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Tuesday, November 27, 2018

Persona 3: Dancing In Moonlight Review - Remix My Dread

Returning to lengthy RPGs can be daunting, but just listening to the soundtrack can often bring back our favorite memories. Persona 3: Dancing in Moonlight offers a more efficient way to relive those memories by dancing to the beat of remixes of composer Shoji Meguro’s great score. The nostalgia trip mostly works, even as it’s bogged down by a clunky interface and short setlist.

Dancing in Moonlight rewinds the clock on Persona 3, summoning the SEES team to the Velvet Room (remade into Club Velvet) on a random night before the end of the original storyline. Elizabeth, jealous that Margaret’s guest (the player character in Persona 4) managed to solve a mystery by dancing, engages with Caroline and Justine (the Velvet Room attendants from Persona 5), in a dance competition to see which cast comes out on top when it comes to busting out moves.

The dancing itself is straightforward as you tap or hold buttons in time with the music, though the interface can be too stylish for its own good. It prizes the J-Pop dance routines the Persona 3 cast performs in the background as much as the music itself, which means notes originate near the center and move toward the edges of the screen. The layout works well enough on lower difficulties, but as tougher songs introduce more intricate note patterns, it can be hard to discern what note to play as they drift apart. Notes that require you to tap multiple buttons at the same time are connected by a giant pink bar and clutter up the screen, and I even failed to notice a note completely in the chaos a few times. I got used to the interface and was able to have fun with it after a few hours, but it’s a case of form over function that emphasizes something I wasn’t paying much attention to most of the time.

You never have to play too seriously to progress, and a number of fun modifiers alleviate that frustration. Want to play any note using any button? Go for it. Think getting a “Good” rating on a note shouldn’t break your streak? Done. Unlocking and using these modifiers makes for some neat twists on the normally pass-or-fail rhythm genre, and some even increase the challenge by making notes disappear as they near the edge of the screen or having them randomly speed up or slow down. The helpful ones ding your score, but I still enjoyed how much I could tune the gameplay to my liking.

 

Some fans may be disappointed by the emphasis on remixes over originals, but there are plenty of standouts on the soundtrack; the new renditions of “Wiping All Out,” and “Want To Be Close,” in particular are fantastic, and the good songs more than make up for some of the more boring covers. The overall setlist suffers from being a little short (just over two dozen songs) and focusing on the same songs a little too much (including three versions of “Burn My Dread,” and two versions of “Mass Destruction”), which is a shame when songs like “Master of Tartarus” and “Iwatodai Dorm” are ripe for remixing.

Replaying songs unlocks new social-link conversations with the SEES team, which comprise most of the narrative in lieu of a proper story mode. As you finish more songs and wear different outfits, you get to have lighthearted chats about dancing, life goals, and more. Elizabeth frequently butts her way in throughout, and her naiveté about the real world (and its turns of phrases) make her the standout character. The plot is fairly bland and pointless, but the little moments along the way make up for it.

Dancing in Moonlight mostly does right by Persona 3’s soundtrack, eliciting fond memories of the entry that started this series on its path to mainstream stardom. Being able to tailor the rhythm-based gameplay to your liking makes it easy to dive in and nod along to your favorite songs, even if the setlist is short and lacks a bit of variety. If you’re eager to catch up with the cast or music of Persona 3, Dancing in Moonlight is worth a few excursions into the Dark Hour.

Persona 5: Dancing In Starlight Review - Wake Up, Get Up, Dance Out There

As a rhythm-based spinoff, Persona 5: Dancing in Starlight’s premise for getting the Phantom Thieves back together to dance is a bit of stretch, even by the series’ standards. But Joker and company are no strangers to absurd situations, and Persona 5’s soundtrack is strong enough that I don’t mind suspending disbelief to enjoy watching The Phantom Thieves dance to a slew of remixes, even if the rhythm-based gameplay at the heart of it all doesn’t quite hold up its end of the bargain. 

Dancing in Starlight takes place some time after the end of Persona 5. This time, the Phantom Thieves return to the Velvet Room to compete in a dance contest against the cast of Persona 3 to see which guest of the Velvet Room has the better moves. The first couple of scenes make it clear the events of this story won’t matter, however, as the contest takes place over the course of a single night everyone will be forced to forget as soon as it’s over.

The dancing itself is straightforward as you tap or hold buttons in time with the music, though the interface can be too stylish for its own good. It prizes the J-Pop dance routines the Persona 5 cast performs in the background as much as the music itself, which means notes originate near the center and move towards the edges of the screen. The layout works well enough on lower difficulties, but as tougher songs introduce more intricate note patterns, it can be hard to discern what note to play when as they drift apart. Notes that require you to tap multiple buttons at the same time are connected by a giant pink bar and clutter up the screen, and I even failed to notice a note completely in the chaos a few times. I got used to the interface and was able to have fun with it after a few hours, but it’s a case of form over function that emphasizes something I wasn’t paying much attention to most of the time.

