlight, wouldn’t it?

Like Ikaruga, Homura, Mirai and Hikage before her, Asuka has been part of the series since its inception, and was initially regarded as its main protagonist. Over time, the series has expanded to allow many of the other characters some time in the spotlight, but many of those who have been following since the very beginning will always have a soft spot for Asuka.

Perpetually upbeat, dedicated to her own personal Path of the Shinobi and, if a masked (and increasingly unhinged) Kiriya in Bon Appetit is to be believed, completely lacking in personality, Asuka was, is and always will be a wonderful face for the series.

While many of the cast members of Senran Kagura have had to deal with a great deal of tragedy in their respective backgrounds, Asuka is one of a few characters who come from a relatively normal upbringing — well, normal for shinobi students, anyway.

Asuka’s parents and grandfather run a small sushi shop, and she grew up surrounded by both love and an appreciation for shinobi culture. Her grandfather is not only an excellent sushi chef, after all; he’s also the legendary shinobi Hanzou — he who Hanzou National Academy is named after.

While Hanzou has long since retired from active duty in the field, it’s clear that his edges haven’t dulled at all. He’s observant and wise, and teaches Asuka a great deal. He’s also a colossal pervert, but everyone just sort of puts up with that side of him; he is a legendary shinobi, after all, and his actual behaviour never escalates beyond a few overexcited comments when faced with the prospect of being surrounded by busty young beauties.

Despite knowing what he’s like, Asuka relies on Hanzou for life advice. Early in the original Burst and its remake Burst Re:Newalshe is confused as to what she should do when she encounters a boy who falls in love with her at first sight and immediately confesses to her; without hesitation, Hanzou tells her that “it’s good to love someone” and that she should “go for this”.

His advice spurs her on to contemplate what it really means for her to be following the Path of the Shinobi, and she ultimately decides to change her routine so that she never accidentally runs into the boy again. One can assume that this was Hanzou’s intention all along, but he’s never been one to throw his weight around. You learn much more powerful lessons if you draw your own conclusions and make your own choices, after all; a good teacher simply provides you with the tools and information you need to be able to work things out for yourself.

Asuka learns many lessons over the course of the various games’ narratives, including the true meaning of Hanzou’s favourite phrase “a sword is meaningless if not joined with a shield”, referring to using one’s strength not only to benefit oneself, but to protect one’s loved ones and comrades, too. But, thanks to both her friends and rivals, she learns that labels are unimportant; whether someone is a “good” or “evil” shinobi is not a reflection on them as a person; more often than not, it is simply a reflection of their circumstances — and their employer.

What initially appears to be a deadly rivalry with “evil” shinobi Homura quickly blossoms into a genuinely close relationship as the pair of them come to understand and appreciate one another; they respect one another’s strength and genuinely enjoy any time they end up clashing in battle. Asuka describes Homura as “my strongest friend”, while Homura asserts that no-one is permitted to defeat Asuka but her. While they have each had their own victories over the series’ duration, they know that when the final battle eventually comes, they are going to have to settle things once and for all — and when that happens, one of them is going to perish.

It would be easy to become depressed with that seemingly inevitable eventuality in mind, but Asuka remains chipper and upbeat. While she takes her life and shinobi studies seriously, she’s also someone who focuses very much on the here and now, and can be surprisingly practical at times, despite occasional ditziness. She knows in her heart that her final battles are coming, but she also clearly believes that there’s no point getting depressed and anxious over them, because they’re not here yet. While life is good, you might as well enjoy it.

And her enthusiasm is infectious. Her energy inspires her comrades, with even the stern and serious Ikaruga deferring to Asuka as “leader” of the Hanzou Elites, despite technically being her senior. It draws them together and makes them a close-knit family — something which Asuka is aware is very valuable to those who have, for one reason or another, lost their families.

In a scene where Ikaruga grows depressed over a school assignment to research their respective “shinobi family trees”, Asuka recognises the guilt her senpai feels over her adoption and the resentment it caused her brother Murasame to harbour towards her. So she responds as only she can.

“It’s not simply a family tree,” observes Ikaruga, taking a piece of paper Asuka hands her at the end of the session. “It includes everyone in the shinobi class all lined up, like a family. Myself as the mother, Katsuragi as the father. Then Asuka, Yagyuu and Hibari as the children.”

Ikaruga is, quite understandably, brought to tears by Asuka’s thoughtful gesture.

“The five of us are basically family,” explains Asuka. “So I decided to write that up.”

If that isn’t a perfect summation of what Asuka is all about, I’m not sure what else is.


More about Senran Kagura

The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi or PayPal.

Buy Me a Coffee at ko-fi.com PayPal

Atari ST A to Z: Zynaps

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Welcome back to the last letter of the alphabet! We’ve made it around another cycle.

This time around, we’re taking a look at Zynaps from Hewson, a company who built a reputation for mechanically and technically solid games in the 8-bit era, but who sometimes struggled to adapt to the changing — sometimes fickle — desires of the 16-bit home computer market.

Zynaps is a good — if monstrously difficult — shoot ’em up, but many argued at the time of its original release that it would have been best left in the 8-bit era. What do you think?

Find a full archive of all the Atari A to Z videos on the official site.


Super Metroid: Grown-Up Nintendo

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To my shame, despite having ready access to it — I bought it on the Wii’s Virtual Console storefront, I own a SNES Classic, and now it’s available on the Nintendo Switch’s online service — I had never played, let alone beaten, Super Metroid until this week.

I have now corrected this glaring oversight, mind you, which puts me in an excellent position to contemplate how this genre-defining game from 1994 remains just as relevant and playable an experience today as it once was.

Super Metroid is an absolute masterpiece. You probably don’t need me to tell you that. But I’m going to anyway. Let’s take a closer look at why it’s such a masterpiece.

The original intention behind Super Metroid was to create a “true action game”, whatever that means. Nintendo’s R&D1 team, led by Game Boy creator Gunpei Yokoi, were serious about the concept, however; writer and director Yoshio Sakamoto explained the ten-year gap between the original Metroid on NES — and the three years since Game Boy sequel Metroid II: Return of Samus — as being them waiting for when this “true action game” was “needed” by the medium.

Looking back on it from a modern perspective, the descriptor “action game” doesn’t really do justice to Super Metroid. There are action elements, sure — including some spectacular boss fights with some of the largest sprites you’ll see on the SNES — but the majority of the game is based on non-linear exploration, investigation and the curiosity of the player.

Super Metroid opens with a lengthy introduction sequence that summarises the events of the original Metroid and Metroid II before launching into an interactive prologue. Here, Samus is called back to a space colony where she previously left a baby Metroid for scientists to research, and, inevitably, it seems something has gone very, very wrong.

This interactive prologue is, in itself, something we hadn’t really seen before in previous games. Yes, we’d had introduction sequences and cutscenes in prior games — in fact, these were often used as a means of programmers and designers showing off what they could get out of the various platforms — but rarely did we get to actually participate in the preamble to the game’s main “meat”.