You never have to play too seriously though to progress, though, and a number of fun modifiers alleviate that frustration. Want to play any note using any button? Go for it. Think getting a “Good” rating on a note shouldn’t break your streak? Done. Unlocking and using these modifiers makes for some neat twists on the normally pass-or-fail rhythm genre, and some even up the challenge by making notes disappear as they near the edge of the screen or having them randomly speed up or slow down. The helpful ones ding your score, but I still enjoyed how much I could change the game to my liking.

 

Dancing in Starlight does a good job of increasing the BPMs of Persona 5’s soundtrack to make each song more fun to play, but I can’t help but nitpick at some of the choices made in the setlist. It feels limited with just over two dozen songs, and it doesn’t help when the same songs come up multiple times. “Rivers in the Desert” is a fantastic song, but I don’t need the original, a remix, and a live version of it. What’s here is fairly strong, however, and aside from one or two clunkers, I was nodding my head along to every song.

The main reason for going back through these songs is to get the series’ trademark social links going. By completing certain objectives, you unlock new conversations with each member of the Phantom Thieves. Getting to know Makoto, Ryuji, and Ann better, even knowing these conversations with them would have no consequences, kept me going even as the gameplay started getting stale. These conversations also unlock new outfits and accessories to wear on the dance floor, and some of them can get pretty silly (in a good way).

Persona 5’s soundtrack helped define its captivating sense of style when it released last year, and Dancing in Starlight is a good celebration of it. The clumsy dancing interface and short tracklist make it fall short as a rhythm game, but some great remixes and fun progression hooks make it a worthwhile way to revisit the look, feel, and sound of one this generation’s most stylish RPGs.

Monday, November 26, 2018

Darksiders III Review – A Quality Experience From Another Age

The Darksiders series is a pastiche of beloved games and genres that came before it. The first two Darksiders entries wore their Zelda, God of War, Metroid, and Diablo inspirations proudly and generally found success, even if they never quite reached the heights of any of those singular games. Darksiders III is similar in that its main inspirations are still easy to spot, but Zelda no longer serves as the pillar on which the game is built. The focus has shifted away from puzzles and acquiring items, and toward combat and navigation upgrades that help you move through the larger world. The result is a game that feels familiar – and dated – but with gameplay and level design that sing, even when its story is awkwardly clearing its throat.

Darksiders III follows Fury, the angriest and most unpredictable member of the four horsemen of the apocalypse. She is on a mission from the Charred Council to track down the seven deadly sins who escaped imprisonment when the world went to hell. Unlike War and Death from the first two games, she is not concerned with what brought about the apocalypse, making her goals different – at least initially.

Another big change for Darksiders III is the larger structure. The first two games were like Zelda titles, with puzzle-focused levels spread across a larger explorable world. Fury’s world is not broken apart in this way. In fact, I only solved a handful of puzzles across the entire experience. I personally loved those sequences in the previous games, but I did not miss them here. Moving through Darksiders III feels more like moving through a continuous series of interconnected areas with new movement abilities opening up more options for where Fury can go and what secrets she can uncover. The absence of a map is surprising, and I feared it would limit my ability to navigate, but the compass system does a good job directing you to your main objective, and secrets are broadcast well enough in the environment that they’re easy to spot. In these ways Darksiders III stands apart from the first two games and I appreciate the change. It makes it feel more like a well-executed, straight-on action experience.

Fury uses a chain-whip as her main attack, which gives her a wide attack range to take on surprisingly powerful foes. She also unlocks a boomerang-like weapon, as well as a handful of secondary blades. You switch between the secondary blades without entering a menu, and they each grant her specific navigation abilities. The icy swords allow her to walk on water, freezing it below her feet. Her fiery dual blades give her the ability to traipse through lava. Each has plenty of combos, but I had more fun relying on standard attacks and focusing on dodging out of the way to execute powerful, perfectly-timed counters. Fury doesn’t block (and sometimes yells at enemies derisively when they do), and it keeps the action brisk. She’s always on the offensive, which I appreciate as an impatient fighter.

Every enemy, and especially the bosses, pose a substantial threat. Even the early foes can fell Fury if she gets sloppy or overwhelmed. This makes exploration cautious and tense, which I like, but the checkpoints can sometimes be unnecessarily spaced out. A few bosses in particular are plagued by faraway checkpoints that led me to sprint past enemies for long stretches just to give my most recently discovered boss another shot.

 

Hunting the sins is the most compelling element of the story, as Fury’s goal is clear and the personifications of the sins each have interesting and unique designs. When the larger lore of the universe starts creeping in, however, things fall apart. Conspiracy theories run amok and important new characters are suddenly presented without a proper introduction. The final twists of the plot land with a thud, but I do like Fury and much of her dialogue. Among the heroes we have played so far in this series, she has the most personality and is my favorite.

In many ways, Darksiders III feels like a game from the previous console generation. Its art design is distinct, and feels like an old comic book with vibrant colors and villains that personify their names. But that’s an old trope today, and it lacks the graphical detail we have come to expect in modern games. Compared to its action game competitors, the production values are lacking and I did run into distracting graphical hiccups and one full crash that required a reset. With all that said, I was eager to see what was around every corner. The design of the world, the way Fury explores it, the few puzzles, and the combat are all well-designed, elevating it above the elements that make it feel like a game from the past.