Here, though, you step right into Samus’ shoes and start as you mean to go on: you have a mystery ahead of you, and the only sensible thing to do is to go and investigate it.

Wordlessly, the game builds a sense of isolation and dread as you proceed through the lifeless, seemingly abandoned space station. The hazy mist that lies over everything evokes a feeling of discomfort as nothing seems quite “right”, and your fears are only confirmed when you reach the room in which the baby Metroid had been stored. The glass tube in which it was stored is shattered, the Metroid itself is nowhere to be seen, and the scientists are dead on the floor.

Still no words are uttered; the game doesn’t make a big deal of this moment. It’s left to you to decide how to react: no jump scares, no big orchestral hits or crash zooms on the things you’re supposed to be paying attention to. Just simple, subtle, silent storytelling… and a genuine sense of trepidation as to what you might find beyond that next door.

This feeling continues once you get into the game proper, as Samus pursues her nemesis Ridley, the dragon-like Space Pirate who has stolen the baby Metroid and intends to use it to create an army of living weapons.

Every door you pass through evokes a feeling of both curiosity and dread as you wonder what might be next; will it be a room full of horrifying alien creatures that want you dead, or will it be the safety of a save room?

The game masterfully and continually tickles that part of your brain that makes you curious and determined to find answers. It teases you with helpful objects that you can see, but which are out of reach; it taunts you with seemingly undefeatable enemies; it tantalises with pathways that you know you need to take, but which you don’t know how to get to.

While isolation and dread are a key part of the Super Metroid experience, it’s not quite going for what we now know as the “survival horror” experience, where you are placed in the role of a relatively fragile “everyman” fighting for their life against overwhelming, terrifying odds. Rather, it’s abundantly clear right from the outset that Samus is a capable woman — she’s dealt with this shit twice already, remember — and thus the player is encouraged to draw strength and confidence from the fact that they are in command of such a powerful warrior.

Not only that, but you have a variety of superhuman abilities with which to accomplish your mission, courtesy of a combination of Samus’ powered armour and her own spectacular physical fitness. Samus’ basic jump is pretty impressive by itself, but her mobility only improves as the game progresses, allowing you to jump higher, run at supersonic speeds, launch yourself into the air and even defeat enemies by somersaulting.

The gradual drip-feed of these mobility abilities gives the game a constant feeling of progression as you remember areas you once visited but were unable to fully explore. When combined with the weapon upgrades (which allow you to clear paths to proceed in various ways) and armour upgrades (which allow you to proceed safely through various hostile environments), there’s rarely a time when you’ll feel completely “stuck”; there’s always something new to try, something new to discover.

And not just on the game’s critical path, either; Super Metroid is absolutely crammed with secrets, mostly in the form of upgrades to the maximum amounts of various weapons that she can carry, and her maximum health value. Some of these secrets are hidden in plain sight, requiring you to figure out a suitable pathway to reach them; others are concealed inside wall bricks or beyond illusionary hazards.

While it would have been easy for the hidden items to feel a bit cheap had the game not been better designed, the immaculate way in which Super Metroid has been put together means that you’re pretty much guaranteed to accidentally run into a few of these hidden items along the way — which, in turn, will teach you what you should be looking out for elsewhere in the game. And when you’ve acquired the X-Ray Scope item, you have absolutely everything you need to track down each and every secret in the game if you’re dedicated enough.

The idea of the game wordlessly teaching you things applies to the main critical path, too. Two of Samus’ core abilities are not “unlocked” through the collection of an item; you simply have them demonstrated to you by the only examples of friendly wildlife on Planet Zebes at various points.

First, a group of small goblin-like creatures chirp the game’s item acquisition fanfare at you before demonstrating the fine art of the wall jump, allowing you to ascend vertical shafts that aren’t too wide; then, a little later, an ostrich-like creature shows how if you run at high speed and crouch while you’re still moving, you’ll charge up a “Shinespark” jump that will allow you to defy gravity, shooting yourself in a single direction and continuing until you hit something.

Both of these moves are a little tricky to perform when you first discover them, since their input requirements are quite exact. Once you understand the timing of the various button presses involved, however, there’s a satisfying rhythm to them, and you’ll be able to pull them off reliably any time you need them. And both afford you the opportunity to reach even more places that you might not have explored yet.

Not a single word is uttered throughout Super Metroid after the initial introductory sequence, with the only text in the main game telling you what you’ve picked up when you find an item. There are no tutorial prompts, there is no expository dialogue and certainly no telegraphs as to where you should go next. It’s a game that respects the player, believes in them and provides them with all the tools they need to reach their goal under their own steam.

Even today, it’s refreshing to play a game that trusts you to be an adult and have the confidence to try things for yourself — even things that might initially seem crazy. Super Metroid always, always rewards you for indulging that sense of curiosity — and it’s a philosophy that has been carried forward to many of Nintendo’s modern games, too.

Look at how Super Mario Odyssey hides its Moons in exactly the sort of places you’d reach if you decided to pursue the question “I wonder if I can…” in various places. Look at how The Legend of Zelda: Breath of the WildLook at how Captain Toad: Treasure Tracker expects you to take the initiative and try unconventional things like looking at the “back” of a level. Look at how Splatoon’s single player mode deviously hides its special items in unexpected places around its concise, tightly designed levels.

All of these are lessons learned in Super Metroid; all of these are a perfect demonstration of the fact that while Nintendo tends to make games that are suitable for kids to play, they most certainly don’t make “kids’ games”. These are games that everyone can enjoy on one level or another — although given how genuinely unsettling and creepy I found parts of Super Metroid at the ripe old age of 38, I’d perhaps recommend against letting the very young loose on this particular one — and that even veterans can find new ways to enjoy many years later.

Whether you’re coming to it for the first time, you’ve explored everything Zebes has to offer or if you’re a pro-tier speedrunner, Super Metroid is an absolute masterpiece. And I’d like to officially say that I’m really sorry I left it this long to play it!


More about Super Metroid

The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi or PayPal.

Buy Me a Coffee at ko-fi.com PayPal

Final Fantasy Marathon: Ruler of the Skies – Final Fantasy I #13

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The Warriors of Light are done Down South, so now it’s time to head Oop North. There’s just one problem: how to get there!

The northern continent has an alarming lack of places to dock a ship, so they’re clearly not expecting any visitors any time soon. And apparently canoeing across the ocean is out of the question, so what could the answer be?

Take to the skies, of course! After all, we have everything we need to do just that, right…?

Vice: Project Doom – Secret Agent Man

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I’d not heard of Aicom’s Vice: Project Doom (aka Gun-Dec in Japan) prior to Nintendo adding it to the Switch’s NES app. And neither, it seems, had a lot of Switch owners, since its addition to the lineup attracted even more complaining than you usually find underneath a Nintendo social media post.

I looked into it, though, and I was both intrigued by the prospect of the game… and unsurprised that no-one seems to have heard of it, despite it having had a Nintendo Power cover feature in May of 1991. It did, after all, come out at the very tail-end of the NES’ mainstream lifespan — and after the Super NES had helped bring console gaming into the 16-bit era.

It’s a shame that no-one’s heard of it, though, because it’s really frickin’ good. Let’s take a closer look.

In Vice: Project Doom, you take on the role of Quinn Hart, a former mercenary-turned-vice officer who, after chasing down a madman in an armoured truck on what he thought was a relatively “routine” car chase, finds himself neck-deep in a bizarre situation that involves a deadly drug called Gel, mutated humans, aliens and lots of heavy military hardware.

Vice: Project Doom features a pretty strong emphasis on plot for a NES-era title. The game’s first level — in which you play Hart chasing down the aforementioned madman in a top-down driving-cum-shoot ’em up sequence — unfolds immediately after the mysterious introductory animation, and the game’s main title screen doesn’t even appear until after you’ve successfully completed this level.

This is a game that very much wanted to emulate action movies of the era — and given the technological limitations it was dealing with, it actually does a surprisingly solid job. Each level opens with a short cutscene featuring some absolutely gorgeous character art, and these do a good job of providing context for what you’re about to head off and do in the next stage; after that, it’s up to you to take care of the “action” side of things.

The stages themselves primarily unfold as side-on platform stages that are often compared to Tecmo’s Ninja Gaiden, but to write this off as a simple clone is to do it an injustice. What we have here is a straightforward but mechanically sound action-platformer with very tight and responsive controls, plus some really nice little tweaks to the usual formula.

Of particular note is the fact that you can move while crouched, but unlike most games of the era that offer such mobility — which actually wasn’t that many — you’re not forced to crawl on the floor at a slower speed. Rather, while Hart ducks normally when stationary, when pushing diagonally down on the D-pad he simply hunches his shoulders and lowers his head while otherwise walking upright, making him a smaller target but still allowing him full mobility and offensive capability. This is absolutely brilliant for impromptu action movie setpieces such as ducking under a wave of shots, then hitting your foe upside the head with your laser whip.

Yes, laser whip; we’re very much in sci-fi town here, but in the form of that interesting fusion of sci-fi and fantasy that we saw in a lot of “futuristic noir” media throughout the early ’90s. Tonally and thematically, it’s quite similar to Dynamix’s classic 1990 adventure game Rise of the Dragon — complete with a certain element of Chinese mysticism being involved at one point of the narrative, plus a strong anti-drugs message thanks to a narcotic that literally turns people into monsters — but mechanically, this is an all-action affair.

Interestingly, as the very first level suggests, Vice: Project Doom doesn’t confine itself purely to action platforming. The driving sequence returns later in the game, and there are two first-person shooting sequences peppered throughout the stages, too. These unfold as an automatically scrolling level in which you move a crosshair around rather than explorable first-person environments, but provide a welcome bit of variety.

In fact, a fairly apt way to describe Vice: Project Doom would be to compare it to Ocean’s numerous movie license games from the late ’80s and early ’90s; these typically featured platforming for the majority of the game plus additional sequences involving things like driving, flying, shooting or puzzle solving. The company’s popular Batman: The Movie is a good example of this.

But there’s a couple of key differences here.

Firstly, Vice: Project Doom isn’t based on a movie, despite its North American cover star bearing an uncanny resemblance to Mel Gibson, and its Japanese art looking suspiciously like Die Hard-era Bruce Willis. This means it’s not tied down to any existing source material, and, as a result, it takes great glee in going absolutely batshit insane by the end of its 11 stages, both in difficulty and in terms of the absolute chaos Hart has to deal with.

Secondly, and perhaps more importantly, Vice: Project Doom is way more technically and mechanically solid than anything Ocean put out as a movie license. This is a game that has been designed with care, attention and a complete understanding of what the NES is capable of.

That latter aspect is particularly remarkable; while this game is clearly pushing the NES to its limits in terms of colours on screen, layers of parallax scrolling and overall level of detail, it does so without any real noticeable slowdown or sprite flicker; it’s absolutely one of the most technically competent NES titles you’ll ever see.

And this technical proficiency doesn’t come at the cost of the mechanics, either; this is a highly playable, addictive game with a well-aligned difficulty curve, lots of variety in environments and enemy encounters, and excellent level design that provides gradually escalating challenges without ever feeling cheap or unfair.

Okay, the whole thing is pretty short — a one-credit clear would probably take less than an hour, and infinite continues mean that most people would likely be able to brute-force their way to the end sequence eventually — but in some ways that works in the game’s favour. This is a game that you can boot up any time and have a good time with, just like settling down to watch an Arnie movie for the umpteenth time. You don’t need to think, you just need to enjoy.

And if you manage to successfully beat the game, you can wring further structured longevity out of it by trying to clear it without continues, or with the highest score possible, or as fast as you can. Or, of course, you can always just enjoy it for the sake of it without feeling like you need to make any sort of “commitment” to it.

Vice: Project Doom is absolutely a hidden gem of the NES’ library, and now that it’s so readily available to every Switch owner out there, I strongly recommend giving it a go. It’s yet another example of an overlooked, underappreciated game that deserved better — but at least now it has another chance to shine.


More about Vice: Project Doom

The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi or PayPal.

Buy Me a Coffee at ko-fi.com PayPal

Atari A to Z Flashback: Aquaventure

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One of the most interesting things about retro platforms like the Atari 2600 is that they still play host to tons of undiscovered treasures just waiting to be explored, decades later.

Many of these treasures — usually in the form of unreleased or prototype games — have been unearthed and shared with the world through the Atari Flashback Classics collection. And a great example of just that is Aquaventure, a game about diving beneath the waves in search of hidden booty.

This game was seemingly complete and ready to release, so one can only guess at why it never ended up on store shelves!

Find a full archive of all the Atari A to Z videos on the official site.

Around the Network

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Hello again everyone! It’s the end of another week, and here in the UK the weather has finally switched gears from “blazing hot sunshine” to “torrential downpours”, with no intermediate steps. To be honest, I prefer the latter.

So what’s been going on this week? Lots of things! Before I talk about anything else, I’d just like to mention that I’ve started using Instagram a lot more, primarily to post short clips from my YouTube vids but also to point people in the direction of some of the articles here. I’m also putting most of these posts on Twitter, but Instagram has a different audience so if you’re on there and not on Twitter — or, hell, even if you are — please do give me a follow at @moegamerpete. Thank you!

With that shameless self-promotion over, let us continue with the remainder of the shameless self-promotion and check out what you might have missed this week.

MoeGamer

The MoeGamer Podcast: Episode 29 – The Happenings – There’s been so much cool stuff going on recently that Chris and I decided to make our main discussion topic of the show simply… the recent news. Along the way we also find time for some discussion of the games we’ve been playing, including Oninaki, The Messenger, Senran Kagura Burst Re:Newal and Super Metroid.

Senran Kagura Burst Re:Newal: The Pairing of Sword and Shield – The first of two (probably) articles on Senran Kagura Burst Re:Newal, specifically looking at both the game’s mechanics and the Hanzou narrative arc.

Warriors Wednesday: Daddy Dearest – Warriors Orochi #57 – I’ve started numbering these episodes for your convenience (and even gone back and numbered the old ones! Aren’t I nice?) Today, Cao Cao makes a surprise return as Cao Pi attempts to take a strategic stronghold on Mount Tennou.

Waifu Wednesday: Asuka – It would be remiss of me to run a Senran Kagura feature without giving one of the series’ most well-known characters a bit of love, wouldn’t it?

Super Metroid: Grown-Up Nintendo – At the age of 38, I finally played and beat Super Metroid for the first time. It left quite the impression.

Final Fantasy Marathon: Ruler of the Skies – Final Fantasy I #13 – The Warriors of Light have done pretty much everything they are able to in the southern part of the world… but how are they going to get to the northern continents, which lack anywhere to dock a big ol’ ship? Only one way to find out!

Vice: Project Doom – Secret Agent Man – A surprise addition to the Nintendo Switch Online NES app a little while ago was a relatively obscure Sammy-published, Aicom-developed title known as Vice: Project Doom (or Gun-Dec in Japan). It’s one of the most gorgeous games you’ll see on the humble NES, and very much worth your time!

Atari A to Z

Atari A to Z

This week we’ve got a microscopic shoot ’em up, a shoot ’em up where the ship is much too big, and a previously unreleased 2600 game that got a second chance thanks to the Atari Flashback Classics collection.

Patreon

Don’t forget that over on Patreon I post a daily behind-the scenes personal blog that is, effectively, a resurrection of my old #oneaday blog I used to host over at angryjedi.wordpress.com. At the present time, this also includes exclusive patrons-only weekly vlogs on Saturdays! If you’d like to get to know me a bit better, be sure to sign up; just $1 a month (about 80p) can get you in the club, and it also provides you with access to the MoeGamer Discord as well as helping to fund and support the things I do here on the site.

Find out more and sign up here!

Cool Stuff By People Who Aren’t Me

First up, Patreon goodness! Right now, I’m supporting chaotic “old men (and Octav1us Kitten, who I also support) attempt to talk about games, usually fail” collective Digitiser 2000, the ever-grumpy (and always hilarious) Cheap Show Podcast, the wonderfully supportive Normal Happenings, independent games writing collective The Well-Red Mage and fountain of retro computer gaming knowledge Rob “Hellfire64” Caporetto, all of whom you can find out a bit more about by clicking through to their profiles.

Here’s a selection of YouTube and podcast goodness from several of this lot:

And, as usual, it’s time to turn to the fantastic WordPress community for some highlights from the last week or so. If you know or run a WordPress blog you think I should be following, please let me know — and don’t feel it has to be confined to gaming, either!

Magical Sempai’s Magical Sempai: Shallow, Silly, Sexy, Stupendous (Shallow Dives in Anime) – Dewbond really liked Magical Sempai, and with good reason — it was a charming, deliberately dumb show that just wanted to make the audience smile. And the titular nameless character was a big part of that!

Playing games to enjoy, not to finish (The Late Night Session) – I don’t personally take this approach, but I understand people who do; The Night Owl makes a compelling argument for the way he tends to approach games these days.

In Anime, is Genre the Message? (I drink and watch anime) – Another cracking post from Irina that really got people talking on the subject of “genre” in anime, and whether or not the assumptions we make based on supposed genre can colour our perceptions of particular series.

Getting it right by doing it wrong (Kimimi the Game-Eating She-Monster) – Did you know there was a dual-screen arcade-based real-time strategy game based on the Three Kingdoms era of Chinese history that involved you sliding cards around for great justice? I did not. Kimimi taught me a lot this week.

When Video Games and Anime Collide! (Shoot the Rookie) – Pix1001 takes some time to ponder video games that would make good anime series — and some which have already made the jump to another medium.

Right, that’s your lot! Go have some lunch or something. I’m off to polish off the Hebijo arc in Senran Kagura Burst Re:Newal.

Have a lovely weekend and thanks, as always, for your continued support!


The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi or PayPal.

Buy Me a Coffee at ko-fi.com PayPal

Delving into Kirby’s Adventure – #1

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I’ve not been going through the Kirby series chronologically because I thought it might be interesting to dip in and out of it in various places to see how it’s changed over time.

Having already taken a look at one of his later games and a beloved title from the 16-bit era, I thought it high time we took a look at one of his earliest adventures: Kirby’s Adventure for NES, the second game in the series — and, conveniently, a title that has been available on the Nintendo Switch Online NES app for a while now.

I still feel like I’m quite a Kirby noob, since neither Kirby’s Dream Course or Kirby and the Rainbow Paintbrush seemed like especially “conventional” takes on the Kirby formula… but one thing I’m gradually coming to believe is that there is no “conventional” take on the Kirby formula. Let’s see how true that is.

Kirby’s Adventure is a side-scrolling platform game from 1993 that tasks the titular character with recovering the scattered pieces of the Star Rod in order to return the dreams to Dream Land. Because without them it’s just Land, presumably, and that would put it at danger from passing Magic: The Gathering players or something.

As a very late release in the NES’ lifespan — the Super NES had come out two years earlier in North America — the game passed a fair few people by at the time of its original release, but in retrospect it has come to be regarded as one of the best games in the original NES’ library. The Kirby series in general would go on to be one of Nintendo’s most prolific franchises — albeit one that doesn’t tend to get talked about nearly as much as that one with the chubby plumber.

Kirby’s Adventure was originally intended to be a simple NES port of the pink puffball’s first game: Kirby’s Dream Land for Game Boy. Project director and game designer Masahiro Sakurai (yes, the same guy people yell at when they don’t get the Super Smash Bros. characters they want) was dissatisfied with this is a concept, however, and decided to develop a new game.

Sakurai’s reasoning for this was that the original game had been designed for gaming newcomers and as such had received criticism from veteran players for being too easy; he noted that the audience for the NES, which had been on the market for nearly eight years (ten in Japan) by the time Kirby’s Adventure came to be, were perfectly willing to take on a challenge, and as such he decided to completely rebuild the game from the ground up to cater to these more experienced gamers.

The original Kirby’s Dream Land had allowed Kirby to suck up enemies in order to defeat them, but Kirby’s Adventure is the game that introduced the iconic “Copy” ability he is inextricably associated with today.

Sakurai and his team came up with a wide variety of different moves they would like to see Kirby be able to perform in the game, then picked a selection to include in the final product. This resulted in the pink puffball having 25 different abilities he could add to his arsenal based on the enemies he sucked up — plus a selection of basic abilities that could be accessed at all times.

Why add so many moves, though? Even back in the early ’90s, Nintendo games were known for being family-friendly and having easy to understand but tough to master mechanics, so wouldn’t having that many different moves available deter less experienced players? Perhaps, but the main intention behind this was not to make the game overly complex; rather, it was to improve its replay value, and to encourage players to experiment. Kirby’s Adventure is not the sort of game where you tend to need a specific ability in order to progress — but if you do happen to have the right one at the right time, you might be able to track down some secrets or find some alternative routes.

In a pleasantly newbie-friendly touch, pausing the game with the Start button does not simply freeze the screen, but rather switches to a separate display that explains exactly what Kirby’s current ability is. This is even true for his normal arsenal; the pause screen for Kirby in his normal form explains how to inhale enemies and copy their abilities.

And those abilities are varied and interesting; they’re not just all variations on attacking enemies. Some, like the sword and the beam, are effectively melee weapons; others have varying amounts of range on them. Fire covers a reasonable distance in front of you like a flame-thrower, for example, while the laser shoots across the screen and can be bounced off certain surfaces.

Where things get more interesting is with the abilities that are more defensive in nature, or that can be used in multiple ways. The Parasol, for example, can be used to float gracefully down instead of falling, but can also be used to hit enemies over the head. The Spark, meanwhile, allows Kirby to shock anything that gets near to him — including breaking blocks that are directly above or below him that cannot be hit with other weapons.

The game encourages experimentation as you progress through the game. Kirby drops his current ability any time he gets hit by an enemy, though it can be retrieved if you’re quick enough. “Museums” put in regular appearances throughout the game’s overworld maps, allowing you an easy opportunity to obtain a specific ability before you start a new stage. And certain encounters open with a choice of enemies to suck up and copy before you’re thrown into the fray against a powerful foe.

The structure of Kirby’s Adventure is kept constantly unpredictable and surprising, much like a dream often seems to defy rational logic. Sometimes you’ll run into a boss in the middle of a stage, for example, and on another occasion you’re presented with what appears to be a boss’ health bar, only to discover it actually represents the overall strength of an incoming horde of enemies, requiring you to both protect yourself and go on the offensive as much as possible.

At the time of writing, I’m just into the game’s second “Level” — each Level is made up of several stages connected by a side-on overworld map that gradually reveals itself with each cleared stage — and I’m having a wonderful time so far. Whether or not this is a “conventional” Kirby game remains to be seen — but regardless of the answer to that, it’s definitely a thoroughly charming, fun time that remains highly enjoyable to this day.


More about Kirby’s Adventure

The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi or PayPal.

Buy Me a Coffee at ko-fi.com PayPal

Atari A to Z: Gateway to Apshai

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Role-playing games have been part of home computing — and indeed mainframe computing — pretty much from the very beginning.

The fact that there’s considerable crossover between “nerds who like computers” and “nerds who enjoy playing Dungeons & Dragons” certainly helps, of course. But adapting a tabletop, social experience for solo home computer play carries its own challenges… and its own possibilities.

Gateway to Apshai is what happens when you blend the conventions of arcade games with those of tabletop roleplaying. And the result is an incredibly addictive, compelling game that I still love, love, love playing today.

Find a full archive of all the Atari A to Z videos on the official site.


Warriors Wednesday: Just a Quickie – Warriors Orochi #58

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It’s nice when things go your way for once, isn’t it?

In the first instance of that happening for quite some time in this Warriors Orochi playthrough, Cao Pi, Nene and Xiahou Dun all find it remarkably straightforward to struggle their way through Nan Zhong and deal another significant blow to Orochi’s forces.

It’s nice when you get a clear, quick, simple, decisive victory like this, as it’s good motivation to keep going! And there’s not long to go until we are well and truly done, once and for all! We’re coming for you, Orochi… again!

Waifu Wednesday: Haruka

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Out of all the members of Senran Kagura’s core cast, Haruka initially seems like the one who has it most together — or, perhaps more accurately, is most at peace with the person she is.

Combining a sense of genuinely warm, sisterly affection for her friends and comrades with an overtly sexual interest in both sadism and masochism, Haruka is, in many ways, one of the most “grown up” cast members.

That’s not to say she had an easy life, mind you. Far from it.

Haruka’s childhood was troubled, though not through explicit tragedy as with many of the other girls in the cast. Rather, her childhood was troubled due to the behaviour of her parents towards one another and towards her.

She grew up as the daughter of a renowned physician and lived in an opulent mansion — a fact which drew her a certain amount of scorn and bullying from her peers at school. But all was not well in her household; her father was almost perpetually absent, and her mother was overbearing and controlling to a fault.

These things fed into one another. Haruka knew that her father was having extramarital affairs every time he went away — and so did her mother, even though they never discussed it. Instead, Haruka’s mother poured an excessive amount of affection onto Haruka, treating her like a doll — dressing her up in fancy clothes and doing everything she could to control her life.

Haruka’s father was also, despite his occupation, a nasty piece of work. He committed fraud on his taxes, and used the money from this to cover up numerous cases of malpractice.

Haruka became increasingly frustrated by all this, and eventually decided that the only way for her to escape her torment would be to burn her house down and kill her parents. She was stopped just before she was able to go through with it by Hebijo teacher Suzune (aka mysterious, long-presumed dead shinobi Rin), who suggested that her proposed course of action wouldn’t bring her satisfaction or a sense of justice. Instead, Rin offered to train Haruka in a special “puppetry” technique.

Haruka proved to be a talented student, and was eventually able to manipulate her father into confessing his numerous misdeeds. He attempted to recant as the effect of Haruka’s newly acquired puppetry skills wore off, but the police and courts found the things he had said to be suitably convincing, so as the narrative of Senran Kagura Burst Re:Newal is progressing, the investigation and court case is ongoing.

Meanwhile, Haruka took the opportunity to escape her broken home life and follow Rin to Hebijo, where her already advanced skills thanks to her “head start” assured her a place in the Elite class almost immediately. From there, she was able to make use of her position to indulge herself by recruiting gleefully masochistic “dogs” to do her bidding, but over time she comes to realise that making use of puppetry to get one’s way is a hollow victory at best; more enduring, lasting relationships come from genuine connections built between people.

Given her background, it’s not altogether surprising that Haruka turned out the way she did. Her sisterly side comes from the fact that she had to be responsible for herself because her family certainly wasn’t taking good care of her — but aspects of both her parents clearly rubbed off on her personality. Her obsession with “dolls” and puppetry most certainly stems from the way her mother treated her, and her interest in the sciences — particularly the use of poisons, toxins and drugs with bizarre effects — can obviously be traced back to her father.

By the time we meet her for the first time, though, Haruka is obviously at peace with these sides of herself. She accepts that her past experiences helped make her the person she is today, so she embraces these traits rather than being ashamed of them. And that goes for her sexuality, too.

Haruka’s self-assuredness, confidence in her own body and overt sexuality can be seen as a sign of rebellion against how her mother once treated her. While once she was treated like a doll — the possession of another, for the owner to do with as they saw fit — now she is her own person, and she chooses to express herself however she pleases. Her body belongs to her, now, so she can do whatever she wishes with it.

She is no longer constrained by what her mother feels is appropriate for her to wear, so she takes things to an extreme with by far the most heavily erotic, sexualised outfits out of all the cast. Even her standard Hebijo uniform features a noticeably shorter skirt than her peers, and her short shirt proudly bares her midriff. She enjoys sadism, but throughout her narratives she is shown to only ever truly let this side of her out when it is fully consensual.

It is abundantly clear that she holds great affection for her “dogs” in particular; in the instances where we do actually get to hear from them, it seems that they are eager masochists who take delight in abuse from Haruka rather than unwilling prisoners. While she may well have brought about this situation using her puppetry powers to begin with, it’s obvious by the time we reach Burst Re:Newal’s narrative that she’s not using them any more; the “dogs” are there because they wish to be.

And she understands the masochistic side of things, too; she is one of only a couple of cast members who express pleasure (rather than pain or embarrassment) at taking a beating in a fight, and she looks positively gleeful any time her clothes get shredded by a well-placed combo.

Whether this side of her is evidence that she is a “switch” in S&M terminology — someone willing to be both dominant or submissive depending on the situation — or if she is willingly accepting punishment for what she perceives as past misdeeds is somewhat left up to interpretation. But one thing you certainly can say about Haruka is that she’s more than willing to get as much as she gives.


More about Senran Kagura

The MoeGamer Compendium, Volume 1 is now available! Grab a copy today for a beautiful physical edition of the Cover Game features originally published in 2016.

Thanks for reading; I hope you enjoyed this article. I’ve been writing about games in one form or another since the days of the old Atari computers, with work published in Page 6/New Atari User, PC Zone, the UK Official Nintendo Magazine, GamePro, IGN, USgamer, Glixel and more over the years, and I love what I do.

If you’d like to support the site and my work on it, please consider becoming a Patron — click here or on the button below to find out more about how to do so. From just $1 a month, you can get access to daily personal blog updates and exclusive members’ wallpapers featuring the MoeGamer mascots.

If you want to show one-off support, you can also buy me a coffee using Ko-Fi or PayPal.

Buy Me a Coffee at ko-fi.com PayPal

Atari ST A to Z: Alcatraz

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It’s back to “A” again for the Atari ST series, and it’s another technically impressive title from Infogrames.

Alcatraz is the sequel to Hostages (or The Embassy Mission as it’s known in some territories on some platforms) and is very much a game built around two-player cooperative gameplay. So much so, in fact, that they didn’t really bother to make a proper single-player mode — when playing solo you have to take control of both “players” yourself!

It’s a cool-looking, atmospheric game… but if you’re going to give it a go for yourself I strongly recommend bringing a friend!

Find a full archive of all the Atari A to Z videos on the official site.

Senran Kagura Burst Re:Newal: Within the Depths of Shadow

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The very first release in the Senran Kagura series — one we didn’t get here in the West — focused exclusively on the Hanzou girls’ narrative, which we discussed in detail last time.

It wasn’t until the expanded rerelease Senran Kagura Burst — which we did get in the West, and which forms the basis for Burst Re:Newal — that we got the opportunity to see things from the “other side” by spending some time among the Hebijo girls.

It’s this particular character arc — along with the two optional DLC stories that involve Gessen’s Yumi and Miyabi of “New Hebijo” respectively — that we’ll be exploring in depth today.

“Every light casts a shadow,” reads the opening narration to the Hebijo arc. “That is the basic principle of Yin and Yang. And yet, even within the depths of shadow, there is still both darkness and light.”

This concept is absolutely a guiding principle of the whole series, and it all started with these narratives in the very first game. Despite using terms like “good” and “evil” that are typically regarded as absolutes, the world of Senran Kagura is very much one filled with shades of grey; “good” and “evil”, as several of the girls comment throughout the narrative of Burst Re:Newal, is more a matter of who employs you rather than what you’re actually doing in most cases.

This is particularly apparent when it comes to Hebijo Clandestine Girls’ Academy, home of Homura, Hikage, Yomi, Mirai and Haruka at the outset of Burst Re:Newal. The school was, we are told, founded upon the principle that “where good favours few, evil accepts all” and, despite being a school singularly dedicated to raising evil shinobi, actually ends up being the last refuge for those who have nowhere else to go; those who have, as the opening narration puts it, “turned their backs to yang”.

The Hebijo arc opens by introducing several of the main characters. Haruka is positioned as someone who has been in the school’s Elite shinobi programme since before the story began, but as we proceed through the opening episodes we witness the arrival of Hikage, Yomi, Homura and finally Mirai. Each of them have their own reasons for having ended up at Hebijo, though they don’t necessarily become immediately apparent.

Interestingly, some of this context isn’t made explicit in the Hebijo arc because it’s commented upon in the Hanzou story. Probably the most notable example of this is Homura’s background; in the Hanzou story, we learn that she hails from a family of good shinobi, but she was turned onto the evil path by the fact she almost murdered an evil shinobi who was posing as her tutor. In the Hebijo arc, meanwhile, we see the result of that: an initially rather stern, seemingly bitter young woman who is keen to seek power above all else, and who is somewhat prone to pushing everyone around her away.

It actually doesn’t take Homura long to realise that she doesn’t need to be that defensive, though. After proving her worthiness to be in the Elite class and recognising the talent of her peers, she softens somewhat, and naturally settles into the role of the group’s “leader”; while Haruka has the most seniority in terms of both age and experience, Homura’s natural charisma and self-confidence make her an eminently suitable figure for the group to rally around when required.

Much of this is down to the fact that despite her somewhat dark past, Homura is pretty at ease with who she is. She recognises the circumstances that brought her to this point and, rather than mourning the situation in which she finds herself and the “evil” label with which she is lumbered, she embraces the opportunity to test her strength and continue to grow in power alongside people who have similar drive to succeed behind them.

Mirai, meanwhile, describes her arrival at Hebijo as being “where she’ll be reborn”, and is mildly frustrated by the fact that she arrives on a nice spring day, the wind caressing her cheek and making for a “pretty lame opening for the legend of an evil shinobi”. Although filled with hope for her new beginning — much as any youngster is on arriving at a new school or a new stage in their life — she quickly finds herself intimidated by and scared of her new peers.

“I’m always on edge when I meet new people,” she explains upon encountering Homura for the first time. “Does she want to be enemies with me? Or allies? Schoolmate or not, a stranger’s a stranger. I always have to find out where we stand, right off the bat.”

Mirai is a good case study for a core theme of the Hebijo arc as a whole, which is learning to accept both yourself and the people around you. This might sound like a strange topic for an “evil” arc to focus on, but remember: in the world of Senran Kagura, good and evil are more a matter of who hires you than anything else; the shinobi themselves are just people who happen to find themselves arbitrarily placed on a particular “side”.

Mirai is initially taken aback by how “stacked” (her words) her classmates are, and this is one of the many reasons she feels intimidated. She has such a complex about her flat chest and childlike figure that she assumes everyone is making fun of her behind her back, even when that’s absolutely not the case. This complex stems from her reasons for turning up at Hebijo in the first place: she was ruthlessly bullied, and sought revenge on her tormentors.

“From up on my vantage point, I stare down at the town,” she muses, having fled her daily training after an embarrassing incident. “I hate the people who live there. People who make fun of me, who make me look like a fool. I have to get my revenge. My family are all good shinobi, but I had to choose to be an evil shinobi in order to get that revenge. Good shinobi can only act under orders, but evil shinobi are free to use their power as they see fit. One day, when I become a full-fledged evil shinobi, I’ll be able to use that power all I please.”

With all this in mind, Mirai quite naturally assumes that her classmates having a good giggle at the ridiculous sight of her tearing her skirt and revealing her rather childish bear panties is the bullying starting up all over again, so her flight is an attempt to remind herself why she’s doing this. But she’s rather surprised to discover that this time around, she misread the situation rather drastically.

“What you look like doesn’t affect your strength as a shinobi,” Homura tells her. “I have a childish side, too. So you shouldn’t be embarrassed about your boobs or your panties.”

Following Homura’s lead, Mirai’s other classmates all show up and offer her similar reassurances in their own… unique ways, leaving her somewhat at a loss; she feels like she’s never experienced someone caring so genuinely about her, and isn’t quite sure how to deal with that.

“We’re both comrades from Hebijo,” continues Homura. “No juniors or seniors here. All Hebijo students are here because they want to do something. Whatever our circumstances, we all ended up here. You’re the same, aren’t you, Mirai? You’re here because there’s something you want to accomplish?”

“She’s so kind. So generous,” muses Mirai, on the verge of tears by this point. “The kindest, most generous evil shinobi ever.”

Homura’s kind and generous nature is also exhibited in the first instance of a running gag for the series as a whole: her obsession with physical comedy, and the fact that she’s not very good at it. Initially introduced as an attempt to get the self-professed emotionless “cicada husk” Hikage to try and smile, Homura’s attempts to impersonate a crab and a shrimp by making creative use of her six swords fall completely flat, but she does her best; she believes in herself and is willing to at least try, even if the distinct possibility of failure is there. And this is something she continues to exhibit throughout the remainder of the series.

Hikage is actually a good example of this, too. She initially claims that she “has no emotions”, but over time she comes to recognise that this isn’t quite accurate; rather than not having any emotions at all, she simply has great difficulty in recognising them when they arise, and in expressing them when she does recognise them.

During a sequence where Mirai has a crisis of confidence in her own abilities and attempts to flee the group, Hikage finds herself thinking back to her time on the streets when she ran with a gang — and the time she discovered the dead body of the gang leader Hinata, whom she had come to rely on, trust and perhaps even love. She recalls the feeling of “rain falling inside her” as she gazed on the young woman’s mutilated corpse — and experiences exactly the same feeling when she discovers an ashamed Mirai playing dead in a dumpster. Moreover, she initially does not understand why the tears keep coming when she finds out that Mirai is just fine — but this time around, she has people to explain to her that tears can be happy as well as sad.

The various scrapes that the Hebijo girls get into over the course of their narrative allow each of them to explore their attitudes towards friendship and comradeship. And these things are truly put to the test when Hibari from Hanzou arrives at Hebijo, claiming to want to transfer. In the Hanzou arc, we know that this is because she’s ashamed at having lost the school’s Super-Secret Ninja Art Scroll to Hebijo, but her motivations aren’t quite so clear this time around. Whether this is down to events actually unfolding slightly differently in the Hebijo arc or if we’re dealing with a case of unreliable narrator is a matter of interpretation, but the fact is, Hibari causes significant waves upon her arrival.

Haruka develops a particularly close bond with Hibari, for starters, and this is the catalyst for several of the other Hebijo girls to start questioning whether or not there actually are any differences between “good” and “evil” shinobi, much as Hibari herself did back in the Hanzou arc. From there, both Yomi and Hikage find themselves developing their own bonds with Hanzou students; Yomi comes to understand Ikaruga rather better after learning to accept the folly of prejudice, for one thing, while Hikage admires Katsuragi’s unrestrained enthusiasm and sees her as a good opportunity to learn how she might express herself a bit better.

This ultimately leads to a major disagreement between the various members of the Elite class, with some believing that “friends just get in the way of growing stronger”, while others believe that friends actually bring you strength.

“Our friends might not be fighting with us physically,” argues Haruka, “but they still support us from the inside. That’s what friends are for, after all.”

“The strong don’t need support,” retorts Homura. “Training grants you power and technique, and that’s all the support you should need.”

“To truly resolve a conflict,” Haruka muses to herself, “opponents must clash, and thereby reach an understanding. I could never reach that point with my parents, but my fellow Elites can surely meet me halfway. We should be able to understand each other absolutely.”

Haruka is speaking figuratively here, but in the world of Senran Kagura, the concept of understanding one another through literal physical conflict is very much alive and well, so naturally the argument ultimately boils down to them all beating the shit out of each other until they each come to understand each other’s opinions.

“Once you start caring about your friends, you start fearing the thought of losing them,” thinks Homura after the situation has all been resolved. “Fear inevitably leads to weakness. And what good is a weak shinobi? Maybe that’s why I’ve been so stubborn about keeping my friends at a distance.

“And now Haruka’s taught me something,” she continues. “Friendship and strength are both important. It’s true. I want to be the kind of person who cares about both, equally. And when I think about that, I remember… Asuka said the same thing to me. So then what’s the real difference between ‘good’ and ‘evil’ shinobi?

Homura’s convictions are put to the test at the climax of the story, when the main villain of the piece, Hebijo investor Dougen, reveals himself to be preparing for the revival of the great youma Orochi. And it seems a key ingredient for the ritual is the sacrifice of several powerful young shinobi.

“To become part of Orochi is to attain power beyond measure,” Dougen sneers at Homura. “Is that not what you’ve always wanted? What you’ve always sought? What being a shinobi is all about?”

Homura is too late to stop the revival of Orochi and finds herself absorbed into the monster along with her friends, but she doesn’t give up hope. She knows that Asuka is outside fighting the creature — and thus she decides to fight her way out from the inside.

“If my friends are there,” she tells herself, “I can stand back up. No matter how many times I fall. This is power. I finally know what it truly means to be strong. Though the light may never shine on us, I’m not afraid, so long as we’re together. Because for us, our friends are the only light we need.”

That’s where the Hebijo arc ends, but it’s worth considering the DLC campaigns centred around Yumi and Miyabi in this context too, since they deal with similar thematic subject matter.

In the case of Yumi, we see her and her Gessen peers — including Ryoubi and Ryouna, who at this point have not yet left to join “New Hebijo” — dealing with the aftermath of Kurokage’s death. Since Kurokage was Yumi’s grandfather, she was hit particularly hard with grief, and finds herself struggling to understand the path she should walk from hereon, as does her peer Yozakura.

“We drown our sorrows in meaningless brawls,” ponders Yumi one evening after yet another street fight against local thugs. “What would Grandfather Kurokage think if he saw us like this?”

“It’s not like I can just get over him being gone,” explains Yozakura. “Fighting’s the only time it doesn’t hurt.”

Yumi initially comes to believe that the idea of “pure righteousness” is what drives her onwards, and that this is her own way of keeping Kurokage’s spirit alive inside her, but defining exactly what “pure righteousness” really is comes to be something that bothers her a great deal.

Throughout our previous encounters with the Gessen crew, particularly in Shinovi Versus, we come to learn that their approach to being “good” was quite different to that of the Hanzou girls. In Yumi’s arc in Burst Re:Newal, we get a feel for where that came from.

Initially, Yumi sees things in absolutes: she witnesses street thugs committing crimes, so brands them as absolutely evil. Something inside her stops her from delivering an absolute punishment, however; she spares them and presents them with a merciful opportunity to, as she puts it, “straighten what is crooked inside you”.

Yozakura doesn’t understand this at all, being even more set in her ways than Yumi is. She doesn’t understand Yumi’s hesitance to completely wipe out — in other words, kill — the group of thugs when they catch them seemingly committing further crimes, but Yumi gradually comes to discover that there is often a lot more to a situation than there initially appears to be.

It’s around this point that we start seeing a more recognisable Yumi from later in the series: cool, calm, collected and rational. When Ryoubi and Ryouna challenge her to a battle as part of their initiation to Hebijo, she graciously gives them her fan — an heirloom from Kurokage — as proof that they beat her, even though she was the actual victor of that encounter. She develops an understanding that everyone has their own personal circumstances that have brought them to their current situation — and to judge things purely on face value is often unfair to the complexity of those circumstances.

“Life’s not fair,” explains Hikage, showing up a little late to deal with the situation — because the gang of thugs in question turns out to be the one she used to run with prior to Hinata’s death. “Your destiny’s pretty much decided on the day you’re born. There aren’t enough winning lottery tickets, and anyone who doesn’t get one gets shuffled off to the sidelines in places like this.”

“That’s ridiculous,” retorts Yozakura. “Plenty of people live in bad places, bad situations, and they never get their hands dirty.”

“And those people are smart. I admire them,” replies Hikage. “But I wonder how many of them were able to do it alone. To grow into maturity alone. Maybe they had others to help them along.”

We know by this point that Hikage certainly had that in her life, before it was cruelly snatched away from her — and that since joining her friends at Hebijo, she has since rediscovered it. Yumi recognises this, and understands that “at times, those in need deserve help, evil though they may be… is that not pure righteousness?”

This is just another perspective on the core lesson both the Hanzou and Hebijo girls learn in their respective story arcs: the fact that labels don’t define someone, and that being on opposite “sides” on paper doesn’t mean you have to be enemies.

“I cannot save only the good and not the evil,” Yumi explains to a furious Yozakura. “I will assist whoever is in need. That is pure righteousness to me.”

“One woman’s justice is another woman’s evil, depending on their points of view,” she muses to herself. “Justice and righteousness are not always absolute. One might say there are as many definitions of righteousness as there are people in the world.

“What is built can one day break,” she continues. “All that lives will one day die. Nothing in this world is permanent… with the possible exception of belief. There may not be a true definition of righteousness, save that to which your own beliefs can guide you. I believe that is what Grandfather Kurokage wanted to help us understand. Hold fast to your ideals. And through them, continue to strive for an answer of your own. That is pure righteousness.”

Miyabi’s arc builds on this idea somewhat. As we join her, she is staunch in her beliefs that if she can annihilate all youma from the world, she will be able to finally be at peace with the death of her mother. And in order to do that, she needs to seek out ultimate power.

If you know your Senran Kagura lore, you probably already know that this doesn’t end well; specifically, it ends up with Miyabi having to kill Ryoubi and Ryouna’s sister Ryouki due to her possession by a youma — which in turn sets Ryoubi and Ryouna on their quest for revenge seen starting in Yumi’s arc and finally being resolved in Shinovi Versus — and Miyabi breaking her mind, body and spirit through use of an Anathematic Ninja Art known as Blood Riot.

Miyabi is, in many ways, a reflection of how Homura could have easily ended up had she not quickly come to the realisation that her friends are important to her — and as much a source of her power as her own physical strength. At the outset of Miyabi’s arc, we see that she has previously enjoyed a close relationship with Imu, but that she is trying to push her away as she pursues her quest for revenge on the otherworldly beasts that claimed the life of her mother.

“Shinobi have no promise of a ‘someday’,” she says. “And so, the weak have no business speaking of the future. Are you strong enough now, or not? Nothing else matters.”

Miyabi’s pursuit of absolute power causes her to lose sight of the things that are really important — and of Imu’s unwavering belief in and love for her. She is aware of this on some level, however; following her unleashing of Blood Riot against the youma-infected Ryouki, she lapses into a coma and finds herself dreaming of a fierce battle against her “Abyssal” self; one that has been completely consumed by the forbidden Ninja Art and allowed a youma’s power to seep into her. It is only by accepting both sides of herself — the one that seeks power, and the one that wishes to protect the people important to her — that she is eventually able to learn to control the deadly power she has allowed into her heart.

“A blade without a heart behind it is fragile,” she muses. “That kind of power can fade in an instant. The proof is in my mother’s smile. That smile continues to reside in my heart. My drive for revenge is not what made me stronger.”

Ultimately, every cast member in Burst Re:Newal has an important lesson to learn, and that is that true power comes from acceptance and understanding — both of yourself, and of others around you. It’s a lesson that everyone can learn something from, be you an Elite shinobi student or just some fat bloke who types things in on the Internet in the hopes that people might read them.

Believe in yourself, and believe in those who are important to you. It’s a long and difficult journey for most of us to reach that stage consistently and reliably — but once you get there, you’ll be unstoppable.

Until then, keep on fighting, growing stronger — and accepting that both light and shadow are a natural part of life, and both should be embraced when the time is right.


More about Senran Kagura

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Final Fantasy Marathon: Proof of Courage – Final Fantasy I #14

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There really is no rest for a Warrior of Light, is there? “Go and bring me proof of courage,” says Bahamut, without any sort of indication of what the bloody hell he means.

Fortunately, some of this subordinates were a little more forthcoming with the information we needed, and so it was that we found ourselves standing outside the Citadel of Trials, ready to find that which would prove our courage once and for all.

All we knew was that it would take a form that we probably wouldn’t expect… and that there was an annoying teleporter puzzle between us and it!

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